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in my opinion this is the worst landing/base/farp design I've seen
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very bright response... Killshot is telling that creating such big objects are very often impossible in DCS because usually terrain is not allowing it: - because of the uneven terrain - because many objects arround So why this idea is good I think that the drop should create just one object (like watchtower, 40ft container, etc).
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Mike Force Team started following ghashpl
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Military Assets for DCS by Currenthill
ghashpl replied to currenthill's topic in Static/AI Mods for DCS World
sorry, didn't know there is a separate thread yes, the problem is with MTV [CH] asset that it's inside DCS (by the way - I want to thank for you amazing work!) -
Military Assets for DCS by Currenthill
ghashpl replied to currenthill's topic in Static/AI Mods for DCS World
I don't know if this was reported before but MTV truck is not working for FARP operations When asking for rearming via radio menu there is no response on multiplayer. Using M939 Heavy works. -
Massun92´s Asset Pack - Official (update march 2024)
ghashpl replied to Massun92's topic in Static/AI Mods for DCS World
first of all - I'm very greatful that those assets are in the game could you consider making more light-source assets - lamp posts etc? also placeable trees?- 554 replies
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I agree - for me the trees and the grass is way to green
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1 - on F10 map there are orange textures showing the town areas but on CWG map it's showing "high resolution textures". So just looking at the map I have an impression there are a lot of buildings in the area but when I scroll-in it's not like that. Would be better if the orange background is really showing the town/cities areas while high res fields are just green texture. (SAT view is way better to judge that) 2 - also the texture is solid and it's blocking the elevation isolines. Would be better if they are maybe 30-50% transparent null
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no preorder is a VERY good step, others should learn from it just put it in the shop when you ready - that's the spirit also from Ugra post: $55.99 USD at early access release and then later $69.99 USD at final release with all three phases.
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Few additions to the trigger window that would improve the missions making process. Time loops - the loop can be repeated n amount of times (for example 2 times, then the trigger is removed) - the loop can be done infinite times (checking that options disable the "n amount") - we can set the time frame for the loop to happen (for example from 120 to 1200 sec means the loop will be triggered between 2 min and 20 min since it was last triggered) [switched or repeat are looped every second - and to randomize it we need to use flags or custom snullcripts] New action for triggers - new action which will remove the trigger based on it's name (example: if red capture airfield some part of the triggers cease to exist) Folders - all triggers are right now in one list; I would like to group them in folders that we can fold/unfold - just like a folder tree in files managers nullnullnull
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AB detent switch such as in F/A-18
ghashpl replied to ghashpl's topic in Controller Questions and Bugs
3.5 years later -
Right now we cannot choose which parking slots are going to be used by Dynamic Spawn system. Often happens it's a slot on the other end of the airfield or (what's worse) right where a player is standing right now. I would like to have an option to disable certain parking slots which means players cannot spawn on that spot. That option could be added in Warehouse menu where we select planes/ammo/liquids quantities/limits for the airfield. By default all parking slots should be available.null For example (screenshot attached) I would disable spots: - 109,108,107 because static C-130 are parked there. - and 84-89 because I don't want players to spawn there.
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I would love to see an option (in ADVANCED WAYPOINT) to set unlimited weapons for a group. This would be especially amazing for SAM units for multiplayer sessions. Right now SAMs needs trucks to reload the missiles and while SAMs are very easy to find/kill, the trucks usually stays on the map and have no further role. Also it would be good to create a "unlimited SAM units" - place a zone where SAM is, if "all coalition out of zone", respawn another SAM.
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Would be nice if in Mission Editor the safe zones for static objects are visible. There is a "clock" icon on the bottom of the ME, so I guess another button would fit beside it. But I would suggest that those lines/zones are visible by default. This would speed up making/testing the missions.
