Jump to content

Exorcet

Members
  • Posts

    5070
  • Joined

  • Last visited

  • Days Won

    6

2 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Definitely not a fan of wheel menus at all, though I do appreciate getting an update for communications finally. If possible, arranging the new updates in a smaller linear menu would be a nice option.
  2. I very much appreciate having accurate controls for an aircraft. It helps with immersion, training, and proficiency. If I could, I'd have a cockpit for every module. So as far as is it beneficial to get accurate controls, absolutely. Is it worth the cost? That's a personal question.
  3. It seems intentional. It only works on flyable planes and then only those in your own coalition. It is unfortunately undocumented, but that's not uncommon in DCS. Functionally, it's great as a tool to get around AI wingman silliness. Set your own plane to orbit and then take control of a wingman to go shoot something they refuse to do through radio orders. As it's not the topic here though, I guess enough has been said about it.
  4. I'm not 100% sure what you're asking for here, but there is a switch waypoint trigger which can be used to create alternate routes. From my experience it can be a little cumbersome, but it gets the job done.
  5. I have not had a chance to try QAG due to being a few versions back in DCS, but absolutely support this. Forcing a mission ending seems redundant when there is an end mission button already. Definitely add some way to disable auto ending the mission.
  6. I'm not aware of a way to transfer fuel through scripting. Forgot to mention before but this has been in DCS forever. R Alt + J. Will swap AI and player flight model or vice versa. Extremely useful for a number of things, but unfortunately bugged. It seems like no one knows about this which may be contributing to its poorly maintained state. It is (or was) an amazing tool for dealing with wingmen oddities or letting you continue long missions after a loss of aircraft. Maybe a bit off topic, but there is a thread reporting the bug that could perhaps use support:
  7. There are tons of ways to do it, it shouldn't be difficult at all. We already have proximity refuel/rearm for ground units for example.
  8. Is there any reason why you're uploading these as separate missions and not as a campaign?
  9. You can do this: Open ME Set nations Save mission
  10. On the subject of air traffic though, we might also want some tweaks to coalitions and the identification of units. If I recall the last time I tried to add neutral aircraft to a mission, AWACS insisted that they were hostile. It seems like the logic used is "if it's not on my team it's the enemy" which creates all sorts of problems. Not sure if this has changed as after that I kept neutral units to a minimum.
  11. And as always these things tend to have value in testing and debugging. Want to find out where the cutoff time is for different units to have daytime vs nighttime visual detection? Easier when time is frozen. Want to see what the lighting conditions are across the map without having to constantly quit the mission? Freeze time.
  12. Adding background activity by area would be really nice. We do have civilian traffic already, but it's a bit weird when it decides to keep driving through a chain of Mk84 explosions. Having it be disabled within a radius of combat activity would make it look a bit more authentic. X-Plane also randomly spawns police vehicles with flashing lights that move faster than normal traffic. These are pretty visible from aircraft and could be a nice touch in DCS. Powergrids having an effect on lighting, or the ability to enforce black outs would be another nice feature. Hit a powerplant, nearby city goes dark. Maybe a few lights come back on with backup power. Civilian air units need an expansion and it would be nice to have some kind of optional automated civil traffic.
  13. I know this is an old post, but physics doesn't care about the direction of time. A track system like this essentially has rewind built in by default, barring some kind of other limitation like the lack of the ability to reverse the inputs, or perhaps more realistically the lack of the ability to generate inverse events, ie the sim knows how to set a plane to "dead" after it is hit, but it doesn't know how to reverse the dead event and respawn the weapon that killed it (which would have been deleted after the kill event). That said, free flights without crashes wouldn't have this issue, so it may be easier to at least introduce a rewind feature that is limited to such a case.
×
×
  • Create New...