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Kappa-06MHR

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Everything posted by Kappa-06MHR

  1. Great work, thank you a lot ! I've tested your sniper's team, they are perfect ! They have difficulty to touch an helicopter at 1500m / 150 km/h (sideway) (That is normal), but they are more effective if the helicopter come from the front! One shot doesn't not kill a KA-50 but it can damage him, witch is pretty cool ! I've tested the snipe team against BTR-80 or MTLB. They can't really damage them targeting the front, but they can kill them ~8-10 shots by the back, that is also realistic ! They are also good for sniping Infantry (if you place the infantry in close rank, one shoot can kill multiple target) I love them ! Thanks you for awesome work ! You brightened up my weekend!
  2. Hey Admiral! I enjoy the admiral Gorshov class fregate, very awesome !! Thank you ! What's your next ship you'll make ?
  3. Can we have a table of range for weapons or radar ? For example : "RBS90 will work standalone with limited range" => What range for RBS90 with & without UNDE23 ?
  4. Thanks for this status update ! Good luck for the testing!
  5. Much better than ED Standard !
  6. Actually, we have the following function : DCS func outText DCS func outTextForCoalition DCS func outTextForCountry DCS func outTextForGroup DCS func outTextForUnit But it miss a function like : outTextForFrequence(number frequence, string text , number displayTime , boolean clearview The text only appears if you are on the correct FREQUENCY. This makes it possible in particular to subtitle certain radio communications, especially when using a tool such as DCS-SimpleText-to-speech, for example
  7. If black shark 3 could offer a KA-50 sh, we would benefit from improvements on FLIR's technology, and BS3 would not be fancy
  8. With 2 Palash CIWS, and S350, I hope she is better to defend herself than Moskva!
  9. Do you have an idea of when you will release the first version of your pack?
  10. You're the boss! Amazing! I can't wait to try this pack!
  11. Yeah ! Thanks Admiral, we are enjoy to have a new modern Russian ship !
  12. Look very cool, good game ! The animation is still better than ED's annimation xD
  13. Not available yet, the mod is under development
  14. Yes! A dynamic and intelligent infantry with diversified stuff is what is currently missing the most on DCS (And the possibility for infantry to be able to "enter buildings", but it is another thing...) All new units allowing to widen the possibilities of the infantry is welcome. The "urban combat" aspect is insufficiently developed in DCS, so being able to populate the roofs with snipers equipped with anti-materiel rifles is going to be really interesting for choppers!
  15. Oh, great ! You make all the units that I dreamed of seeing appear one day on DCS... I always wanted to have a mobile infantry equipped with ATGM (mobile or on tripod), snipers (in particular anti material rifle), in order to be able to energize the threat of the infantry a little, that this one is not simply confined has Kalashnikovs... Thank you very much! These units could be a game changer for missions with helicopters! Did your rifle team can move, or are they fixed ?
  16. You must make snow camouflage suit for soldier, they are amazing!
  17. Ahah xD ! I think it's 140km/h But funny mistake
  18. Totaly agree! With the divised segments hitbar, the model can flow by front side, backside, or rooling by starboard or portside!
  19. I especially think that the ship damage model should be improved to be more realistic. For example, try to destroy a "Perry class" with Kamov's KH-25ml... A 10th hit would only lower the hitpoint by 15%. Being able to attack vital points of ships is a good thing, but it's not developed enough. It would be necessary to be able to attack the rudder, the radars, the control tower, the ammunition bunkers... It would be necessary that, when attacking a ship, the result would have a more direct impact according to the location of the shot. That the ship could lose its radars or its engines. In short, increase the number of damage zones, and increase the impact of damage on the responsiveness of the ship. And it would also be necessary that the old DCS ships be remodeled up to date (I am thinking in particular of the Kirov class), and that other buildings of the Russian fleet be created, in order to be able to correctly populate the bases of Poliarny, Severomorsk and Murmansk for the release of the Kola'map. The following classes should be added: - Destroyers: Sovremeneiy & Udaloi - Frigates: Admiral Gorshkov & Admiral Grigorovich & Neustrashimyy - Corvettes: Steregushchiy & Buyan & Karakurt & Nanuchka Of course, there are "mods" to add ships, but I hope ED will make more Russian & soviet ship for Kola's map, witch is litteraly the most important military's complex for Russians's fleet
  20. Thanks MAXsenna. I don't see when I was offensive to the developers. When I say that my proposal would not be difficult to implement, I mean that it would not take long for a developer to realize, in no way did I "insult" the developers of incompetence, don't overinterpreting my words. On the contrary, I have the greatest respect for developers, I am one myself, and it is not my habit to gossip about ED teams, on the contrary I try to be constructive and to propose ideas and solutions. This topic aims to be a peaceful place for discussions and proposals, and not a fighting pit. Please be respectful to all.
  21. First, i'm a professionnal developper, so I have an idea of what this could require in terms of complexity. I don't ask for a highly realistic full dynamic behavior, with gusts, etc... Just animations ajustements relative to the force of the wind. When I say "it's not complicated" it's because most of the work would be contained in the 3D animation of the model, not on the code... A 3D model contains a whole series of animations. Here, it would take 6 for each state of the windsock. Very easy job to do with a 3D soft. Next, the wind at the location of the model must be determined during the launch of the mission. And again, the luas functions already exist: - atmosphere.getWind (table vec3 ): Returns a velocity vector of the wind at a specified point - Object.getPoint(Class Self ) : Returns a vec3 point of an object https://wiki.hoggitworld.com/view/DCS_func_getWind I suspect ED to use thoses functions to the orient of the windsock : currently, the wind direction is used to "orient" the windsock, at the start of the mission It would be enough easy to exploit the speed data too, to choose which animation to play relative to the force of the wind. So yes, when I say "It is not a difficult work", I know what I say!
  22. They announce moving cloud on there video "2022 and beyond". It's mean that an evolution is coming (For this year? I don't know.)
  23. I disagree with you: it can be implemented in addition to new weather effects they are currently working on. Since they do dynamic weather with moving clouds, they might be interested in reworking the windsock. It is not a difficult work : Take the wind direction to orient the windsock (work actualy) and take the wind's force to choose animation, at the starting of the mission. 6 States of animations : 0, 3, 6, 9, 12, 15 knots
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