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BarTzi

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Everything posted by BarTzi

  1. Last time it happened to me, I took off anyways just to have any other AI in the mission (ATC, tankers and so on) completely ignore me. That might be related.
  2. If anything, it's the other way around.
  3. Looking at that glowing tape won't make their hand gestures more clear. That's why people complain. It's a very basic function of the lighting of this module.
  4. Doing it properly, with no NVG or taxi light, is extremely difficult because of that.
  5. Hi BuzyBee, did you ever consider displaying simulated gun shots \ missile shots as a small indication on the hud (just for the moment you push the launch button or pull the trigger)?
  6. I did not mean to start a 'flood' of complaints with my comment, and I appreciate you not locking this thread. I want to reply to what you said. It's true that EA takes a long time to be completed, we all know this, trust me. We are not here to bash the devs. Still, after nearly two years with almost no updates to the module, there comes a time when we have to start asking some questions. Not all of those questions can be answered with the usual "it's in EA it takes time". We know that EA\development can't last forever, and sometime in the future less and less resources will be allocated towards the development of this module (even the Hornet, as one of your flagship modules, is getting features removed, and is planned to get some fixes only when resources allow, which is an unknown to us). In my opinion, while resources are still allocated, and there are still people actively working on it, other more important issues\features should be worked on first (which is why I suggested the poll). Maybe it's just a product of me sitting here and not being a part of the development process, but I fail to see a reason why the ready room should take priority over night equipment, or a way to set the right wind on deck for recoveries (almost two years after release and I still have to use a script to set it... imagine that). I would highly appreciate if you could reply to some of my questions about the ready room, written in my previous comment here, so we can know that to expect. Thanks.
  7. A poll is a useful way to present the wishes of the community to the devs, without the usual cycle of complaint threads that get locked by community managers every other week. Even if you don't do anything with the poll, you still end up knowing what the community thinks about the importance of some features vs the others. My frustration with this module comes from the priorities some features take over others. Here are some of my problems with the current state of the module: 1. There's no mission editor support for this module, which means: a. We can't turn the carrier into the wind (via WP or ME command). I know this is planned to be tied to the airboss station, but it shouldn't be, and instead should have been a day one feature, as this is a fundamental feature of carrier ops. b. We can't choose spawn points / location for players or AI. This is becoming more and more annoying when you wish to populate the deck, and your AI helicopter keeps spawning inside static objects. c. AI does not know how to takeoff properly (there's no option in the me to force them to follow the correct procedures). 2. It was released without a properly working ATC for multiplayer. It seems like the ATC doesn't handle MP very well right now. It doesn't support any formation of planes (case 1 is a good example) and often mishandles multiple planes in case 3 (assigning the first pilot to hold at 8,000, the second pilot to 7,000 and the third pilot to 8,000 is very very common and we encounter it almost every session). Sadly, this leads a big part of the target audience of this module (virtual squadrons) to use a script instead of the SC ATC, despite your major efforts to bring us this system. 3. A very limited night ops support We can't see the crew at night. I know that this is not an airframe module and that this is new to DCS, but this is like releasing a plane with no external lighting. We just can't see what's going on on deck. Additionally, we can't control the deck lights. Try using this module at night without NVG on deck, and see for yourself. 4. No zip lip / cyclic ops support. This leads to some major inaccuracies in how your ATC system works. While I expect this to never be a part of the module, it would be nice to know if it's planned \ something you think about. 5. IFLOLS inaccuracies and lack of support for other modules (F14). When the module was released at that state, I thought "there's no way they are going to keep it like that". I was 100% sure you will focus on finishing the remaining ATC features and deal with all I've said above, and only then move on to the extra features. Sadly, that hasn't happened. From your newsletter and recent updates, it seems like the focus is on the airboss station and briefing room. It's odd to me that you try to add all of those extra features without having a fleshed out list of core (IFLOLS, ATC, ME functionality, QOL) features that work well. I might be wrong here, and all of the above might be in development and a lot more complex than what we all think, but this is what we want to hear about currently. Having said that, both the airboss station and briefing room look good (ignoring the inaccuracies in the plat cam, and the made up names for lso grades), and I praise the devs for their efforts. It's just that I wish they came later in development. Knowing that those features are coming, can we get some information about how it all works? Other than screenshots, I think it's important to know: 1. How do you access the ready room? Is it a separate camera mode like the LSO station? 2. Can you start the mission in the ready room? Is it a mandatory step before entering your virtual cockpit? 3. What can be shown on the main screen and aux tv screen? 4. How many people can use the room at the same time? 5. Since we have only eight spawn points available in multiplayer, how can a squadron of ten people all use the briefing room and arm their planes at the same time? 6. Will you allow to save\load the results of the greenie board after a mission restart? 7. Are additional LSO tweaks planned to allow for more accurate grading? Thank you for your time.
  8. Can we have a feature poll for the supercarrier? I mean, it will reduce the amount of complaints for sure.
  9. This bug was previously fixed , but now it's back. In short, when you box TCN and TGT at the same time, and set a course line, it creates two issues: 1. When using the HSI, any course line adjustment will make it "jump" from the TCN location to TGT location and vice versa. 2. When using the SAcrs line bug.trk page, the above will duplicate the course line (the end result is one line for the TGT icon and one line for the invisible TACAN icon on the SA page) Track attached.
  10. Proove me wrong when it launches - I will gladly take my words back.
  11. Been there, done that. Coordinating spawns can be done via discord / spectator slots as well. You are making this sound like you can't do this at the moment. You are also falsely assuming that spawning in the ready room means no plane will be spawned on deck. Nobody knows that.
  12. Except all of that is done before you even start the mission, so it's pointless. Briefing is done outside of the sim. DCS doesn't have a mission planning tool and won't ever compete with a proper briefing on TS \ discord until one is made to work in mp and sp.
  13. Do you think it could work using a livery description file?
  14. BarTzi

    MK.83 AIR

    Yeah, that's what I mean. mk-83air.edm exists in the game files. Just a matter of letting us use it.
  15. BarTzi

    MK.83 AIR

    It already exists in DCS, but we can't use it.
  16. The mission editor and the game itself should support the carrier turning into the wind on it's own via a WP command. It's unrealistic to expect anything like cyclic ops to be a part of this module, so including those features (even though they are not 100% realistic) is a very welcome addition.
  17. Timelines are extremely important in EA, since the dev team can only work on the module for SOME time. The problem is that the module was released without critical features (MP ATC, night wands, just to name a few) - and the only information we got, well, to be honest- was on things none of us asked for.
  18. That's not accurate and I'm not sure why this is still a thing. Available documentation suggests that undesignating should not wipe out all previously assigned JDAM TOO targets. It's not correct as is. I'm not sure why it's tagged as such.
  19. It does not have anything to do with his problem, however.
  20. Yeah it's a bug. Not sure what happened to my report or why it was moved...
  21. It's not how it is supposed to work. It currently will work only if you name your livery folder 'default', unlike any other module in DCS at the moment.
  22. You should post a track because it seems like you are not using it correctly. No problams on my end.
  23. If you are using the Hornet, then ACLS is not implemented. It might work with the Tomcat.
  24. It does not. Read Harker's post above.
  25. You can't really say that. The Aim-120 overhaul started months ago. In it's current state, it is incomplete and that affects the PK of the Aim-120 in DCS world. That will obviously benefit ED's future missile development plans. I'm sure they will move to other missiles in the future once the 120 is complete. Well, since you asked about the cow... ED made a post a while ago about what it takes to create an accurate 3d model of an AI unit, which I suggest you read. It takes more or less half a year of work for them to make one accurate model. It's much easier to make a cow, which is why there's a cow in the game instead of an F-4.
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