Jump to content

Hunter Joker

Members
  • Posts

    981
  • Joined

  • Last visited

Posts posted by Hunter Joker

  1. I'll probably end up modifying it to have an Axis version and an Allied version, but ideally it would be nice if all the Allied planes were on the Allied side and all the Axis planes were on the Axis side. As it is, we have Axis players tasked with shooting down Axis planes (except the B-17G). We also have Axis players tasked with CAS against Axis ground units, and Allied players tasked with CAS against Allied ground units. The B-17G is also rather strange...he rapidly descends to 3700ft and just orbits. It would be cool to have a combat box of multiple bombers coming in from the channel at medium/high altitude to actually bomb something.
    It's the same things for me, an axis version or even a multiside version could be awesome. A dedicated version with the same mission'possibilities (with the necessary changes like He 111 instead of B-17) would be what every axis player need.

     

    Inviato dal mio BLA-L09 utilizzando Tapatalk

  2. Leatherneck is working on a Iwo Jima map, on a Corsair and probably (it's what I would do from a marketing perspective) at least on a Japanese AI aircraft to counter it.

    They are also working on a WWII Carrier, american to start but if the Corsair and Iwo Jima sell well I bet a japanese will follow toghter with a japanese module. The Pacific scenario wuth carrier ops is probably the most rewarding at the moment (no other sym to fight...) for ED and third part producer si I think that we have good possibilities for it.

     

    Inviato dal mio BLA-L09 utilizzando Tapatalk

  3. Yeah, if you're familiar with the Dynamic DCS server, I'm involved in the creation of a server using that model, but in a WW2 setting using the asset pack.

     

    It'll probably take place up in various areas of the Caucasus map (currently the Mozdok, Min. Vody, Nalchik, Beslan area) with Normandy possibly later. The objective will be to capture the main airbases in the area. There will also be capturable Forward Operating Bases that the player can use to spawn tanks, aaa, etc. to assist in the battle that are synced between server restarts to save progress. The player will also probably get the ability to call in ai controlled bomber raids, CAS raids, etc. Additionally, we are looking at how to add a supply system, like trains convoys, etc. that will give teams resources to call in special features.

     

    If you want to check it out, I think the server owner has a test server up named, "TEST Dynamic WW2" or something similar where we are in the initial testing phases (testing fps, server stability with all the ground units, etc). The ground units are all pre-spawned at the moment in defensive locations around the map as we have not implemented any of the features yet, but you can still move them around in the tac. command slot if you would like.

     

    Could You pls be a little more specific in the name of the test server, I'm interested....

    • Like 1
  4. I know there will be tons of people stating that the gunsight opacity is realistic; but in real life the pilots were operating in real daylight and not looking at a PC monitor with very limited luminosity.

    Anyway, fact is I can hardly see trucks even when I'm in firing distance and I have to strain my old eyes more than is good for me.

    Maybe you could introduce a tick box under "Special" to select "Gunsight reduced opacity".

    On some aircraft I've been able to fix this myself; but in the Anton I cannot even find the object in the .dds files.

    Exactly, the real light is what make the things different...

    At the moment the visibility inside the Revi is poor...after a single hit with the sparks and smoke it became pratically inexistent....

    So pls reduce a bit the opacity...try to fight with the Anton now and see what we (don't) see now.

    Thx

  5. Hi, The KdO 40 is a fire director/radar range finder. It gives accurate data to a battery of 88s, and greatly increases their effectiveness. I made a template of 4, 6, and 8 gun batteries with a KdO in the center... works very well. Also to see the range benefit, place an 88 on the map alone, and look at the detection and firing range circles in the f10 map, then add a Kdo near it, it is a substantial increase. also it is only certain 88s that are able to be used with it, I believe it is 88-36 and/ or 88-38, it will tell which ones will work with it in the encyclopedia.

     

    Hi, could be possible to share these template? There are so few materials for WWII around....

    Thx.

  6. Many people fly in multiplayer, so the new DM would not be irrelevant if it would not apply to the AI.
    Many is not all and probably nor the majority... With my Squadron I play pvp and even pve... Sometimes sp... Pretending the AI fixed when there are other products on the market that have a decent AI is not a kid's cry, is a loyal customer (own pratically all the modules apart the Heli and 3 or 4 airplanes, all the maps, CA and so on..) that want something for wich I payed usable in all the possible contest...

    Forgive my bad English...

     

    Inviato dal mio BLA-L09 utilizzando Tapatalk

  7. After the patch the chronic problem of power loose during a turn is still the biggest one....with the 20/30kmh of best achievable speed...

    Another thing I noticed...is possible that at the moment there's a mixed DM (a mix old one and new one) that cause some strange behaviors....cause I have the impression that the 20mm shot are calculated as if they were MG.....I need pretty the same amount of shot of 20mm cannon/MG to down a P-15D (for example).

    Some others noticed this?

    Forgive my bad English.

    Thx.

  8. I'm in agreement with this. So far, I have been unable to do an energy neutral loop regardless of power settings and whether I'm flying with the prop in manual or automatic. I always seem to loose 40-50kph per loop

     

    Yes, even a loop is very difficult at the moment.

  9. Confirmed, the plane loose speed very quickly even in not so much thight turn and then is pretty impossible to regain it...

    Normally I start a Dogfight a 500Kmh only to found me struggle below 300 after two turn....

    At the moment fight Vs AI Mustangs (who pratically climb vertical and is impossible to follow) or Spitfire (that can manintain a sustained turn impossible not only to match but even to approach) is really tough....too much I think...

  10. At the moment in the ME there's the possibility to check to fill G3 injection fuel in the 85lt auxiliary tank, so at least we could hope in the future to have it....

     

    Inviato dal mio BLA-L09 utilizzando Tapatalk

×
×
  • Create New...