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Threeps

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Everything posted by Threeps

  1. Any signalling from ED about including this in server settings? Restricting the player/client side from reducing trees down to zero for ground game is critical to keeping thing fair. I do like the idea of having tree rendering perhaps associated with nearby units. i.e. trees render first, before units, so units aren't easily identifiable. Change it to Tree & ground unit render distance? People would be setting it on max then.
  2. I've attached my wire to the control itself to stop the binding that happens on the back cable attachment. See image below.
  3. +1 This is definitely needed. And some multi-core processing.
  4. This is what I suspect is happening as well. The throttle should be at 100% during flight for most conditions. I think he's either mapped the two together on the collective up / down axis or he's twisting the throttle as a part of in-flight controls.
  5. I like the idea of the Chinook, the Black hawk and the Stallion. DCS troop AI and general functionality of units needs to be updated. From what I've read, a single soldier on the ground takes up just as much server resources as an aircraft carrier so hauling troops in MP would need some code rework. I'd love to sling some tanks/internal haul troops though.
  6. OK, so I've been flying the Gazelle for 2+ months now with no audio in the RWR. While this has greatly increased my SA as I have to constantly be on the lookout for the non-radar threats and checking the RR 12 times each second, I am a bit curious if there's really no fix in place and no response from ED to Polychop as to what the change in the core engine did and how to fix it. Can we also get a fix so that F18s and F14s show up and are ID'ed by the RWR? Or is the "U" more reflective of real life and therefore modeled this way?
  7. I have a triple monitor set up and also use VR. If I have MFD's with LCD screens, can I use Helios to map to them while playing in VR? I plan to look down through the nose gap at my MFD's. ( Unconventional I know) Just curious if VR overrides Helios settings for MFD LCDS. Thanks, Threeps
  8. Im an older, flight sim enthusiast that rediscovered flight sims because of VR and I've read this whole thread . For me the most interesting takeaway from this thread, and the official responses, ( also combined with about 3 years experience with DCS) is that what we are really talking about is less about the tech challenges being discussed here for multiplayer support and more about what the user base demands. DCS has created a great sand box for a professional flight model with multiplayer functionality. The user base is pushing the product into a dynamic, multiplayer environment with some smart and creative ways to work around existing bottlenecks. Whether everyone likes this or not that is where the energy is. The future is clear, PFM on larger servers with dynamic, third party content / mission creators. (Reread that sentence above.) If ED can truly support this direction in the way the community wants (we know there's tech limits but theres also community expertise, - real experts not armchair devs) that can help workaround limits and move this sim beyond what we know today. To sum up, if ED can enhance MP servers, the user base will "Buy'em and fly 'em", if not, there's only so many grey-haired single players spending their retirement money on the next module and that can't be a road to growth. It's a good problem to have. Nothing quite like creating a successful product and then have the user base begin to move and drive expectations. My hope is that ED rises to the occasion. I've never been more excited to see the update coming this Friday.
  9. Throw my name on the list of names of DCS players who want to see some improvement in the multiplayer server experience. We know that this is a study sim and many players can't see past that in terms of a what the DCS experience could be. If you've played on some of the better MP servers like Dynamic DCS and 10rth, it quickly becomes apparent that DCS really shines in the Multiplayer world despite it not being optimized for that. I think what the majority of players on multiplayer want , is simply some upgraded net code and performance tweaks. Also, let some of the server host have some access to an API so they can create better MP experiences, a la Drex's Dynamic DCS server. If you only play single missions, you don't know what you are missing. If you only do "mission files" with a few friends, you still do not know what is really possible on a dynamically hosted server with access for all DCS players (with a decent ping). If you really want to see this simulation pushed into a space where it really becomes a ground-breaking new experience with a chance to GROW its user base beyond the "Make-A-Module-Buy-A-Module" economy, you should all support these requests for better multiplayer support. I should add that all modules that I purchased have been with multiplayer experiences in mind. Flight sims have been a solo experience for 30+ years and that's fine but online multi-player creates such a better, randomized, challenging environment when done well. This now exists. And what's holding further development of this back, unfortunately , is the deafening silence from ED.
  10. Hey ED, Please fix this as the unwanted ground unit movement breaks the game. Seems like this would be a straight forward fix no? Thanks in advance!
  11. Looks like it would take 2-3 minutes to set up and recreate the problem as describe by the OP. Please fix.
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