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Everything posted by winz
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If you have hotas with rotaries, or trim wheels, you can assign wheel brakes to one of them, that's what I did.
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Yeah, disregard what I've had said. Writing faster then thinking ;)
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Congratulations on the awesome menu music!
winz replied to Jg2001_Rasputin's topic in DCS: A-10C Warthog
I want that music to play when I'm on final after a sucessful mission. It's great -
TMS Forward Long = press TMS Forward for more than 2 sec. Only TGP can be slaved to steerpoint China hat aft long. Every other sensor can only be slaved to SPI - china hat forward long Fly high, only poke low on dumb bombs delivery, and when you have to poke low, scann the are with tgp (you should do that anyway) and try to be exposed the minimal ammount of time. somethreats, like manpads, are almost impossible to spot irl, you have to assume that the target area is denfended and use flares preemptively during attack (default M program for CMS is best suited for this) China hat forward short
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The second (2-1 to be more precise) mission of the push campaign is not working, no matter what, you are not able to send radio order to the ground groups reason: The condition to show the radio command is Unit inside zone - USN CAS 1.1, while players aircraft is not USN CAS 1.1, but US CAS 1.1 There is no way this could ever work. Another problem is that you don't receive target info via datalink from jtac. Tried to set group id to 01 but to no avail.
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No exploits really, other then the limitations present also irl (i.e radars not able to see through ridges). The AI is pretty persistent in using everything they can to shoot you down, even ground foot troops will fire at you with theri aks if you fly too low. Fly low, predictable in a straight line and a few well placed rounds from shilka will end your sortie fast. Not to mention iglas and other manpads, they will bite you. Up high - med/long range sams are really a show stoppers for you, and you have to rely on SEAD aircrafts to take them out. One problem in previous sims was that the trees were non-collidable object, so AI could see and shoot through them. Haven't tested if that is changed, but my wild guess would be no. It's was not that much of a deal, just something to be aware of. Something I still miss is that AA still reacts as individual units, and not as organized defense, like they did in i.e Falcon 4. Wingmen is still able to pull some retarded 'tactics' when attacking target, but you have means to avoid them, thanks to the greater control over him.
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in xp it should be: C:\Documents and Settings\XXXX\SavedGames\DCS A-10C Warthog or somewhere in C:\Documents and Settings\XXXX
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Haven't played enough of final to be able to comment on that. Yes, most of the problems are associated with AI ground operations on airport, so the quickest workaround is to open the mission in ME and change first wp from "start at ramp" to "start at runway" Your worst 'enemy' would be the flight model detail. You can really feel the drag and weight of a loaded A10. And the AI has suberb situational awarness and precisions (sometime to the point it's ridicolous :) ) So dogfighting in A10, with i.e. SU 25 shouldn't a walk in the park. Don't know abbout spotting ranges, or accuracy. But most of the configs are lua scripts. Both FC2 and DCS:BS are very mod friendly and you can find tons of mods for them...mostly graphical and sound upgrades. You can check the amount off mods present for the former onces at http://www.lockonfiles.com/
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Hmm...For me, he allways attacked the target that was closest to the SPI, maybe just coincidence, and I will soon notice it's not working the way I think it is :)
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I'm a single player aswell, so things that I found most beneficient are a)Much, much more control over wingman. You can use your sensors to give him exact target he should attack. You can order him what weapons to use in attack and which direction to use. You can order him to anchor at a specific point. b)Radio coms - you are now able to hear other flights on radio, this reports also include waypoint passes. This increases immersion a lot. c)Inreased interaction with other flights - Mission designers can now use condition on waypoints, prohibiting an AI flight to move another waypoint until certain conditions are met - this include radio orders (similar to the way its done in OFP/Arma/Arma2) d)JTAC - jtac in one word - superb. e)Much more control for mission designer over the AI. Only had a glance on the new AI tasking system, but it looks pretty sweat. f)Ground units are more intelligent - convoys disperse when attacked. But, there are still bugs, AI fail to move to another waypoint after takeoff, they sometimes get jammed on taxiway traffic, the target call is still the simple 'Armor, 11 o'clock'... But overall, there huge improvemetns and the world feels much more allive. edit: sry, for grammar errors, was writing this in a hurry while EGI allignes :P
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The changes from beta4 are mindblowing. When I first fired up DCS A10C on my old core2duo 2,67Ghz + 8800GT it looked bad and veeery suttery, after some finetuning I was able to make it fairly playable. Now I'm able to crack up the details a bit and it's still muuuch more smoother than before. And my last mission (smerch hunt) was a complete blast. CBUs worked like a charm. The only problem I have is that time goes sooooo freaking fast while flying this beauty... Superb job everyone at ED, you can be truly proud about what you have accomplished.
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How many time do we need to tell you. The physics is updated and is beyond what physX is designed and capable to do. And is beyond any sim has done before. It fludly simulates aerodynmic forces affecting the airframe.
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Does the fluid dynamics model also simulates lift and other aerodynamics effects caused by the fluid? Or is it only able to demonstrate how the fluid flows over some object? And if so, how good can it be fine-tuned (as we want the characteristic of the plane to be spot on). And what about complex situations, would it be able to simulate i.e. increased roll rate with speed brake extracted? And how efficient would it be? Just a few questions that immediately popped in my head.
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Because there is no actual benefit gained from DX11 other than fancy graphical gimmicks, that you wouldn't even notice. And the manhours required to implement them is better spent in areas that actually matters for a flight sim - flight model, avionics, AI, mission generator... There aim of this flight sim is to deliver the best possible representation o A-10C with all its properties and abilities.
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Yes, tesselation and shaders are the most important things for a flight sim... ...followed by hw accelerated object interaction physics... Atleast you got your priorities right...
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My guess would be that you have the ability to use comparation condition FLAG is more/less than some number. edit: (second though, flags are boolean, aren't they?.. I should stop making guesses without my morning coffee... :P )
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Installed, did a quick test run and man, it's sooo much smoother. Superb job ED! Tomorrow will be a long day at work..
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So no Beta 6? :P Excellent news!!!! DL now :)
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Difficulty of spotting targets: Real life vs. Simulator
winz replied to kingneptune117's topic in DCS: A-10C Warthog
I don't know about you, but my vision isn't that grainy ;) -
I think it's because noone ever bothered to model this property of HUD displays, and most people haven't seen a hud irl and have no idea about optics, so they kinda assumed that the hud is fixed on the projection glass, and if you move closer it will, naturaly, became 'bigger'. I must admit, I had no idea about this until these threads started poping up. I don't even know if DCS:BS got this thing modeled (shame on me), but I defintely see the benefits. And I love the fact, that I can move around the cockpit, move closer to the hud, and still be able to see all the informations presented on the hud.
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Yes, you are. There is no way to make the hud bigger irl. Moving your head closer doesn't help (that's how the optics projecting the image are designed). And human eyes lack zoom funtion.
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Difficulty of spotting targets: Real life vs. Simulator
winz replied to kingneptune117's topic in DCS: A-10C Warthog
yes, spotting targer irl is hard, but there are obstructions here caused by the sim/hw limitation. Pixel size, limited color range, basic light refraction, no lods irl, limited world complexity, the way human eye reacts on moving objects, limited comunication (air defence targe 1 o'clock, and that's it), no secondary marking (tracks in mud, according to a10 over kosovo clearly vissible from up-high) You don't have to be military pilot to notice that targets on roads are much more clealy vissible irl than in sim. And according to A10 over kosovo, spoting target on roads isn't that hard. edit: the second part of the problem is general mission design. You can come back with full stores if you don't spot anything irl. Where in sim you are stuck on the same mission until you destroy everything the mission designer though should be destroyed. -
But you are not using Trident 9000 as a GK. Those few polygons the stick has is nothing for the GPU to handle. Make a test, fire up DCS:BS and fly with pilot on and off, then come back and tell us if you noticed FPS increase.
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Does anyone know HOW TO do manual specific Jettison??
winz replied to deeteewan's topic in DCS: A-10C Warthog
Afaik, it's in the DMS turorial. It's one of the pages of the DMS, you select what you want to jetison and press pickle button. edit: it also a good idead to atleast search for the term in the manual before asking. page 287- 1 reply
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Lockon uses different copy-protection. Afaik it's starforce, that's prohibiting VM use, not the actual DCS engine.