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Everything posted by Kang
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Admittedly of little use to the luxury customers who go full VR, but... Merch store?
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To be honest, I always find that argument to be in so much of a grey area. Has this particular version officially carried S-5 rockets? No, it hasn't, you do have a point there. But on the other hand: the previous version has and the pylon, as far as I'm aware, hasn't changed one bit. It would be a much clearer cut case if the possibility of carrying these pods had been removed for some technical reason, but as I understand the whole reason they were never carried is because Russia ran out of S-5 rocket pods.
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Since the recentmost newsletter has pointed out how work is progressing on the new pilot model, and specifically mentions how much work is going into post-ejection movement animations like walking around, I would - once again - ask for the possibility of placing the pilot as an infantry unit in the ME. This would greatly improve SAR missions for helicopter folks, decorate hangars and generally make this effort more seen.
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MGRS grid navigation with the Mi-8 Doppler
Kang replied to TasDozer's topic in DCS: Mi-8MTV2 Magnificent Eight
That's nice to know -
I'm fairly sure I've seen it. Perhaps it isn't associated with the Czech Republic country properly?
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That's a good point, actually.
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A few more early jets as AI would definitely be appreciated. F-84 would be grand. Or maybe an F2H.
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I decided not to read through 8 pages of this thread, so just dropping a quick opinion that, most probably, has already been mentioned: There is no need to develop any all-new modules just to get more free options. The two planes available do give a pretty good peek into DCS, plus on top of that anyone who went so far as installing it does have the option to try virtually any module for free for two whole weeks. That is plenty of time to see if you enjoy it, or if it meets your expectations. (Insert rant about 'back in my day we had to buy modules solely on written reviews')
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You can hear a siren sound inside the cockpit, provided that the signal flare system circuit breaker is on. I always assumed it was meant to be a signal into the cargo compartment and not to the outside.
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I'm not saying it isn't possible, but most of these things rely heavily on user-made scripts to run in the missions. There are a lot of options for that because very talented people have published their 'toolboxes' like CTLD, SAR scripts and so on, but frankly, to buy a module centered around these tasks, I would expect them to be working 'out of the box' at least, even if there is no visible interaction.
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can not reproduce George as Gunner list only friends units
Kang replied to X_legio's topic in Bugs and Problems
George knows full well whom he hates. -
My apologies! Also Italy, Argentina and I think Saudi Arabia. That's a bit of an issue really. DCS so far has a bit lackluster ASW going on indeed, but the whole transport bit isn't exactly stellar either and could definitely use a bit of an overhaul, not just for any upcoming transport-centered module but also for the sake of our trusty utility helicopters already available. Going for the 'Jolly Green Giant' instead of one of the navy Sea Kings of course cuts that little corner of making it possible to land on water, which so far isn't a thing in DCS either, but personally I would prefer one of the amphibious variants for their classic shape.
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If certain other online communities are an indicator you can get all the classified documents you want from the PLA if you badmouth their hardware for long enough.
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The date is part of the mission file. Guess it would be possible to make a script that edits the .miz file to update the date and time regularly.
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Thanks, the thread kind of evaded me when I was looking through the list earlier.
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Notices this in a recent multiplayer session: When a Ka-50 III fires Vikhr missiles the launchers remain visually fully loaded. On the old version you could see the tubes empty.
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The Sea King sure is one of those legends. Wide spread use as well, from the US, the UK, Canada, Germany, Japan, Australia, Spain, quite recently Ukraine and probably a dozen more countries. So the tough question has to be: which version of the legend would one prefer?
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I wouldn't mind being proven wrong on this, but I have come to the conclusion that ED generally prefers 'latest version' of things and I reckon one reason is digital computerized systems are, surprisingly, easier to simulate on a computer.
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In theory you could read out engine RPM from the sim instead of the cockpit gauges, but it's inconsistent across modules. Some have 100% RPM as mil power and just go beyond that for burners, some have 100% RPM for full burners and so on.
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The idea sounds good, but I'm also afraid that it would be very difficult to make it meaningful. Not only do things change up all the time, but also opinions on a lot of things vary wildly. Several people have tried to set up things like 'buying guides' for modules over the years, but not only do they outdate rather quickly as development of modules goes on, but at the end of the day they always contain a lot of personal notion. Just like with review videos you can find, the real question is whose opinion in the community you value and trust. Perhaps it would be good to just have a little section dedicated to module recommendations, where people can set up threads saying: «This is what I am looking for in my next module. [...] What are your suggestions?»
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I can certainly see where you're coming from and your thinking isn't entirely wrong, but it isn't entirely right either. Pulling hard and going to the edge of angle-of-attack (where the airframe will start shaking) will give you the tighter turning circle alright, but a key thing to understand is that turn rate is not the same thing. One is the actual diameter of the circle you fly in, the other is about the time it takes you to complete a circle. Going for a tight circle is great if you are in an overall more agile fighter and you are confident that you can pull enough lead to end the fight quickly. For example the famous F-18 high-AOA opening. Looking at your turn rate instead is usually favourable when you are in a more powerful fighter - you don't go for an immediate lead and shot, but keep up the turn rate so even if your opponent can go in a tighter circle to keep up, they will bleed more energy and over time be forced to give up.
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Having this could be a lot of fun for some missions.
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They still seem to be in their jolly mode of switching between absolute bonkers effective and basically throwing paper machee at tanks between patches. I agree they seem to be in the 'rather disappointing' phase of things right now, alongside the other cluster munitions (guided bomblets of 97 and the like excluded).
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It's mostly a manner of having missions to reflect this, I guess. But yes, valid wish for having more of this kind of mission in campaigns or multiplayer servers. It can definitely be interesting. I guess in MP at least the focus is usually put with more fighter-fighter combat as bomber intercepts usually mean AI only flights which some people do not enjoy so much.
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I agree it could use a bit of a rework. The recent surge in multi-crew capable modules is my personal pet peeve about the list seeming a bit cluttered right now.