Jump to content

Qnnrad

Members
  • Posts

    92
  • Joined

  • Last visited

Everything posted by Qnnrad

  1. I can see your point, Baaz, though my opinion is that currently feedback from George about targets is so limited that it throws me out of the immersion. I believe that there is a balance to be achieved and we're NOT there yet.
  2. Hi mate, I have made a mod with its position on the bottom left. It's waiting for approval since yesterday. Though have in mind, I do transparent controlsindicators. PM me if you want something specific, or wait for approval of my transparent bottom-left mod https://www.digitalcombatsimulator.com/en/files/filter/user-is-Qnnrad/apply/
  3. Yes! I felt like Wags was talking to us somehow ^^ Hope is up!
  4. Yes, we can set VoiceAttack for long presses, and the complexity some of us raised is due to behavior "hold and watch how the marker moves, depress to set on current position". But, if we wanted to use VoiceAttack, we could easily set trigger "Turn left 15" (VA holding key for 5 s) and separate "Turn left 30" (VA holding key for 10 s). You experiment once, share on forums and we are all set! My key point in requesting separate AI commands is exactly what you wrote, and what I see as roadblock - currently you (and your code/macro) MUST KNOW what mode is AI in, pay attention to it or write complex flags and rules which can be easily broken. If we get separate keybinds, we can easily macro, don't care what mode AI is in, and map all commands how we like, even by replicating modes with modifiers if we wanted (e.g. A W S D for FLY mode commands, Shift+A W S D for CMBT, Ctrl+A W S D for H-B etc.). It's opening numerous communication-with-AI and optimization options, and it breaks nothing.
  5. For everyone struggling with keeping this beast steady, I recommend following Volk's advices: https://www.youtube.com/watch?v=EgzYFd4QQFs
  6. Additionally to my points here (which you covered in Point 1), Points 2 and 3 are not only "nice to have", but I find them essential to operate realistics single player scenarios as CPG and I vote for them to be included in the roadmap. I'm sure ED is aware of this, but for everyone hesitating - all improvements in George AI will be beneficial in ALL multicrew modules we have and will have in DCS, including Petrovich Mi-24, Huey and all others. Please comment with your ideas and wishes.
  7. Hi, please allow us to map keybinds for every separate George AI command so that we can use them without the AI interface. Pros of that solution: - Gives you a choice (always great), - You can use AI without the interface (immersion), - All keys are always available to you (no keys block, as currently is with AI interface on), - You don't have to be aware of the "mode" AI is currently in (in general), - You can map keys with modifiers, so you don't have to be aware of what "mode" AI is currently in or rotate it to find your desired option, - You can map commands to additional devices, - You can create macros and use voice recognition software. Please support this thread with "+1" and your feedback. Good luck, fellow pilots!
  8. +1, modder has proved this being possible without breaking other stuff. Let's just implement it (and spread the idea behind this to other modules).
  9. I like these ideas, just decided to go forward and support the threads to raise its visibility. Also, I hope that easily achieveable (low hanging fruit) interim solution would be to allow for an ALT map (in proper scaling) instead of MAP map, to address at least some of initial points (blank spots), and hope for devs to see that and implement. Other interim solution is allowing us to upload any image. I hope for end product - automatic flightpath generation on ALT maps (at least as option, for clarity and visibility these are best) based on F10 user marks. Currently its unusable in neither multiplayer and singleplayer, so any step forward is very much needed, I hope this will be on the priority list.
  10. +1, this can be achieved by scripted workaround, don't see why it couldn't be implemented in the base game. @sadfunda, please check this out, works on some servers and gives you what you need: https://www.digitalcombatsimulator.com/en/files/3318314/
  11. +1, low hanging fruit solution is to just add separate Petrovich AI commands as separate keys, regardless is the overlay is ON or OFF.
  12. +1 absolutely needed
  13. +1 for GNS430 as option.
  14. +1, as a low hanging fruit the "ALT" map from Mission Editor option could work in a map in Mi-24P (wish for that option).
  15. +1 need feedback from Petrovitch, as weapon status on demand (status of systems and remaining ordnance)
  16. +1, I want the fan removal option.
  17. +1, a quick solve proposition: I also wish to be able to use an "ALT" view from Mission Editor as a map in Mi-24P.
  18. +1 I want to have an option to turn them OFF, on all other modules as well (currently I must use mods, which is a shame and a waste of resources).
  19. +1 Absolutely need 1) area scan option, 2) more feedback from Petrovich (distance, information about found threats etc) and 3) prioritization options.
  20. Absolutely need 1) area scan option, 2) feedback from Petrovich (distance, information about found threats etc) and 3) prioritization options. Currently you can not perform any realistic cold war scenario due to Petrovich AI limitations, and tasks and scenarios must be tightly streamlined.
  21. +1, I want an option to remove the mirrors (3d objects) from the frame.
  22. +1 ED I beg you please consider this stuff.
  23. Hi, any updates? If not fixing it, please add a "gamma" or "brightness" options for each different export to be programmed by users into .lua files in MonitorSetup. For example, now the Ka-50 Shkval export is brighter than cockpit, while ABRIS export is much much darker than in the cockpit in 2.5.6 as on 20-Feb-2020. Please. Thank you. https://imgur.com/f8k2Xt5
  24. Has this been stated if the 50% discount for FA18 owners will apply or not after the pre-purchase ends (for example for whole early access duration)?
×
×
  • Create New...