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bell_rj

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Everything posted by bell_rj

  1. That's very clever, thank you! It works very nicely. I downloaded the mod to change the coalition in the ME and added Germany to a mission, added a trigger zone and bob's yer uncle. They do shine, although don't seem to track at the moment. Seems to be the case even if added as Third Reich and in Normandy and the Channel map. Maybe they are bugged. Update - All tracking now thanks to some help from philstyle. I hadn't made the searchlights and generators part of the same groups.
  2. V0.2 is now available. Change log: Additional HAA sites at Hythe, Folkestone, Deal, Manston. All placed using OS grid references from historical records so should be very accurate. All Allied airfields have LAA defences - these are not historically placed on the airfield and I've chosen 3 guns as a starting point. LAA defences added to ports (Dover already had them). Additional ships / boats at Ramsgate, Folkestone, Eastbourne, Chatham. Barrage balloons added to ports (Dover already had them). Not historically accurate due to lacking records. Cows! Cows have been placed where one might expect to find cows. They seem unusually unbothered by high velocity AA fire. I'm particularly interested to hear if anyone knows about historical airfield defences. 3 LAA guns (Bofors 40mm) seemed adequate as anything else might be too OP. Defences generally set (unless I missed any) to Excellent skill level, ROE Weapons Free and Alarm State Red. Next version? Well I was thinking of doing the same for the airfields on the French side of the map, as I don't have a German warbird to attack Dover with and I feel the need to go shoot at something in my Spitfire. But I'm wondering if the additional units will cause performance issues for people. Views welcome!
  3. Hey all, the file is now available for download at the link in the post. Within 2 weeks, for v0.2, I will: - add the HAA batteries in Deal, Manston and Lympne. - add some LAA batteries to airfields for local air defence. - add LAA batteries and some ships to other ports. - tweak unit placement for trees or terrain. - add DCS: Cows I've had real trouble finding any pictures of the port of Dover with barrage balloons. It's almost as if people were discouraged from taking photos of major military installations during wartime in case they were shot as spies... :music_whistling: If you see any please let me know.
  4. Hi all, I created this mission (it's more of a template) to use it as a starting point for other missions by placing as many of the historically deployed Heavy AA batteries around Dover as possible. Please note that you need to edit this mission to make it playable. There are some German fighters and bombers included but they are there to show how the defences react (it's quite fun to watch them fly in and get shot at). There is no scripting in this mission. Included: Heavy Anti-Aircraft (HAA) sites - placed using historical records. I estimate about 90% of the sites are represented and of those I've placed they are about 90-95% accurate in their location. I've used several sources for reference purposes. You may find that some of the sites were there in 1940 but perhaps not in 1944, and some guns were moved around - the records can be unclear. But I think the overall end result is pretty representative. Gun numbers per site are accurate where records were available. I've had to use a bit of artistic licence with the ammo storage at each site due to DCS limitations. Light Anti-Aircraft (LAA) sites - placed using historical records. I have included about 60% of the LAA sites. Frankly, they are pretty lethal. Barrage balloons - I have included the exact number of balloons as deployed in 1940 but have not been able to find exactly where they were. I have tried to place them in suitable locations. Also, it is not possible to match the heights they were deployed at as no records exist that I can find. The max is 1500m as per standard doctrine and some are lower. Naval batteries - I have placed most of the major coastal gun batteries and used historical records and satellite photos to place supporting buildings. Since ED have not provided a coastal gun model I have had to use a bunker style building to represent the position. Ships - totally made up. Pillboxes - where records show pillbox defences, such as around the Citadel, these have been placed. Searchlights - there aren't any because there isn't an allied searchlight model. I would really like one. Hint, hint ED. I hope you find this useful. I welcome any comments and suggestions for improvement. If you use it please let me know. I'd love to see your missions with it. The defences are pretty intense. Have fun! Here's the DL link: https://www.digitalcombatsimulator.com/en/files/3313328/
  5. Having just purchased The Channel map I've been busy creating a mission containing the AA defences around Dover, and I realised that although the Germans have searchlights, I couldn't place searchlights for the British defenders. So can we have one please? If anyone knows how to make a German searchlight unit defect to the allied side as an interim measure please let me know.
  6. The JU-88 guns also fire after they've bailed out.
  7. Wow! This is fantastic work. I was always a little disappointed that ED didn't include a more familar skin for the JU-88. I like the maritime scheme but wanted something that looked a better fit for high level bombing missions. Your work is excellent and I hope you'll make the template available too. That would be excellent.
  8. That's professional quality right there. Simply superb!
  9. Hi Mateo, I am sorry to say that your hardware is outdated. Your CPU is 6 years old and my non-overclocked 7700k from 2017 was 60% faster on a single core (DCS is single core speed dependent). Your GPU has a very low 3D mark score of 1657. Compare that to a old but decent (but not high end card) like the 1070ti with a score of 14043. That's a huge difference. Now, you can compare changes in DCS engine performance and that's fair enough from a pure FPS perspective when comparing versions. But the fact is that you're trying to play a newer, demanding game engine on kit that isn't designed for good gaming performance, and the game itself isn't optimised for multi-core CPUs.
  10. Congratulations on the new role! This is great news. I like what you have posted and it seems like you will do a great job for us. If I may though, I'd like to pick up on one important thing - and that's the definition of "feature complete". You said: The only legitimate interpretation of 'feature complete' in UK and international English is that all features are complete. If not, that would be 'Partially feature complete', 'Feature incomplete' or some similar wording that accurately describes that fact that some features are not yet implemented. To attain 'feature complete' state ALL features, not most features, must be implemented (bugs and emerging defects due to change aside). Varying from that is not accurate use of the English language.
  11. I'm not sure why you've quoted this. None of it tells us when clouds might be ready - might be next month, might be next year. All we now know is that once clouds are released, we know the new weather system will come some time after. That could be a short or long delay in itself, on top of the time to get clouds released.
  12. This is absolutely and demonstrably untrue. If you really think this I suggest that you go back and read the posts here. I'll state the obvious for completeness, but the overriding concern was actually at the module coming out of EA and the definition of 'feature complete' - not that work wouldn't continue.
  13. Perhaps, but it could also mean that the weather system is virtually finished and then has to wait for the clouds, but the clouds are going to take a lot longer. We don't really know the cloud status.
  14. Hmmm.. now you mention it, the P-47s in Normandy do a similar thing I think. They have 8 guns so are a bit more effective though. 8 shells are certainly enough against German AA emplacement.
  15. Jeez you guys. Take a breath. I read his comment as referring to the thread, not the spreadsheet.
  16. Be fair - the community bugtracker link is still accessible in the locked thread. I agree with NineLine that a long thread of bug reports would be very unwieldy. On the ED forum we should stick to the standard way of submitting bug reports. (Edit to add: as a minimum, and the community tracker is a useful tool alongside those forum bug reports).
  17. Over many years I have been generally very supportive of ED, their development partners, and understand that flight sim development is a complex and difficult endeavour. As a Harrier owner who has enjoyed flying the module, I am VERY disappointed with this development and ED's current position on this which I find totally unacceptable. It is obvious to me why the status change was done with no fanfare - because it is obvious to Razbam and ED that the response seen from the community was totally predictable - and entirely reasonable. The optics of making this change in such a way are not good. It's a real shame because I'd earmarked the Falklands Map as an instant buy when it becomes available. I'm having to re-consider that. My trust in Razbam and ED has taken a major knock today.
  18. The map is fantastic - well worth pre-purchasing. The amount of work that has gone into the details - berms, fortifications, even the training areas for specific Syrian army units are marked on the map - that is very cool. The special historic sites and buildings look great and so do the valleys. I took the F-14 for a spin and want to play in downtown Damascus with the Huey next! This might be the best looking DCS World map?
  19. Yeah I've seen that a lot. You could well be correct!
  20. DESIGN SPECIFICATION (NOT ED MATERIAL - UNOFFICIAL COMMUNITY CONTRIBUTION) Purpose: A temporary fix to significantly improve gameplay immersion and mitigate a long standing player reported issue that affects gameplay in a very noticeable manner. In Gameplay options add new option as follows: Control type: [TICKBOX] Control default state: OFF Control label: AI aircraft have unlimited fuel Description: Enabling this option enables unlimited fuel for all AI aircraft. Other options considered: Enabling unlimited fuel for AI wingmen only. - this option preferred if the implementation would be easier. Licence terms: The above is absolutely free for ED, partners and community modders to use, in perpetuity.
  21. bell_rj

    Wags’ Videos

    Is that ALLOCATED or USED? I read that more than 8GB is only needed for 4k gaming, and that most games don't come anywhere near 8GB and most gamers don't have an 8GB or 8GB+ card.
  22. Haha, I already know the AI fuel state "BINGO FUEL" followed by "EJECTING" But seriously, this is a good idea.
  23. Are you playing single player or multiplayer? VR or non-VR? What is your graphics resolution? What are your graphical settings? I run a 1070ti and get much better frames than you with the latest open beta build. Therefore, I suggest the problem is not necessarily the code as such (not withstanding that it could be better optimised). Please post your settings and we may be able to help you.
  24. Nah, Tornados have been available in game for ages.
  25. I'm seeing the same. I've tried all radios and haven't fully ruled out user error yet but there may be an issue here.
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