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Regarding headlights, the problem is more complicated than that: In a war zone, an armored column traveling at night will primarily use NVG or infrared devices to avoid turning on their headlights, which would make them visible from miles away, especially when faced with aerial reconnaissance vehicles (drones, helicopters, planes, etc.). It is therefore normal for columns to travel with their lights off on DCS. Outside a war zone, however, they would turn on their headlights normally. Also, it might be more interesting if ED added an adjustable "Lights on at night" option: true/false (default: false). Regarding brake lights, I believe some vehicles have them (but probably not all models). However, I find that this is clearly not a priority for ED; I would still prefer if they added many new units. At ED, you have a model with 2 animations: "intact" and "destroyed". The explosion allows you to make this transition between the 2 animations (this hides the texture change) A ship can sink in 10 hours. A ship can sink in 2 hours. A ship can sink in 18 minutes, like the Lusitania. By convention, in most video games, when a ship is destroyed, it sinks in 1 minute. It's true that it might be interesting to extend this duration of the sinking for rescue operations, for example. Perhaps add a slider option to define the sinking time? Or something relative to the damage ? We can already adjust that. There's an option to adjust the dispersion time during an attack. Personally, I often set the dispersion time to 3 seconds, so it looks like everyone is swerving (panic), then pulling themselves together and continuing on the road without stopping.
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We're seeing more and more videos on this KA-52 mod, it seems to be maturing, do you have any idea when the mod will be released? And if it's not ready, what work remains to be done?
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I hope Georgia with the new tech!!
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Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
To complete my previous com, I confirm my "in game observations" : There is no arguments for Tor destruction on animations null -
Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
Hi @currenthill On certain ships (like the Moskva, Molnya), we can destroy sub-parts, like radar, weapons, etc... I have made a test : Can we destroy the Tor on the Patrol Ship (like a sub-part) ? It seem to be "no". Could we consider making the armaments destructible so that we can consider treating this type of corvette with lighter armament? (Example: a Kh-25ML, Vikhr, or Hellfire). Being able to hit the Tor or the cannon would make it possible to disable a patrol boat without destroying it. All recent ships should have destructible sub-parts Thanks for your feedback, and thanks again for your work! null -
Hi Ugra Media! You've made an incredible map with Germany. But I have one question : Why the base map (F10 or editor map) as tiles with same color than the "city" layer ? This can be confusing because it makes half the map appear "urban" even though some farmland areas appear as cities (even though they aren't). Screenshot example:
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Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
@currenthill : Thanks again for the official release of all these wonderful assets. I've been waiting so long for some of these units in DCS! For your next official DCS asset pack, would it be possible to include your infantry packs? I belong to the 06MHR, which is one of the largest European helicopter squadrons, and we have tons of transport helicopters that would love to have greater tactical utility by transporting soldiers equipped with Javelins, Kornets, or snipers, or even your mortars (which are air-transformable). This would be a real game-changer for our Chinook, Huey, and Mi-8 pilots. The biggest flaw in official DCS assets has always been its lack of diverse infantry; this is even more noticeable for the specialized modules in the CAS, and even more so for the transport helicopters. Adding ATGM & Sniper infantry would be a real game changer for squadrons like ours! -
UP, it is very important! All other command exist for level ; coalition, country, group, unit. But the menu lack the unit level! Most of the community have to create one group per unit for player to use scripts to compensate... I don't think it will be so hard to implemant!
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I think dust cloud must be removed above the sea.
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Kappa-06MHR started following Infantry rework status? and Wind gusts
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For explosion in zone, or explosion on unit, can we add a listbox to specified : - Normal explosion - Fire explosion (Like the explosion effect we have when destroying fuel reservoir) - Cluster explosion - Other (if exists) It will be great!
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Is it planned civils or non armed unit? - Hostage to resqued - Pilots for CAS missions - VIP to transport etc... It will be appreciated to have somes civilans units and some pilots models
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Rocket in zone will be a great addition. But it we be cool for "missile in zone" / "bomb in zone" / "rocket in zone" to have a field "ALL". It prevent all type of weapon to trigger.
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Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
excellent news ! -
Military Assets for DCS by Currenthill
Kappa-06MHR replied to currenthill's topic in Static/AI Mods for DCS World
The issue with the French Pack is that it's not really maintained (one update since 5 years, and I doubt it will see any future updates... No Caesar, Griffon, Jaguar, Mamba, Crotales, etc). A few high-quality Currenthill frigates would be interesting (and why not the Charles de Gaulle!)