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Exorcet

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Everything posted by Exorcet

  1. It is not horrible, it is horribly unfriendly, and I don't think that's hyperbole. An interface for it should exist in the ME at the very least. Having to manually edit files is very tedious and not the most obvious way of getting the kneedboard setup. The mission editor briefing at least used to allow a simpler option of somewhat replicating the kneeboard for less effort (but also less capability) but then for whatever reason a forced paused was added to that making realistic use of it impossible. Thankfully that can be disabled through Lua editing, but for whatever reason it remains overly difficult to get simple mission information presented to pilots in a realistic way.
  2. Absolutely. The kneeboard is horribly user unfriendly for how important it is.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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:
  9. 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.
  10. Is there any reason why you're uploading these as separate missions and not as a campaign?
  11. You can do this: Open ME Set nations Save mission
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. Always delete the default task for any kind of complexity. For SEAD I'd use Search Then Engage in Zone and couple it with an orbit so the AI flies over the area instead of just moving on if they don't see anything. As stated above the "Search" tasks require the AI to find a target. This depends on their sensors, the enemy, and the size of the zone to search. You also want to make sure that the AI has jettison weapons disabled and has the reaction to threat set to Evade Fire. This means that they will only react to being fired on and won't drop weapons (including ARM) when fired on. Jettison and Evade Fire are option that can be set at the takeoff/starting waypoint. Search then Engage should be set as en enroute task somewhere near the target and Orbit should be set as a task under Search Then Engage so that the search takes priority over the orbit.
  17. Radar never use is an existing option, but there is no similar option for RWR. I agree that features like this would be useful.
  18. Does the MiG have radar on? Maybe that is playing a part. I have a script that breaks down AI detection by sensor, it might help in figuring out exactly what is going on. It's embedded in a test mission here:
  19. I don't really use historical mode and I'm not sure if you mean player or AI, but I think there is an AI F-16 somewhere with Sparrows unless I'm misremembering. If there is I'd imagine you could place it under Combined Task Force Blue as a substitute for an Israeli F-16 unless The Task Force nations are not allowed in historical mode?
  20. The kneeboard system as implemented is not very user friendly which is a shame because of how useful it is for both functionality and immersion. Stuff like radio channels and waypoints should be able to be imported into kneeboard pages directly from the ME.
  21. These would be very useful units and open up new types of missions. Many of the maps are littered with civil airports. They'd also pair well with some kind of automated AI flight generator which would remove the burden on the mission maker to populate the airspace:
  22. Well, DCS AI has some impressive eyes, sometimes. The challenge of night flying is part of the sim for sure, but the request here has some merit. Training, video editing, or just dealing with bugs/issues (like the lack of lights on tankers).
  23. Yes, small files add up. 10's GB absolutely matter even on multiple TB hard drives. It's also not just about being able to install 200 GB maps, but temporally storing a few GB download, or maybe photos, videos, etc. I've kept going on my 1 TB drive not by only cleaning up big files but by paying attention to smaller ones. Not to mention that if you're not going to use "small" stuff like liveries, why have them around?
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