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Everything posted by Kang
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Mind you, vehicles will remain available for the AI (e.g. as enemies) even if you fully remove them from your disk, as they are also available if you never owned them to begin with.
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Here's the thing: The AH-64 is going to get you right back to tank plinking pretty much, but it'll be a completely different experience than from the A-10. You can transfer a lot of tank knowledge to there, though. The F-18 on the other hand, you get to keep up a lot of your fixed wing flying experience from the A-10, but open up more into the world of fast moving. If that is the path you want to try, I'd personally advise to first get the jet, try out how you like it, and then decide if you also need fancy decorations for your carrier or not.
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Looks a bit to me like ED is trying to establish a whole lot of new call signs (Hornet got theirs, Apache got a bunch, Viper probably too?) so when they actually go back to the recording studio they won't find they have to redo it yet again a month later. Don't think the 'original voice actors' are necessarily needed - seeing how the whole ATC is supposed to get a big update anyway one might just as well start all over. Not saying they couldn't be there, just saying that if one of them is not available that probably isn't a huge problem.
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Nobody truly does. Technically it makes sense that you can't just take somebody's designs and put them in your game without them having a say. That's why a lot of games have what are clearly real life objects in them but give them nonsensical names to avoid 'any sort of semblance'. The thing is that some courts would definitely decide that certain designations and names are 'fair game' while in some circumstances courts would be 'oh no that is totally making statements about this particular product!'. Doesn't get much easier when you consider how wildly laws about that sort of thing vary from country to country.
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I'm so sorry to hear that. I didn't know him much beyond these forums, but I know we'll miss him.
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Personally I think the damage model to the city buildings should be less of a priority than damage models to ships and ground units, really, but still try not to make perfect the worst enemy of good: yes, it would be awesome to have internal structures and realistic damage to buildings, but - as sirrah has pointed out - a huge improvement already is just making a 'ruined' model for the common buildings. One could later on further append it by giving it various degrees of destroyed.
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Mind you, these are two different things: one is the flight call sign, the other are personal call signs.
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That's exactly what somebody who'd want to keep the base a secret would tell us, though.
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This weekend I learned the hard way that if you MP multicrew this setting de-syncs and makes for quite a nasty surprise.
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At the end of the day, they were a bit of a random choice on ED's part. The default call signs follow to patterns: one is for manufacturers of small arms (Uzi, Enfield etc) one is for manufacturers of cars (Dodge, Ford etc). Personally I like them to have a bit of a theme to them for mission building reasons, but really there is no 'official system'.
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Got to stoke the fires of hype now and then, though.
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Those cute little things are the air data sensors. Used for speed and orientation measurements and whatnot.
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for future growth SA-17 is listed in Apache RWR. New SAM incoming?
Kang replied to RocketmanAL's topic in DCS Core Wish List
Some... people who are taking part in the closed beta tests may or may not have publicly shown the use of an SA-17 and one or two others, probably because they didn't realise that these were not released yet.- 9 replies
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- combined arms
- sa-17
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I dislike how I no longer can see if the module forums I am interested in have new posts or not. P.S.: Do like the addition of the module icons, though.
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Ai Wingman Commands Like the A-10C For All Modules
Kang replied to FlankerKiller's topic in DCS Core Wish List
You really got me caught there. I honestly never believed those 'extra options' for the Warthog actually worked. -
Do you mean the movement indication 'line' or do you mean the actual speed gauge? The latter is obviously influenced by wind.
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Multiplayer generally requires someone to take the pilot role first, then someone else can occupy the corresponding CPG slot as well.
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Well, you need something to shoot at. You can create such a point on the fly by lasing and storing a point, so you don't have to fiddle with coordinates if you don't want to.
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It wouldn't even surprise me if, when visiting the actual place, you'd find an old Russian vehicle sat there with an ED logo and a DCS advertisement on it.
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If you expect naval assets from the South Atlantic map you are technically giving up on ED's effort and banking on Razbam doing a couple ships.
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AI can see and fight through the clouds, excluding ground haze and - I believe - fully closed overcasts. They don't affect IR seekers either.
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'Pilot's radio trigger RADIO', it's in the cyclic stick section. Mind you, to use a radio you need to select the corresponding radio from the rotary dial in the middle console. PVT - talk among crew INT - intercom (e.g. for ground crew) 1 - FM radio 2 - UHF radio 3 - VHF radio
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Coming in May: DCS: Awkward and cringy romance subplot Goink a legend!
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Ah, yes, I admit I totally slept on the WW2 ships, as I don't have the asset pack myself. That is one I definitely disagree with. We have a surprising number of submarines as is, which is irksome considering it's the ship class that a player in DCS - predominantly still a flight simulator - has the least possible interaction with. Don't get me wrong, the Kilo has its place and missions about attacking submarines in harbour aren't bad, but most of the submarines basically spend 90% of their time submerged and thus in a place I can neither see them, nor detect them, nor involve them in any fight, as torpedoes are only a thing in DCS:WW2.