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the problem we've ran into with various scripting solutions (skynet, hound, etc) is they do an amazing job and a server can handle it up until you start pushing 20 connected clients, then it becomes a slide show for everyone and tanking is near impossible. we had to stop using scrip[ting all together in our missions. Some core logic upgrades/intelligence would be nice. The problem is its a fine line without true EW units, F-18/F-16s without supporting EW are no match for semi-modern intelligent IADS
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System failures for "client" aircraft in multiplayer.
Jself replied to statrekmike's topic in DCS Core Wish List
+1 on this.. please implement for client aircraft -
Make In Mission DTC files available for Dynamic spawn slots for MP servers
Jself replied to Jself's topic in DTC Wish List
This gets me to the DTC menu, but the file I created in the MIZ is not available to load for the dynamic span slots In the ME I have a file called Hornet DTCtest: No file is available to load in the in game menu: I"m trying to get radio presets for Dynamic spawned units without everyone having to have the DTC file saved locally -
Should reshade survive a DCS update or do you have to reinstall after each DCS patch?
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Jself changed their profile photo
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Please give us the option to set a maximum angle of bank on AI units. This would be helpful for having the AI act a s flight lead and also with tanker orbits.
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The at least need to have a toggle control.. Its super obnoxious for MP groups that use Human Marshall and LSOs to have flares shot at everyone trying to land. Or to make everyone do all the AI comms so they don't get shot at
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as some mentioned earlier, please give us a toggle on the flares its incredible distracting for multiplayer when we have live controllers
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There should be a parts list in the google drive folder. I needed some pots (axes) so I had to use 2 Leos in each console anyways, so no need for the 64s
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Please build in an option to keep deck crew for launches, but turn them off for recovery.. for large groups doing carrier practice having to go back and park before being able to launch again wastes time.. need to be able to come off a wire and taxi straight to a cat
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Enforcing deck crew via mission settings doesn't work
Jself replied to Ahmed's topic in Bugs and Problems
we couldn't enforce deck crew in options either -
we had similar issues tonight. Had 10-12 hornets spawning in together, seems like once the logic hangs up, the only way to clear it is to have the pilot its hung on to de-spawn
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The stored heading countdown is taking about 45 seconds to start now after the most recent update.. was this intentional? This was on the carrier in CV mode
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bumping this one.. any response form Devs?