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Kappa-131st

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Everything posted by Kappa-131st

  1. Ok, my bad for the Ropucha.
  2. ED has got into the habit of stealing mods from the community without asking their author's permission... They integrate your Ropucha class model, they did the same with Dimitriov's VAB Mephisto... It's not the integration by ED of all these mods made by the community that bothers me... It's that generally, this is done without warning the authors of these mods, without asking their authorization.. . On the one hand, ED makes it more difficult for modders by locking more and more elements, on the other hand, they steal the work of modders... It really sucks..
  3. I'm agree. Want some big waves, without having to configure the wind at max ! And colisionnable waves wil be the top !
  4. I want to place a line of entrenched soldiers behind obstacles (sandbag, Jersey barrier...). But if one soldier of the group is hit, all the group is dispersing out of the cover... Even if I set the option "Disperse on attack" at false or 0. This function don't work with the infantry. Can we prevent soldiers from dispersing on attack?
  5. In my squadron, we are back on BS2 because BS3 is a joke... Navigation, auto turn, datalink are bugged. INU is totaly wrong. And if it is cool to have "realistic INU" in theory, in practice, KA-50 is a modern helicopter with glonass : On BS2, INU is recalibrated with glonass every 5 minutes. It is realictic on a modern helicopter... Manual realignment of the INU should only be necessary if satellite coverage is absent or the device is damaged (no more Glonass). Except with BS3, they simply removed the satellite registration. So, in the end, the device... Is less realistic than BS2! The IGLAs... You have to remove the heat sinks and flares from the enemy helicopters, otherwise they are useless... Especially since even when they hit, the AI helicopters have such a life bar that it doesn't hurt them not much... We will continue to use Vikhr at long range (8-4 km), and gun at short range (0-4 km), it is more effective than the IGLAS. Remains the MWS. It's the only really nice feature of BS3... And again, you shouldn't play in a squadron with 5 or 6 helicopters... Each time an ally fires, you get the alert. And if you don't deactivate the auto flares, these will quickly be exhausted by your allies' shots. After 4 years of waiting, BS3 have only 3 new features, one is totally buggy, and an other one is practically unusable in combat. And BS3 bring us a lot of new bugs..
  6. I reported one bug once, with a breeding method... And ED anwser and fixed it! Also, ED takes into consideration a minimum of feedback from players on this forum... Especially when we are constructive and we offer realistic ideas. That said, if the bugs go back quickly to the development teams, the wishlists are there more to show the desires of the community, to suggest ideas to the developers, but they are not development specifications. And sometimes requests are listened to. For example, the lua function "outSoundForUnit" was suggested on this forum before being implemented, which is proof that ED takes feedback on this forum.
  7. Hello ED ! Can you tell us when do you plan to deliver the liveries for BS3? Thanks !
  8. @ED, any news ?
  9. It seem that the power of the function "IlluminationBomb" doesn't change anything. I try to make an illuminationBomb with power 1000000 and a illuminationBomb with power 1. No differences in game.
  10. When there is a very important layer of cloud with only a few openings that let the light through... The rendering is quite strange seen from below. Ex: Screenshot below On those screenshot, if we look quickly, we have the illusion of having a clear blue sky with a few white clouds (this illusion is considerably reinforced if the quality of the shadows on the ground is reduced)... Then we actually realize that what we took for a blue sky is actually the underside of 'a thick layer of clouds, and what we thought was a white cloud is actually the opening to the sky. I think this illusion of inversion between the sky and the clouds is due to the fact that there is almost no texture on the underside of the clouds when they are in the dark, giving us the impression that there it's a blue sky. I don't think it would take much to break this illusion (A different management of shaders or occlusion, better textures, a less dense "blue fog", more contrast, that the underside of the clouds appears to us more "white" to look less like a blue sky... The solutions are not lacking! Currently, thick clouds are very beautiful and detailed from above, but not great with not much detail from below. Example : Contrast and small details remove any ambiguity
  11. Hi ED ! When do you plan to make liveries for Black Shark 3 available on your site? We are all impatient to create our personalized skins ^^ Thanks for your feedback
  12. Yes, i have try without mods.
  13. Reload your mission several times and you will see.. I talked about "random" crashes, no systematic crashes, it only happens once in 3, but it's frequent enough... Create a new mission with Swedish soldiers who shoot enemy soldiers from the start, and you'll see that your mission often crashes.
  14. Hi Currenthill ! Happy new year ! I really appreciate your work, the Swedish pack, the boats, etc... Really quality work! In particular, I find that you bring units that DCS really lacks, such as anti-ship trucks or specialized infantry (sniper, ATGM, modern manpad...) Unfortunately, I make another mission with sweedish soldiers and I have same problem: random crash when soldiers shoots something (other troops, on a point...). Did you reproduce this issue ? In the current situation, I cannot use the Swedish infantry in the missions that I make for the 131st, because it brings too much risk of crash. And that's a shame, because clearly, these units are truly amazing, they are awesome!
  15. And what about BS3's KA-50 template ?
  16. They are late We await they publish the new template texture..
  17. Hi, no news about BS3 template ? Thanks
  18. I don't understand : https://wiki.hoggitworld.com/view/DCS_func_isTargetDetected If you use "Controler.isTargetDetected", you know the target (because it is one of the ingress parameters) so, if "detected", you can use the function : outSoundForUnit to the "target detected". https://wiki.hoggitworld.com/view/DCS_func_outSoundForUnit
  19. It would take a "flag_change" event with the initiating unit as an event variable.
  20. It would be interesting to add an event concerning the radios menu : flag_change Event = { id = xxxxx, idx = number markId, time = Abs time, initiator = Unit } this will allow you to know precisely the unit (player) that launched the trigger via the radio menu. Thus, one can imagine programming a personalized radio response for the unit that triggered the flag (For example, a response containing a heading, to follow, a distance to travel for the unit that requested, calculed from the position of the initiator, or containing the name of the initiator (Even if the triggers are active for the whole coalition/group) Currently, we cannot know the initiator of the triggering of a custom radio menu. The flag is triggered regardless of its initiator
  21. But what Vaicom pro don't do is transforming voice to text that can be use like a lua variable on a scripting mission. For example, I want to give coordonates by radio (on channel 50 for example), I want a Speech to Text to transform my word into a string, witch can be use on a lua function to interpret the data, so we can make a vec2 point (for example). We can have a lot of applications of a such script ! For example, order IA Artillery to fire at the coordonate you gave by radio. Or to move at a position. Only orally !
  22. Yes, it will be a gamechanger functionnality!
  23. Need improved model like Syrian models with damage model in "Static object". And why not, more "House armed" ! Why not some House armed with ATGM or RPG !
  24. Up ! DCS really have a lack of Anti Ship truc. In Sweedish pack, they have RBS 15 KA Anti-ship. We need more of those type of unit.
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