

AggiAggi
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Everything posted by AggiAggi
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Congratulations Polychop-Simulations team! You can be proud to have finished such a fine product!
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Blufor Lonewolf Callsign: AggiAggi Prefered Aircraft: M2000C, SU25T, UH-1, A10C, KA50
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Missing hud Information with surround resolutions
AggiAggi replied to Avernus's topic in DCS: Combined Arms
Thanks Kuky, that works. -
Missing hud Information with surround resolutions
AggiAggi replied to Avernus's topic in DCS: Combined Arms
I have the same problem with my Matrox Triple Head 2 Go (3840 x 1024). Would be nice to at least have a work around. -
Considering a commercial combat simulation such as DCS you have to consider the following: 1. Legal aspects. What Tile Proxy does is not really legal. Eagle Dynamics cannot just use the content of some other company and put it in there sim. Buying those digital contents is also quite expensive. 2. Quality. Eagle Dynamics would not be able to control the quality of the environment. I have used TP myself and it gives varying results. For example, I decided to purchase VFR Germany from Aerosoft just because I was not satisfied with the patchwotk scenery TP delivers. I personally prefer a confined region with properly designed textures and 3D objects over a global coverage with poor quality. At least for a combat sim, for FSX its different because you do not interact with the environment so much. 3. Limitations. What TP gives you is just the textures. What you need for an integrated combat simulation is multiple layers of information. On top of the textures you need cultural data such as roads, woods, citys, power lines, etc. Then you need information for sensor simulation such as radar and IR sensors. What the human eye sees is not what the sensor sees. My opinion is, although the idea is neat, it would not really benefit the DCS series. I think the better approach is to release the documentation of the database format and let the community and 3rd party suppliers do well modelled scenery with a good quality control. Optimally, some open standardised format such as CDB (Common Database, http://www.presagis.com/products_services/standards/cdb/) would be used. But I guess this is not realistic for DCS at the moment.
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interconnection between DCS'Games and Arma2
AggiAggi replied to kohlenhydrat's topic in DCS: Ka-50 Black Shark
The german Bundeswehr has interconnected VBS2 (the military version of ARMAII) with their helicopter full flights and full mission simulators in Bückeburg. There is an article describing this project in the MS&T magazin (http://halldale.com/mst). Hence, from a pure technical point of view it would also be possible to interconnect ARMAII and DCS if Eagle Dynamics and Bohemia Interactive wanted to do that. -
I fully agree.
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FSX is a good example to show what is possible if you provide an open documented architecture. You can let the community and commercial addon developers do most of the developing work. There are even projects overwriting the standard FSX flight model, such as in the Dodosim helicopter simulation (http://www.dodosim.com/). In one of the papers I listed above it is described how FS2002 was connected via HLA to a military simulation. Unfortunately, FSX also shows, that the actual framework provider, Microsoft, did not see enough benefit from that business model and decided to abandon the product. However, it is also interesting to see, that it is a major military company (Lockheed Martin) that decided to buy the license from Microsoft (for ESP that is) and continue development on a professional level.
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Robmypro, i share your visions. Let's be optimistic and hope that what you describe will become reality eventually. There is actually an international standard which defines the communication layer which is required to run distributed interdisciplinary simulations. It is called High Level Architecture (HLA) and was developed by the US DOD. It is currently an IEEE standard. More information on it to be found here: http://www.pitch.se/technology/about-hla and here: http://www.sisostds.org Also on the semantic layer there has been standardisation by defining Federation Object Models (FOM) such as this: http://www.sisostds.org/index.php?tg=fileman&idx=get&id=16&gr=Y&path=&file=Rpr2-d7.pdf The question is not so much the technical side but the business side. If a win win situation between military and game developers can be created such complex projects might become possible. Actually military has benefited quite a lot from recent developments in the gaming industry. A paper about this topic can be found here: http://www.pitch.se/images//05f-siw-118.pdf Actually ED should be interested in implementing HLA because it is required by their military customers.
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I don't want to further complicate things, but is the wind direction in LO/DCS reported as true or magnetic heading? :detective:
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Disabling AA/AF solved the problem for me. Thanks mate. Cheers
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Uhoh7, MBot, thanks for your explanations. I think I'll have a look at your missions. Cheers
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Uhoh7, you are right that a good mission design is vital for a dynamic and challenging missions. If enough rules and actions would be available in the mission editor the AI of computer controlled vehicles could actually be very weak. Please correct me if I am wrong, but none of the reactions I described above, except the "calling air support", can be realised at the moment with the mission editor. Although you could also activate an artillery group, you would not know where the attacker is located and you could only allocate artillery fire to likely attack positions. Can hovering helis actually be hit by artillery? ... havent tried that yet.
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For me at the moment, the biggest problem with DCS is the lack of any intelligence of ground units. Although main battle tanks seem to be very good (probably too good) at picking up targets that are on the flanks or even on the rear, they do not seem to posess any sense of self preservation. When a group of tanks is attacked, all units of the group sit there waiting until it is their turn to be destroyed. I would expect ground units to do at least the following: - pop smoke - run away in sheer panic - move out of LOS by hiding in woods or behind buildings - calling in artillery on hovering helicopters - calling air support Furthermore, it would be nice if mission designers would have more parameters and triggers available for ground units, e.g. alternative paths to be followed when under attack (like in steel beasts). Since the major use of the KA50 and also the A10 is the CAS role, a more dynamic and "intelligent" battlefield is required to create the immersion that will promote DCS from an excellent simulation product to a legend for the years to come. This is not another call for a dynamic campaign but a plea for more context awareness of computer controllled vehicles.
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A2A against helicopters... what do I do?
AggiAggi replied to kratz's topic in DCS: Ka-50 Black Shark
For HMS engagements I would suggest the following : I assume you do not have track IR, so I would turn on Padlock under Options/Gameplay When in combat perform the following checklist: Master Arm on [W LAlt] Laser On [O RShift] HMS on [H] Air to Air mode on [V] Select gun [C] Uncage Shkval [O] Padlock Bandit [Num .] Designate target [O] (Moves shkval to padlocked target) Lock target [Enter] Repeat the last two steps in fast sequence until you get a lock. Steer your heli into shooting parameters. Shoot. I hope this helps. Cheers. -
Great post Ivank. I think the following statement is not correct: In fact, the autopilot will fly you back to the hover reference point, at least very close to it. You can try it best on an airfield at a couple of meters height in front of some hangar. Activate hover, steer the aicraft away from the hover point and then let go of the controls. There is some magic rubber band pulling you back to your original position :).
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Can anybody tell me how to properly set up a GAI flight in the mission editor? I follow the notes in the manual, but the GAI flight is always activated at the start of the mission, takes off, and then lands. It does not appear to me that it reacts to targets handed off by surrounding radar units (e.g. EWR).
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I have also the following problem with night vision: As soon as I press 'H' to activate the goggles the game freezes. I can then unfreeze by pressing 'H' again. If I do not press 'H' again it takes about ten seconds and then my PC reboots. Thank you for your help. My configuration: 1. Processor: AMD 2800 2. Motherboard: Soltek FRN752-L 3. RAM: 1 GB 4. Video Card and Driver version: MSI NX 7600 GS AGP, latest driver (which is rather old) 5. Operating System and installed updates/service packs: Windows XP SP 3 6. DirectX version: 9.0