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Tonker

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Everything posted by Tonker

  1. Loved both the latest vids gents, and the new developments sound (and look) awesome. Looking forward to it
  2. Just popping this here for safekeeping
  3. Can confirm: Finally been able to sink a good chunk into I2J, with a couple hours in the Bronco followed by an hour or so in the Cayuse to ferry all my downed pilots back to the MASH. Had a blast, as ever. A couple slowdowns, first time I've had more than one in a session, one apparently engaging an infantry unit* the other against a Ural-4320. Changes in v2.006 have improved this massively, as previously reported, and it's far from a showstopper. Quite apart from anything it enforces using decent RoE and breaking away nice and early on those first passes! Otherwise performance was in line with expectations for the Marianas across the board. *Rocket attack into the centre of the group on the island off the South-Western tip of the AO, so fully expect splash damage on the vehicles, as per @Porkbrain's findings re Ural-375s. Tooling round in the Bronco at 5,000' as the sun comes up is such a different experience from being down in the weeds with the Cayuse, and the FARPS etc look absolutely brilliant from up there too. As you can see above, as I was waiting for repair/rearm/refuel I had a little explore. Looks pretty good up close too! As ever, the following aren't even suggestions let alone gripes, just things which occured to me: some AI air traffic would add a lot. Because of the size of the AO, just a (eg) single chopper lapping the Farps and a single Bronco shuttling between Orote and Andersen would have an impact on pretty much every spawn. Dunno if the AI can actually hack those landings, but given what the BUFFs add to Andersen it'd be cool to see a bit of that elsewhere. isn't the Kiowa static purdy! Dread to think what all those tie-downs are doing to my FPS, but looks 'kin awesome! civilian villages/groups would give the recce guys some actual recce'ing to do, open up 'danger close' situations etc It's perhaps too easy to spot a group in the distance and just roll in and start planting freedom seeds from miles out. Having a mix of hostile/civilian would encourage getting up close and personal to see what's occuring, increasing risk, surprise and the likelihood of going home with a good story (and some extra ventilation holes). There's still Alpha/Bunker hills if you wanna get all Rolling Thunder about it. are listenable radio stations a thing via the Mission Editor? just gonna leave this here*. https://www.awm.gov.au/collection/S00675 No reason... *Seems well within their fair-use policy, and useful in ways a Youtube vid etc might not be. Again, just a thought from a SP perspective. I appreciate that's not what, or who, the mission is for Thanks for a cracking time to all involved, looking forward to seeing what the mission has to offer a Skyhawk next time...
  4. Just tripped over one of those TheY'Re eAtInG thE doGs ThE LaNcAsTeR wAs RuBbIsH! posts on Youtube, so came here to recuperate whilst I pop the kettle on... ...ah, that's better. Carry on
  5. Not taken harshly, and agreed with all We're keen y'all keep having fun too - it's a kind of trickle-down economics which actually works! Knee-jerk Thought 2: have any of us with these temporary stutters when a specific unit is engaged tried running an AI attack on the same group/unit? Not that I'm thinking about a FAC script or anything...
  6. No idea what's involved, so feel free to ignore/shoot down as required, but would it be useful to host a 'closed beta' server for slightly wider testing by those active here? Even 30 mins might help isolate issues for those who are normal SP only/have different set ups to Team I2J. As ever, just a thought
  7. Sorry not to be able to give more accurate, more targeted feedback. Soon My impression of a quick sightseeing tour of Andersen in the Loach was that each area is great, loads of good (and immersive!) stuff to look at and play with! Just as I started getting hints (and it was only hints) of performance issues, I wondered if it would make more sense to cull a 'zone' rather than strip them all of their assets. Might not be a goer, and might not fit with your guys' priorities etc, and again that's cool EDIT: TBH that was all perfectly flyable @Devil 505! So this suggestion is very much an 'alternative' approach, in no way an 'improvement'...but I think if I were looking at reducing the workload around Andersen I'd be looking at eg: Move the F-5s to be with the F-4s (either side of a taxiway if feeling friendly, or back to back so you can only see the same aircraft type at spawn for that sweet sweet squadron territory vibe!) for a bit of Air Force consolidation. This area can then be detailed, taxiway to the active likewise as this would be shared with Marine fixed wing spawns - you're gonna see it every time. The other side of the field can then be blocked out with simpler assets The Army rotary area is awesome, but it could be culled to just CH-47s and give them a bit of focused heavy lift love. There're Hueys in the Marine's area, and how many of us spawn Loaches at Andersen normally?! Then in general maybe look at things like the number of windsocks*, placement of the music-playing huts** etc with an eye to getting the most benefit on the most spawns for each asset used and being savage about cutting/replacing those which aren't offering good 'value'. I know it's all tiny gains, but they'll add up I spend the most time noticing these things whilst running start-ups, so assets that improve immersion from spawn to takeoff would be my focus.*** Just some very loose examples, but hopefully that makes some sense? Really though, as I type it feels a bit like a solution in search of a problem. If it works as intended for the people it's intended for then that's the important thing *As long as you can see one from the driving seat - through any available window - then s'all good, right?! I've not actually noticed any wind effect whilst flying 'tho...? **Which I assume place higher workloads on the system than 'normal' huts, but assumption only. ***Once into the mission I'm busy! Whilst I appreciate the whole scene on departure/finals and landing, I've got a bit on at that point so spend less time poking into the details.
  8. Yeah, the community's not great at constuctive feedback is it, bless us I hate to muddy the waters further*, but your fixes dealt with 99% of the stutters for me. Several groups were dealt with over a couple of slots/restarts. Only noticed stutters once, as reported before, well into my flight-time. Even then it was greatly reduced from the previous normal. So whatever you did mostly worked for me! But,as with others, I'm really keen for this not to start to feel like work for y'all. I can tell when flying that you guys love it, and it makes it easy for me to love it too. This is for you, not us, and I'm suuuuper chuffed that you wanted to share it. Thank you. FWIW, I did wonder if some assets could be tightened up. Flying around Andersen for example, notoriously tough on the hardware anyway, I frickin' loved the Marines' area...but wonder if it might be worth making some choices about what aircraft are based where. Perhaps just one Marine area, one Air Force; let the rotary guys start at the FARPs, leave the Bronco to Ore etc. Just spitballing. Thing is, my specs are well below your group average, and that's fine! Push comes to shove I can lower my settings, no dramas. Crucially the FARPS are still absolutely fine, and the static slots adds a lot. A bit more feedback once I've got some more time to base it on**, but mostly just thank you, gents. Puts a smile on my face every time. Reading future plans, that's not gonna change any time soon *Especially with only an hour or so tooling about in the OH-6A on the new version. ** Actually, just to report that I also often get identical group/CSAR spawns. I had assumed this was tied to starting spawn location, but again I've yet to test with intent.
  9. Some off-the-cuff first impressions from a quick trip in the new version just now: Flight was a tour of the updated FARPs and strips till the CSAR event triggered, then a re-arm (M60 gunner and 7 rockets, which is becoming my fave loadout for this mission) and de-fuel at N Farp, CASEVAC from the hills in the West, dropping the casualty at the Southern MASH. Overall vibes: 'kin awesome General performance was good, considering all the new assets* The 'First Engagement Slideshow' dropped to zero...until my gunner started landing hits on a Ural 375 (?). Then it did return, but much reduced from before in severity and duration. Loving the StopGaps statics *I was experiencing significant stutters and audio artifacts whilst mooching round, but I think that was my system** freaking out in general, rather than mission related. I'll report back properly when I've been able to sink a couple more hours with ITJ. **12th gen i7, 32GB RAM, 3080Ti (laptop version), running in 4k - hardly top of line nowadays, being pushed fairly hard in general. More soon, but great stuff once again. So glad you guys shared this mission, it's a blast!
  10. "ITJ - fun as fub!" Spotting a fair few updates in these vids, gents...
  11. I would not have guessed that in 10 tries!
  12. Thanks for the update @TAT0R, much appreciated. I just spent an hour or so back in the Bronco for the first time in a little while. Sure, it's neither 'perfect' or 'finished' -whatever they mean - but it's a good time! It fills a useful role in the wider DCS ecosystem too, and I'm glad I have it installed. If it gets some more love in the future then so much the better Just to chip away at my ignorance - when you say "borderline" for the A4 systems, is that simply in terms of what's possible without SDK access? I'm assuming these are so bespoke to each mod that it would be no easier trying to lift the TACAN from the A4 wholesale than it would making it from scratch for each module? FWIW, I just flew the TACAN training mission (thanks @Rudel_chw!) and it worked well enough - dialed in the station, set to T/R and got a range and bearing, which is a lot better than nothing Here's cheers to Split Air's 2025 and beyond
  13. "Yes...yes, twice. But it was dark. And we didn't land..."
  14. And now we know ED ain't gonna...
  15. No less keen to get involved! As someone teetering on the brink of diving into the mission editor, it's truly inspiring (and useful) to be able to follow the trials and tribulations from concept to release and support, so thanks for sharing
  16. Woohoo, more for the brilliant A-4E, thank you @42jeff! This must be super frustrating, but well done for getting the campaign out and for providing great support and bug-hunting. I'd clocked the campaign in the User Files, and am just waiting on some free time to download and give it a go. I'll report back once I've flown it So, a quick bit of feedback on what I've seen so far: Blurb looks great, reads well, and has got me keen! Some more pics would be nice, so I can see the kind of places I'll be based and operating, maybe some cheeky hints of what the campaign has in store etc. The link from the download to this thread isn't displaying, but is a good thing and would be worth replacing (likewise placing a link to the user download in the opening post). Intro video is a great idea, do let us know when that update drops. Looking forward to it!
  17. Agreed. On the first hits landing on enemy units - I think particularly, but not sure if uniquely the Ural trucks - in any aircraft, any weapon, including the OH-6A gunner. Then, after the slideshow, it all clears and is back to smooth (on a 4-year-old laptop!).
  18. Woop woop woop!
  19. Tonker

    Canvassing

    Agreed with all that Eddie, especially... ...which might as well have described me! That said, the F-35A announcement was an Emperor's New Clothes moment. No need for me to go over it all, we'll know how we feel about it by now, but suffice to say it's now clear that the development in DCS' strengths (flight dynamics, systems depth) lies in our hands, not ED's. Looking at those strengths and weaknesses, it's a simple job of cost/benefit to see a focus on aircraft '50s-'70s (and so enabling scenarios up to c.'90s) makes the most of the platform. Linking back to the quote, one could look at the Fury (piston), Venom (strike), Canberra (bomber), Hunter (fighter/multirole), Lightening (interceptor), Lynx (rotary) as all offering significant value to DCS in terms of unique experiences, wide export customers, decades-long service histories, significant combat use, and leaning into DCS' strength at evoking the feeling of real flght. Half have equally, if not more, distinguished naval variants. I digress. This thread is to sanity-check my thinking and, if correct, identify 'intermediate' mods that are less demanding than going for full standalone aircraft mods. The Wokka and the Herc both tick a lot of boxes; personally an FRS.1 or GR.1 would get me to buy the Harrier 2 module, commercial shenanigans notwithstanding, but I appreciate these would have a much smaller market than US-built and operated aircraft. If these also increase revenue for ED and 3rd Party devs by generating sales that otherwise would not have been made, so much the better. I don't begrudge the cost, just can't justify spending money on modules I won't fly any more than on food I wouldn't eat! I'm an absolute neophyte, so it'd also be good to hear from those in the know about the practicalities of creating, say, a CH-47D cockpit. Also agreed! We'll see what Combat Pilot, Il2: Korea, CAP2 etc bring, but the next few years will see a lot more direct competition for ED than they've had to deal with to date. I predict a lot more easy-sell modules, and a lot less focus on sorting out the core engine. So what can we do with what we've got? 1950s-70s stuff!
  20. Agreed, it's the solution! Grey...but I struggle for time to learn the complex aircraft I love in such depth; Midder...but find few servers as immersive as they are challenging; kid...but I didn't grow up in '90s America sooo...! There's no right or wrong, clearly, I'm just trying to parse what's been going on around the F-35A reveal.
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