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Lace

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Everything posted by Lace

  1. Great roadmaps there. Looking forward to DTC integration for the Viper.
  2. Lace

    Viper

    It is worth it at twice the price. Once you start enjoying mastering the Viper, you won't be thinking about how much you spent.
  3. No, not operationally, AFAIK.
  4. I'd love to see a European One scheme, even if it is not strictly accurate.
  5. OP Granby please. (I know it's the wrong version, I also don't care )
  6. Concur. F-15E first flight was 11th December 1986 11 + 12 + 1986 = 2009 2023 - 2009 = 14 days. Two weeks, confirmed.
  7. I'm hoping this will all be integrated into the new EDDCE. Logistics will be critical in any dynamic campaign, otherwise it will just be a series of thematically related, but essentially non-persistent single missions (like the current scripted campaigns). Resupply of airfields, FOBs and FARPS will be critical, and I imagine like any task, could be assigned to any friendly unit on the ORBAT, and flown by either an AI or human player. I'm hoping this element was the driving influence in choosing a BLUEFOR heavy-lift helicopter for ED's next module, otherwise it is a slightly unusual choice.
  8. Exactly why I never have the pilot turned on. Even In VR I feel it intrudes on the cockpit and feels unrealistic. IRL, I don't notice my body in the cockpit, and I don't get in my own way, because my limbs are actually moving to interact with controls. The DCS pilot model not only blocks the controls, but seemingly can interact with the cockpit telepathically, which in itself is an immersion breaker. It's a nice option to have for those who like to see tiny legs poking out in front of them, but it's not for me in its state. I guess the perfect solution is a model which is controlled by capto glove or similar, and mirrors your own real life limb and hand movements, but not everyone wants to go down that route.
  9. A bit late to the party, but I only just got around to flying this one after the Christmas rush has eased off. Well done to all involved. A really well executed, detailed and enjoyable module. This will be a great first module for anyone new to DCS, as it is still capable of offensive operations, but doesn't take weeks of study to be effective, especially with an instructor in the back to keep you right. Ben fatto, continua così! I can't wait for the Gina now.
  10. And also not strictly relevant to the thread either. Game, simulator, sandbox, procedures trainer. Semantics, that's all. Whatever you call it, it is a piece of software, and not reality.
  11. Maybe consider some curves for your rudder axis as it can be oversensitive around the centre position. Make sure you are landing on-speed, on glideslope and on-AoA. Don't engage NWS too early. Get lots of practice, and if it is WWII tailwheel aircraft, don't stop flying them until they are tied down.
  12. A lot to digest, all good news. Multithreading and the DCE are my particular highlights.
  13. Exactly, it is that kind of detail I hope makes it through. You are down to your last pair of GBU-10, make them count. No resupply until we open up an air corridor for the C-130s etc etc.
  14. The time skip is the workaround of course, but my point, which many people seem to be missing is that the time skip is not without consequence. For the player nothing really changes, but for the dynamic battlefield, those extended repair times mean day becomes night, FEBA shifts, SHORAD move and your intel is now several hours old. For example - If you are fragged to drop a bridge, and screw up your attack, you shouldn't be able to just RTB, and have another crack at it 20 minutes (game time) later. Sure in the real world 20 minutes have passed and for the player nothing has changed, but in the virtual war you have skipped 4 hours ahead, that armoured column has now crossed the bridge and you have missed your chance.
  15. Yup. Lots to discuss.
  16. Can't go wrong with an Xbox controller. Or just buy a USB zero delay interface card and make your own, it's actually very easy to do.
  17. A backronym if ever I saw one.
  18. Nobody is saying that. Of course you will have the ability to jump into another aircraft as another pilot, and the campaign rolls on, while your recently landed aircraft is being prepped. This will have no effect on the normal way people play, but anything less in the DC should not be possible, otherwise there would be no asset management element. Only in very well rehearsed, planned and usually staged scenarios. It is highly unlikely that airbases would be able to sustain these super-quick hot pits for long in a all-up war situation. There is an extensive thread on the C:MO forums on this very subject. Just because there are a few youtube videos of Formula One style rearms doesn't mean it is the norm. I hope so.
  19. Can't disagree with that really. For me though, consider two scenarios - the first a 1v1 BFM instant action mission. Good fun and ideal for a quick buzz, and I don't really care if I get killed. The second, is the chance of a 1v1, after a 2-hour ingress to target, about to be bounced just as I make the IP. Now I need to fight, and need to win, and still make my TOT. I've invested all this time and I can't take stupid risks otherwise the mission is failed. There is far more satisfaction in making it home and hearing the gyros spin down as I sit on the apron after that kind of encounter (IMHO) than the the first type. Horses for courses, and I still like the odd instant-action when I am time constrained by real life.
  20. It would be easy enough to implement 'Fast Repairs' as a cheat, like 'unlimited weapons/fuel', while maintaining realistic timings for those wanting a more true-to life experience. You wouldn't expect everyone to play with unlimited weapons, and just count the number they've expended to simulate realism, would you? Strange how many players want realistic button pushing, but not realistic warfare. No wonder people jokingly refer to DCS as 'Digital Cockpit Simulator'. I know I'm probably a statistical anomaly though, I play 3-day C:MO scenarios with no time compression!
  21. Some great points @cfrag, but heavily skewed to the MP experience. As a primarily SP player I am hoping the EDDCE will not be solely a MP function. One thing I know which effects the way people fight in DCS, is the lack of consequences for death or damage (or indeed economical use of ordnance), which in turn means there are unconventional tactics at play which would never be find in the real world. I would like the DC to reward realistic planning and execution, rather than the type of operations which are seen on many (not all) MP servers.
  22. I'm hoping this will be addressed in the new DC. At the moment, re-arm and refuel times are (for good reason) incredibly unrealistic. I'm curious to know how this will fit in with a real-time DC? Turn around times should be 1-2hrs in surge tempo, or 4-5 at a more sustainable tempo. Currently it is less than 1-2 minutes which would destroy any sense realism in a real-time campaign. Take this for an example - say an airfield has an allocation of 16 Vipers - these are useable assets which can be fragged on tasks, flown, damaged, etc. Let's say three flights of four are on a mission, and return. At this point there are only four available for tasking. They could be immediately occupied by the player, assuming the role of a different pilot in a different tail number, but at some point, through attrition, maintenance and lengthy repair of battle damage, it could be conceivable that there will be no assets remaining which are flyable at that time. From a gameplay POV, it would make sense to have some kind of fast-forward time skip until their are enough aircraft available to continue, but in a multi-player environment this could be challenging to implement. DCS already has warehouses implemented for airfield munitions, will aircraft spares be added to the inventory, meaning asset repair could actually be impossible until the relevant spares have been delivered? Could airframe damage render an aircraft irreparable for the remainder of the campaign? I guess these are more questions than wishes. My wish really is that it is done in a realistic, meaningful way. Endless hot-pits and battle damage repaired in minutes would remove the requirement for proper tactics and planning to minimise losses to your limited number of assets, and as a result make for a very unrealistic campaign.
  23. Great video as ever. Both F-4s looking fantastic. Also happy to see the CH-47 included. For me that bodes well for the new EDDCE, since BLUEFOR has been lacking a heavy-lift helicopter, something which is essential to implement the resupply elements of the DC (amateurs talk tactics, professionals talk logistics). Combined with the C-130 it will add an interesting new aspect to the gameplay.
  24. Full-fidelity simulations, 1993 style. Alternatively, this is a great book to set the scene: Tornado Gr1: An Operational History: Amazon.co.uk: Michael John W. Napier: 9781473873025: Books There is a 'dash-1' available online, but it is so heavily redacted as to be almost completely useless.
  25. The Gazelle is a good module and my favourite DCS helicopter alongside the Hip. As long as you fly it in a realistic way, it will perform in a realistic way. It is a very light, manoeuvrable and nimble helicopter. You can push the envelope way beyond what any sane real-life helicopter pilot would, and you will get some very unrealistic results. However, I don't feel that detracts from the module at all. Most modules can be abused in a similar way. For example, the Viper will allow you to exceed VNE without consequences. Fly as you would in real life, and you will enjoy the process more IMHO. I mainly use it for recce, and I'm not sure how it currently works with multi-crew, which is pretty much essential for the anti-tank missiles. For single pilot, guns and rockets are fine.
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