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Everything posted by twistking
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Placeable runway for custom airport/ airbase.
twistking replied to TempestRiser's topic in DCS Core Wish List
i can see this work for the warbirds, where you could probably cobble together an improvised landing ground in the ME. but proper airfields with proper runways for modern jets: i don't see that as a realistic possibility... -
Very small and simple request: When editing complex flightplans/routes in ME it's sometimes not easy on the eyes. Especially when editing routes for neutral coalition forces, which are light grey. Would be nice if we could temporarily darken the map, or have another option to make units, waypoint and routes stand out more visually against the map background.
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thanks to everyone for all the feedback. will try again tonight... just one more question. what is the correct DCS procedure when i accidentaly lost the connection to the boom? the aircraft itself doesn't seem to care (in the a-10c f.e. you have to toggle the refueling door switch -if i remember correctly- to make the jet ready for another go at it). do i have to radio the tanker after an accidental disconnect, or will the operator just try reconnecting when i'm back in alignment? i still loose connection quite often and until now, i have always "aborted" refuelling via radio and reinitiated it, just to be safe. is this neccessary though?
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Trick to make FARP Start as Neutral
twistking replied to [HOUNDS] CptTrips's topic in Mission Editor
brutal! -
my way of poking holes in the fog was to late activate some friendly infantry as "recon" near the target, but this is not optimal in many situation and does only really work for small scale ground pounding missions, where all "relevant" enemies are in a confined area... will have to try if the combined arms / gamemaster thing can be helpful in any way, or if one can "cheat" with spectator mode or side switching... i'm only doing coop/pve, so i'm not concerned with someone exploiting those functions to gain an unfair advantage... i just want to have "fog of war" during actual play, and less fog towards the end...
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Berms and Defensive Emplacements Wishlist
twistking replied to Aarnoman's topic in DCS Core Wish List
spline-based dirt roads or tire-marks would be great also! -
Welcome to the Core Game Wish List Section
twistking replied to NineLine's topic in DCS Core Wish List
Nineline, when i want to request something that's already requested (but some time ago and not yet tagged by a mod), should i necro that specific thread from years ago, or should i just make a new one? -
Ah, i did not know that. Now that i think about it, it makes a lot of sense though...
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Keybinds: New modifier types: Long press, short press
twistking replied to twistking's topic in DCS Core Wish List
Can i quickly pat myself on the back a bit for that one? Thought some more about it and i think it's genius. Well, it's not really genius since it's super common on more casual games. Especialyl those with a console/gamepad heritage. It just works extremely well. It's a shame that this wasn't in DCS 10 years ago already. HOTAS buttons are prime real estate, everything that helps with that saves money and headaches. It's true that users could create illogical keybinds, which won't play nice with certain HOTAS commands, but that's expected with a complex sim. It would open up so much more possibilities for elegant, intuitive keybinds... -
Low effort, high QOL impact: A simple option to make contour lines much finer while working in ME. When placing anti air units, it's important to see even smalller hills and crest. For example to put a search radar ontop a small hill. Also when placing other ground units a better understanding of the micro terrain is important. Contour lines for every 1 or 3 feet of elevation would be great. Should be a toggle option, because otherwise it could also be very distracting visually.
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Not saying that FBW equals easy mode, but it does make the plane less communicative by design. And especially for the 29 FBW seems like heresy: It was simply not designed with FBW in mind and - the DCS FC version at least - handles so great (despite some realism concerns about handling in very certain situations) and feels so much more powerful and agile than both the 16 and 18 despite being actually less so generally. FBW just make the aircraft feel more tame. Would maybe be different if you could experience the g-forces in the sim, but since you cannot the non FBWs do a better job in communicating flying sensation. In my humble opinion that is: It's also just taste to some degree, so let's not derail this thread with that. I think the chances of getting a super late FBW Mig are below zero anyway...
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Two different but related suggestions in one post: First -> "Is EWR" attribute with "relay speed" option for every AI unit. This would allow every unit with "IS EWR = 1" to automatically guide AI (and possibly player) fighters to enemy position (like the AWACS and ground EWR currently do) but only using the units native sensor range. Relay speed would determine how fast and how often the position got updated. A dedicated EWR could have an instant relay speed, simulating direct communication to f.e. CAP/Intercept assets (current behaviour for proper EWR in game now). Other ground units would have very low relay speed, simulating that their intel on enemy AC would need to be relayed multiple times until it reached the CAP/Intercept assets. This will result in CAP being vectored to interpolated positions with a high chance of error. This would however still put intruding AC in danger, that until now only had to worry to hide from "proper" EWR / AWACS units and could ignore all other enemies inr regards to having fighters vectored to them. It will also be huge for WWII scenarios where dedicated EWR was of lesser importance in vectoring fighters (compared to today...). Second related suggestion -> "Detected by" trigger condition. A simple trigger condition that fires when a unit of specified coalition/type/name, gets spotted by a unit of specified coalition/type/name. I think this is pretty selfexplanatory...
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Generally FBW aircraft are way less interesting to fly. I don't think this is an controversial opinion. Is it?
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Berms and Defensive Emplacements Wishlist
twistking replied to Aarnoman's topic in DCS Core Wish List
BUMP! Very nice post! -
Tanker lighting effects for night refueling
twistking replied to Hellbat's topic in DCS Core Wish List
BUMP! Unfortuantely DCS still stands for Daytime Combat Simulator way too often... -
good "easy" AI aircraft to practice dogfighting
twistking replied to twistking's topic in DCS: F-16C Viper
Thanks for the answer. I will try the F-14B first... Do fuel level and stores have a real impact on AI aircraft? If so maybe one could tame some of the UFO flyers a bit by giving them "handicap" fuel tanks and forbid them to jettison or just load them up with super crappy first gen fox1 as "ballast"... -
a static AA Dishka would be great. Ideally there would be a "fortified" version with some sandbacks for cover, like it is available for the 23mm guns...
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ED, make some early gen manpads please!
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I am aware that there is the possibility to script AAA barrage fire with pre-selected zones to simulate AAA just blindly saturating the sky. This however only works for "Baghdad" type scenarios. It's also tedious to set up in the ME. We would need a simple "Auto Barrage" option (Force On, Off, Auto/Panic (default)), where the unit automatically targets a volume of sky in front of enemy aircrafts. Since it's targeting a volume, it would not actually need to detect the target itself. This would allow AAA to at least fire in the genral direction of enemy aircraft during nighttime. Auto Barrage "Force On" would make the unit always use this mode, maybe to simulate untrained crew, or a certain doctrine, "Off" would disable this AI routine and "Auto/Panic" would make the unit use barrage, if enemies are very near, but detection levels are too low to engage the aircraft directly.
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I really want a mig-29. I don't really care which version as long as it's not one of the FBW-Migs. And please allow us to carry whatever western stuff the ukrainians managed to integrate/hack together (Harm, JDAM, Zuni?)...
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Crews can exit and mount aircraft. Chat when not mounted.
twistking replied to TheTrooper's topic in DCS Core Wish List
I think that would be a great feature. Even without the social (mission planning?) aspect, it would just up the immersion a notch and especially in VR it would be great to do a walk-around before climbing into the cockpit... -
This is a little offspring from this discussion: This is my suggestion to spice up the very basic hitpoint system to make it more realistic and immersive without rewriting it completely - If a unit gets hit with overkill (it gets significantly more damage than it has hitpoint left), it will always explode and burn as we are used to. - If a unit gets killed without overkill, there is a chance (dice roll) that it won't explode and burn, but just smoke. Still counting as a kill, but without the explosion, fire and without the unit turning into a wreck. - If a unit gets a siginificant hit (above certain damage output level) and thereby has it's own hitpoint reduced to below a certain threshold (30% oder 50% ?) there is an additional diceroll for a functional kill, meaning the unit gets killed, but no explosion occurs and no smoke occurs. Maybe this would be good interim solution to spice up the very barebone hitpoint system?!
