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Chibawang

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Everything posted by Chibawang

  1. OFP: DR should deliver, in this respect.
  2. Fantastic idea, I say! In fact, you're covering ground which I haven't seen since the announcement of DCS: community run third party resources. Vital to the success of any franchise in the entertainment simulation sector is the dedication of the community to maximize the potential of the software. DCS users are doing that by creating new missions and other modifications, but someone has yet to create a website that collects and pools together this content. User created sites like these can rapidly expand the community as a whole, ensuring a longer life for the simulator even if the developer drops the product altogether. Hopefully, as 3rd party developments tools are released the community will evolve into something more proactive and creative. I'm confident that given the right tools, people will continue to create things that keep our simulator fresh and exciting for many years to come.
  3. Drum magazines? Rifles? :dunno: I think you're badly lost.
  4. From my understanding, it's no longer a mod. They've been absorbed into the Eagle Dynamics development team and are now developing the terrain for the official version of DCS: Warthog, god bless their souls. :notworthy: I guess if you want to help you should contact ED about a job. Good luck!
  5. If you do find it, post it here instead of in a private message. I'm sure it would benefit quite a few people, myself included.
  6. Yes! About that, Glowy my boy... :music_whistling: Seriously though, take all the time you need with the trailer. Work as extraordinary as yours is worth waiting a very, very long time for. Besides, every day after the day I see your Hog Heaven teaser will be one of nail biting, hair pulling anticipation. Personally, I'd rather postpone completely falling off into the deep end of insanity for a while yet. :wacko:
  7. That was a horrible trick, 'Bivol... extremely horrible indeed.
  8. Well, I don't know off the top of my head as I haven't played BS in quite a while, but it's pretty easy to figure out when you have the game at your fingertips... All you have to do is load up a mission, cycle through the toggle positions for the switches in question and make a note of what they do, and there you have it. I wish I had it that easy! Trying to build a pit for a sim that's nearly a year away from release takes alot of research into things that aren't readily available for researching. :( Oh, it just occurred to me you might be confused about the switch annotations themselves, in which case I'd suggest you check out this thread: http://www.viperpits.org/smf/index.php?topic=3081.0 That will give you a basic overview, but there's more to know than that, for instance the difference between a single pole double throw and a double pole single throw. Even the most basic concepts in this hobby can be quite daunting to a beginner, and I speak from experience. The only advice I can give you is this: Google.. :D And if that's not what you were asking at all and you were just being lazy, not wanting to actually load the game and check for yourself, please excuse me. I in no way meant to sound patronizing. In either case though, my advice still stands: Google.
  9. Thanks for the info Duckling! I hear you about real life getting in the way, damn physical world and all. ;) The flashing status will probably require a user coded software solution unless the PCIP can handle it. It shouldn't be too hard though, you can ask the lua about the state of pretty much everything in the simulation world before each frame, so it would probably just take a little extra scripting to get it to work correctly. I'm not saying I'm a pro by any means, but it's feasible. I'm light years away from stuff like that though, and really we'll probably need the module before we can really nail everything down. In the meantime, I'm going to try and get everything built, wired up and interfaced with Lockon for test flights. :D
  10. Problems? I never read about that, I've only read statements that neither confirm nor deny that future modules are definately going to be multiplayer compatible, but it was also said in an interview that they did this as a precautionary measure only to avoid making promises in case something should go wrong in the development cycle. Do you have a link? It would be troubling to know they've already had a hitch in the plans...
  11. Deadman has several unopened SFS HOTAS's, contact him. Your Caution panel looks good, but are those all yellow LED's? I thought the caution panel had yellow, red and green lights, depending on the type of indication? I could be wrong though, I've been putting off making that panel because I'm not sure which color each light should be.
  12. :surprise: I didn't know about that hannibal! That really, really sucks. :wallbash: I'm still building the pit, though. Hopefully I can join a squad with a server and talk them into keeping exporting on. I don't care much for public server play anyway.
  13. Hey Duckling, how's the pit progressing? Also, do you have a good source for aircores?
  14. How's the gameplay though? Are there actual missions? I'm a bit confused about what this "demo" includes.
  15. Maybe, but you'd still have a right handed cyclic and a left handed collective. ;)
  16. I figured as much, thanks for confirming though. JaNk0, I never noticed the estimated release, thanks for pointing that out!
  17. Hello, I was just wondering if there was any new information pertaining to this or any of the 3rd party support packages. It was announced back in July of 2004 that these would be released some time after Black Shark was released, but I haven't come across any further information since that. I know that ED is very busy at the moment with the retail release as well as the upcoming patch, so I'm not expecting anything concrete. Is this planned to be released alongside the patch or retail version, or has it been pushed back until more resources can be devoted to it? Is there anymore specific information about what will be included that can be shared with the public? Thanks
  18. I don't think anyone official ever said it would be nine months in between modules, only that they hoped to have the next module out nine months after Black Shark's retail release. I could be wrong, but that's how I remember it.
  19. hannibal, is that a modified cougar for your cyclic? I need to do something similar for my A-10C pit, i'm very interested in more information about what you did there.
  20. I've been wondering about this as well. I know that in Falcon, there is a way to modify each command to have a key press for each state of every switch. That way if a switch was in the wrong position it wouldn't matter. For instance: you crash with the landing gear up and respawn on the tarmac with gear down. If you move the switch to the down position it will send the "Gear down" command, but since it is already in the down position the command will have no effect. This way at least things don't get out of synch if you forget to reset a switch, but of course it's still good procedure to go through a checklist to reset all switches before take off, just like real pilots do in pre flight. I don't think this can be done in DCS currently, however. So preflight checks would be even more important. This is why I really, really hope they implement an option to start each mission on the ramp, cold and dark."
  21. Nope, no fast mover performs at a level anywhere near the A-10's in terms of low level, CAS oriented missions. If there was anything in the USAF's fleet that could do it better, they would have ousted the Hog a long time ago. And they certainly have tried, but when it comes down to in theatre results, the A-10 delivers better than anything else. There's talk of phasing it out over the next 30 years or so with the F-35, but I'm skeptical about that as well... jack of all trades, master of none.
  22. Rewrite half the engine for Dynamic sound? That's pretty ridiculous, unless you're referring to the sound engine specifically; then it's just excessive. Doppler effects or no, the sound engine pretty desperately needs a massive tune up. IMHO, it would add to the immersion more than any improvement other than dynamic AI for ground forces.
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