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Everything posted by Mr_Blastman
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The vast majority of multiplayer servers are open beta only. You cannot see them in stable.
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Think of the Huey as training wheels. Then try the Hind. After you are ready to kill yourself, come back to the Apache, and she'll feel easier. Since the latest update I haven't rolled her once. Before the update she'd roll all the time. You're likely being far too aggressive with your controls, where in the lighter helicopters this isn't punishing because they weigh far less and their center of gravity is different. The Apache is a flying brick. Treat her with respect and be very delicate with the controls. Also, what helped me the most was learning to turn without using the tail rotor. She doesn't like you touching the tail rotor much over about 60 - 70 knots. Turn her like a plane, except raise the nose above the horizon before pulling harder.
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The one that hits.
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I've tried F-15E today, this module sets some new standards, it's awesome.
Mr_Blastman replied to bies's topic in F-15E
Flip your helmet visor down. LSHF + N. Boom. Amazing polarization filter. F-16C has the easiest control scheme because the jet was designed by geniuses, but the F-15E is not that far behind. -
Enforced Graphics settings for Multiplayer
Mr_Blastman replied to Mr_Blastman's topic in DCS Core Wish List
That would be up to server administrators to decide. If you are unable to play on an enforced server with VR, good thing there are other ones to choose from. With a Geforce 4090 you hardly have an issue with running VR with clouds on, as your specs advertise. -
Enforced Graphics settings for Multiplayer
Mr_Blastman replied to Mr_Blastman's topic in DCS Core Wish List
This would be ideal but I do not think that would be an easy solution to implement by ED at all. They would have to not only come up with an acceptable dot system, but also refactor all LOD models of every object in the game, likely at a minimum. Very time consuming and an expensive use of resources. And that still would not solve the contrast issue of a plane against a dark, shadow enshrouded landscape, versus another player seeing that entire landscape brightly and clearly lit without shadows. DCS with core rendering has a contrast issue where objects tend to blend into one another. We need a middle ground here that is easy to implement and requires minimal resources from ED. -
Enforced Graphics settings for Multiplayer
Mr_Blastman replied to Mr_Blastman's topic in DCS Core Wish List
If winning at all costs did not matter so much to folks then they would not be against servers having an option to enforce certain settings to create a level battlefield experience for all players. But it does. That's why they get upset. Because someone might take their magic trick away that hands them a crutch to lean on. Pathetic, really. I saw the same arguments years ago in competitive StarCraft regarding macros. So many whined that they couldn't have macros banned, that they gave no advantages and everything was fine. Except the reality was the exact opposite. Same held true in competitive Quake, Team Fortress, even TF2. So spare me the excuses, everyone. I have seen them all. I honestly wasn't aware that cloud shadows, etc. could be turned off to such a degree until Youtube randomly recommended the original video in my feed. Never crossed my mind. But here we are. I think such settings are great for single player, but it would be nice if a server that wanted to enforce settings could. Folks would know right away this is the case, and if the server pop suffers as a result, well, then that is the case. There's nothing wrong with the option if ED were to implement. I think everyone can agree one of the glaring issues with DCS has always been target spotting. Face it--it's pretty crummy. Visibility is harsh and always has been, all the way back to LOMAC days. They have never addressed this like other sims have and may never do so. That's why folks play around with settings to turn off stuff to make spotting easier. But make no mistake, giving one player magic night vision goggles while the rest fumble around in a dark room doesn't make for a sporting environment to play in. An admin could enforce this, should they choose. That's what having this option is about. -
Enforced Graphics settings for Multiplayer
Mr_Blastman replied to Mr_Blastman's topic in DCS Core Wish List
More excuses. Can't have a server admin taking your stuff away. Continue to humor me, however. This is amusing. -
Enforced Graphics settings for Multiplayer
Mr_Blastman replied to Mr_Blastman's topic in DCS Core Wish List
DCS is a high end sim. If a server admin wants only high end players, then so be it. Their decision. All I see is excuses to "use muh cheatz!!!!!111111" -
Enforced Graphics settings for Multiplayer
Mr_Blastman replied to Mr_Blastman's topic in DCS Core Wish List
What I find most humorous about the whining against this on here is the amount of excuses being made up to negate a server admin decision. Too bad. You got a problem with this functionality being added? Make a server of your own. ED it would be very nice if this functionality were added. -
Enforced Graphics settings for Multiplayer
Mr_Blastman replied to Mr_Blastman's topic in DCS Core Wish List
That should be for the server admin to decide. I would rather the world be realistic and include clouds, while someone else may not. What we need is a feature that will allow admins to decide for the players what environment they will all share. -
Enforced Graphics settings for Multiplayer
Mr_Blastman replied to Mr_Blastman's topic in DCS Core Wish List
There's a difference between enforcing and ruining gameplay and leveling the playing environment. You can't have one player who sees everything because the room is brightly lit while everyone else is fumbling around in the dark. There has to be a common ground at least with the room itself. -
Enforced Graphics settings for Multiplayer
Mr_Blastman replied to Mr_Blastman's topic in DCS Core Wish List
Folks have been doing this since early FPS games. Point is, however, that DCS is a SIM first, and if players choose camo/flight routes to take advantage of terrain masking to minimize MK I eyeball detection and something as simple as a game setting nullifies their efforts, part of the sim experience is defeated. Console games enforce settings, so I see no reason why not to here as well. Yeah, I know, PC! But in a competitive environment some equalization is important. Otherwise, by your logic, why don't server admins have labels and padlock enabled by default? Let's all fly around using padlock... Sounds like fun, right? No, we aren't going to take Track IR and HOTAS away--that would turn DCS into a dumpster fire, fast. This isn't War Thunder. But keeping the actual game environment visually similar at least means that one Quake player isn't seeing everyone running around in a brightly lit hallway while everyone else sees dark corridors with inky black shadows to hide in. -
Apparently players are exploiting graphics settings to give them an extreme visibility edge on multiplayer servers: It would be great if ED would add an option for server admins to enforce certain graphics settings to remedy this. Edit: Or improve general visibility overall so such settings aren't needed for some players to see targets well. Neutral dots is one proposed solution if they were not visible through cockpits/clouds/sun.
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I have black cockpit mod and english is fine.
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Problem with AT rockets -- no tone will not fire
Mr_Blastman replied to Mr_Blastman's topic in DCS: Mi-24P Hind
8x AT missiles in one, nothing else, and 8x AT + 2x S-8 frag pods in another. -
Problem with AT rockets -- no tone will not fire
Mr_Blastman replied to Mr_Blastman's topic in DCS: Mi-24P Hind
In one situation yes, in another no. Not a single scratch. -
Problem with AT rockets -- no tone will not fire
Mr_Blastman replied to Mr_Blastman's topic in DCS: Mi-24P Hind
The gyros were fine in both cases, for he was able to move the reticle smoothly and hold on target. What would not happen is tone. He said he had missiles selected, he had crosshairs held on target, target was in range but tone would never occur, so we could never launch missiles. -
I am having a problem that is becoming far too frequent and need some help: My AT rockets won't get tone and Petrovich nor myself can fire. I believe it has something to do with launching on a target but having to turn off target because target fires so I have to dodge round and lose first shot. Any subsequent attempt at future runs on target and firing are impossible. I cannot get tone. What is going on? Tone is impossible. To clarify: 1) Find target, execute attack run, launch first AT-6 that gets tone... 2) Target fires, have to dodge shells, lose first missile because lock is broken. 3) Second run, crosshairs on target, in range, no tone(petrovich can still move them and hold on target). Cannot lock. Cannot fire. I am flying in pilot seat. I ordered him to select AT-6.
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F-16 has the best FLCS/Avionics suite of any 4th Gen multirole fighter. Everything accessible and extremely easy to operate, whereas non-GD properties such as McDonnell Douglas stuff are unnecessarily convoluted. The F-18 is as if they never fully tested making stuff operable in an efficient manner through the HOTAS and literally wanted pilots punching MFD buttons all the time. Also, the Viper is the sexiest jet in the sky.
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I prefer using a DTC upload after marking stuff such as targets, points of interest and categorizing threats on the map, so threat rings will show up in the HSD. I'd rather not use the upfront controller to enter coordinates unless I have to. For an entire mission? No way. Not gonna happen. Good news is ED is working on the DTC system for release this year.
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Perhaps when they finish Data Cartridge implementation, we will be able to do this, same as we can in that other F-16 simulator...
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I like to keep my pagefile on a different physical drive from DCS, helps performance, but also keep on a different drive from windows as well, to maximize throughput on demand. My pagefile is set to "system managed" within the advanced system settings -> performance options -> virtual memory, so while it currently is 32 gb in size, it can fluctuate as needed--and does grow to over 50 gb sometimes when DCS is active.