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Everything posted by Kang
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Do you people even remember the amazing hype for the CEII?
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Several modules do. The MiG-21 and the C-101 come to mind.
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It's more of a basic rocketry thing. It has a high thrust booster stage to get off the launcher and going, separates rather quickly after and fires the second rocket that burns for much longer but with less thrust to keep going. Basically it sheds the weight of the first stage booster, in a similar manner space rockets would.
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Again, while I certainly do appreciate the glimpses at the artwork, is there any word at all from how the coding side of things is proceeding?
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The Rapier should be operable without even having the radar, really. I'm not so sure about the Tunguska right now, but it used to be that it only used the search radar when firing missiles and the actual 'lock' only guided the cannons.
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Probably neither of those. First of all, what FOV would you consider realistic? The 1:1 scale is comparably easy to work out but it depends on your setup. How big is your monitor and how far are you generally sitting away from it?
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Mine technically would be my dad's Schneider/Astram CPC when I was 4 and - while blissfully ignorant of any how to - kept trying to take off a simulated 727.
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That's what LOD management is for.
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Each map needs a default coalition list with differnt factions
Kang replied to upyr1's topic in DCS Core Wish List
If you could have multiple custom lists in place to select from the drop-down menu - and the fact that this isn't the case is somewhat baffling really - it would be no problem at all to just name them for your various theatres or scenarios I guess. -
«Where we're going we don't need maps!»
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Combined Arms comes from a time in which missions were centered on the A-10C and sometimes the Ka-50. My point is that its main use at the time was to tell allied ground forces to move to a new position from time to time, once your CAS had cleared the approach area enough, as triggering the AI to do this automatically had proven very problematic. Nowadays, since we have a lot more modules and so on at our disposal, missions can get a whole lot more complicated than that. Furthermore, since simply functions in triggers and scripts have expanded, there are a lot of different things to do, not least because the community (as a whole, I for one am not that capable) has learned to do magical things with those since. Just look at what possibilities CTLD and the like give you. A related prime example of how CA has definitely not kept up is that there are stumps of functions of controlling airborne troops in the radio menus since forever, but there is no real functionality there. No native dynamic way of inserting troops into combat by helicopter nor of having any basic control over their mission. Best you can do in that scenario is either have troops embark and disembark in a 'scripted' (as in: static and limited to specific spots) fashion and then follow their pre-assigned path, or switch back and forth between flying your helicopter and controlling ground troops. I agree the JTAC functionality is a major factor, and at least from what I see most people seem to enjoy CA primarily in a 'control single vehicle' way, which is fine, but even that is terribly flawed. From the questionable physics at times (BMP high and far jump competitions are a thing), to the core of my usual CA-complaints: really old and clunky interface. Just a quick example: if you use the binoculars to operate as JTAC and you take a quick look at the map you lose your mark. Functions like changing laser code require a key binding, which is alright, that opens a window for it, which does feel a bit like Windows 3.1, but admittedly that's a matter of taste. It does not get better if you actually want to use CA in a manner the pre-made missions suggest: to direct a whole force tactically from the map. The interface for that is just terrible. From bits of the visible interface that seem to have no effect, to inconsistencies in what units do - a classic example is whether or not vehicles decide to reload from supply trucks or not - to simply broken bits, like it sometimes becomes impossible to have your artillery units cease fire if the targeting marker happens to be right on top of an enemy unit, because you can only select the unit and not the marker then, thus giving you no way of deleting it. At the end of the day I don't actually mean to say that Combined Arms was a bad module in every way, because it isn't. It works okay for a few things. It's just somewhat frustrating to see it having so much potential, which has only grown over the years as more and more possibilities have come to DCS, but receiving so little love.
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I learned that the hard way when I once applied chocks and an enemy IFV drove into the circle afterwards.
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Thanks! Seems fixed now. Not a big deal, but it did get a little annoying.
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I think the real problem is precisely what it was designed to do. The way I see it the whole of Combined Arms started out as a bit of a workaround for the lack of capabilities of the ground AI. Let players from an A-10 cockpit direct units on the ground to go somewhere, which makes a semi-dynamic mission more feasable than lots and lots of scripting to achieve the same. DCS has grown since and CA has grown... very little.
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Well, it's wishlist, so here goes: we need the SA-43 Hammerhead Endo/Exo-Athmospheric Attack Jet.
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Funny you should mention that... There have been plenty of messages popping up saying '[Weapon name here] missing from Splash Damage script' whenever one is fired for a variety of missiles, bombs and AAA shells.
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By the exact same logic there is nothing stopping you from switching to a Huey, though, just saying.
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How to get engine intake covers and pilot by plane?
Kang replied to Jimbo777's topic in DCS: F/A-18C
I think parking AI do get those, so you might set them up as 'uncontrolled' and see what happens. -
Just a little laugh, because that's totally how things are https://twitter.com/izqomar/status/1475218150975315972?s=20
