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Kappa-131st

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Everything posted by Kappa-131st

  1. You're the boss! Amazing! I can't wait to try this pack!
  2. Yeah ! Thanks Admiral, we are enjoy to have a new modern Russian ship !
  3. Look very cool, good game ! The animation is still better than ED's annimation xD
  4. Not available yet, the mod is under development
  5. 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!
  6. 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 ?
  7. You must make snow camouflage suit for soldier, they are amazing!
  8. Ahah xD ! I think it's 140km/h But funny mistake
  9. Totaly agree! With the divised segments hitbar, the model can flow by front side, backside, or rooling by starboard or portside!
  10. 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
  11. 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.
  12. 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!
  13. 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.)
  14. 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
  15. Word.searchObject don't work for trees. I have the save problem as you. I make a proposition on the wishlist :
  16. Something like trigger.action.outSoundAtPoint(string soundfile, vec3 point, int volume ) where the sound is playing at the position of the vec3 point. The volume determinate the radius.
  17. In the mission editor, we can see yellow and red circles indicating respectively the maximum detection range and the maximum firing range. There is also a minimum range for some models. It would be interesting to create lua functions to return its information, as well as a function indicating if a point or a unit are "within range" of fire. This can be used in particular for artillery script, or dca... Function we needed : - unit:getMinRange() return minimum range of unit in metter - unit:getMaxRange() return maximum range of unit in metter (red circle) - unit:getDetectionRange() return maximum detection Range in metter (yellow circle) - unit:pointInRange(vec3) param point (vec3) of a position. Return boolean (true/false) if a param "point" is between min and max range.
  18. It can be very easy to make : A model that has different animations. Currently, when loading the game, the models "orient themselves" in the direction of the wind. What's missing? An adaptive animation of the model according to the strength of the wind (related to its altitude)
  19. Much more beautiful than the official KA-50 cockpit!
  20. Hi Admiral, Does your Admiral Gorshkov class frigate have hypersonic Zircons missiles?
  21. Overlord bot seem to be a game-changer! What DCS lacks the most, in my opinion, is being able to transmit coordinates (lat long) by radio, so that they are converted into vec2 / vec3 variables, and usable in any script! Thus, one could easily imagine missions where, for example, a pilot could command an AI artillery fire simply by transmitting coordinates by radio! Or have reconnaissance devices transmitting coordinates to a JTAC, which then redistributes these to attack devices! The transformation of oral coordinates by SRS into vec2/vec3 would open the door to really interesting dynamic missions
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