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Minsky

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Everything posted by Minsky

  1. I regularly fly Retribution missions with 20+ aircraft launching at the same time, and only twice or trice ran into issues. And the culprit was always the Tomcat. Maybe it's just luck, or maybe it's because me and my wingman are trying to clear the deck for AI by departing first. Our problems usually starts during recoveries, courtesy of an occasional BWM driver: I wish ED would prioritize finishing basic stuff (comms / patterns / taxiing) over the flashy things, but I get it that they can sell more copies with the briefing room screenshots than with a correctly implemented phraseology.
  2. Sure thing. Either way is fine with me, although linking will ensure the users have the most up-to-date version, as I often make small unannounced changes to fix a typo or improve something: https://dimon.one/dimon/files/Aerodrome_Data_and_Frequencies/
  3. Well, it's obvious that the engine can deal with below the sea level stuff: we have seabed modelled after all. What it seemingly cannot do is to "cut" into the world ocean that surrounds every DCS map, and drain an arbitrary area. So they had to completely disable that ocean for the Nevada map to make the Death Valley possible. While parts of the engine still think the player goes underwater there, creating various artifacts. 0 ft / -2 ft :
  4. Hi, of course! (Although this version is almost a year old, and I cannot guarantee it is as accurate as the current one.)
  5. I didn't mean that you should slave away alone I was referring to that particular Yandex link. Since I don't know all the criterias for including / not including a helipad into the list, it would probably be much faster for you to have a peek on that Yandex map and pick whatever is worth picking - in your opinion. Instead of having someone else writing everything down, only to then check and reject half of that data for some valid, but not necessarily obvious reason.
  6. Yandex Maps have dozens of helipads in that area, and I doubt all of them (especially the Russian ones) exist in Google's database: There is no point for us to write down/screenshot all of this data for you. It would be easier for you to use YM to check anything of interest by yourself. I can assist you with changing YM's interface to English & satellite mode if needed.
  7. Vector data has a relatively small footprint compared to raster images, and typically measured in megabytes, not gigabytes. Same goes for forests: it's not like every single tree is individually placed. It's just a vector shape with a bunch of attributes. If you look at the game files, you'll see that the vast majority of Kola's 145 gigabytes comes from the satellite imagery, ground textures, and mesh (~130 Gb). The rest (vectors, models, shaders) is just pocket change. I'm not diminishing the amount of work they did. I'm saying that the map's footprint seems too large for something that is, according to Orbx, partially in low-res and has no seasonal textures.
  8. And the funniest part is that the map doesn't look like 145 gigabytes at all. More like 45, tops. It's almost like those high-res and winter textures are already included, but disabled for now on.
  9. It's 153 actually (yes, that's after applying today's patch). Upd. The final size of the installed map is 143 Gb. Go figure
  10. Shame that Orbx decided not to participate in the ED Miles program.
  11. @BIGNEWY can you please answer my question on the first page?
  12. @BIGNEWY @NineLine I have all the Flaming Cliffs 3 aircraft purchased separately. Will they be "upgraded" to their equivalents from the Flaming Cliffs 2024 bundle? Or, aside from the new title and three new jets, there is no functional difference between the FC3 and FC2024?
  13. I'm having it as well. Track available on request, but it's dead simple to reproduce - launch the "Instant Action > F-16C > Nevada > GBU-10/12 Laser Guided Bombs" mission and let it play for about 20 seconds until the canopy shadows begin moving with the camera.
  14. Aware, although not intimately familiar. The suggestion was to reverse the current logic and make the carrier dark by default. I was talking about taxiing (hence the mention of the plane directors).
  15. Only the Tomcat currently supports this feature. Not sure it ever worked with the Hornet.
  16. @Micr0, what are you asking for exactly? That they should remove the island backlit? Or that they should make the carrier dark by default? The former is "correct as is", although it might look exaggerated in DCS due to its poor lighting system. There are many different types of lights mounted up there, and some of them illuminate the island either directly or indirectly (by light scattering). I can agree with you on the latter. While in reality the carrier doesn't have to be concealed 100% of the time, virtually all missions we fly in DCS are combat missions, so it would be tactically sound to make most of the lights off by default and on when needed (via scripts / triggers / etc.) But maybe leave this for after we get the plane directors? So people other than the hardcore players could actually use the module at night.
  17. Except there are.
  18. DCS is bugged as it is. Even if a mod works now, doesn't mean it will be working in a month. Or that its next version will be compatible with your older missions. Mods just add more variables and maintenance headache. So I'm trying to avoid them unless they're absolutely crucial for the gameplay. And even then, I tend to only use mods that have been "stable" for quite a long time: e.g. CAM and 2SAM are okay, but VPC, which has been abandoned and requires non-trivial installation, is not. That's my personal informed choice. Yours is different, and that's fine. Just don't go overboard with statements like these:
  19. Tabuk. This part is well outside the detailed region, has low-res textures, basically no mesh, and a bunch of generic city blocks and roads pulled from the GIS data. There's nothing to improve or expand: to properly feature Tabuk in game, the whole area needs to be created from scratch.
  20. We've been listening to this song for months.
  21. That's what you usually get for asking to make a simulation game more accessible to newbies, so they could skip the suffering the old-timers had to endure
  22. A typical Harrier mission lasted about five hours when operating from the NAG. An hour more than that for the Hornets. And up to 8.5 hours for the CAP-tasked Tomcats. Anything longer was an exception.
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