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XCNuse

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Everything posted by XCNuse

  1. So which is it? Is it internal or is it 3rd party??? null I'm getting extremely tired of ED pointing fingers this year. I'm about done being a customer for good.
  2. Same story as it has been for 3 years since 2.7 release. aka "nothing new to report"
  3. Thanks Raven! Well that's a bit of a let down... For EA titles I expect some instant actions not always being around; but for a full release module that's very weak. Gives me time to start saving up though I guess; hopefully in a few month's time those numbers will improve.
  4. Question for the owners (because despite wanting to be a day 1 buyer, it hasn't happened for a multitude of reasons): How many training missions and missions and also a campaign does the module have? Life has happened, so I haven't had a chance to dig into the Kiowa yet let alone purchase. I was happy to see it is released as a full product, but a bit blown away at the price, so taking a step back for at least a little bit for the time being... I thought I read in here that there is no campaign? But I want clarification since... non-buyers can't see exactly what modules come with these days without buying them... I can't find myself wanting to spend such a massive chunk of money on a module if it doesn't come with training and missions and a campaign. Does it come with any of this stuff? I haven't seen it written or spoken of anywhere as of yet. But for a full price module, I expect training and missions at a bare minimum. I'm a little sad to see the external model and textures haven't improved over all of these years, but I can at least get over that aspect. Although it is unusual now that the Gazelle, while being a significantly older module, looks better...
  5. Has there been a statement of how large the projected map is going to be filesize wise? Kola is a skip on my end because the storage space required is far too rich, and download speeds on my end are not something I can deal with come any updates. I have growing interest in this map, but if it's slated to be anywhere near or over 80GB, I frankly am going to have to pass, but... I'd like to know an answer, and I haven't seen it anywhere as of yet. Of course, I realize as it's expanded, I expect the size to increase, this is a given. I just want to know where it will be come initial release date. Is there an answer @BIGNEWY ?
  6. ILS has been super spotty for me. On NTTR for example I might pick up the ILS once, and then it might never come back despite coming back onto profile. Last time I tried for example I was on a back course for 21L ILS, and it connected; flags dropped and all was displaying. However, once I turned final, the flags came up, and being within profile, it never came back online. Something is absolutely bugged; it shouldn't be that despite making several attempts now on 21L at Nellis on NTTR, I've only had it work one time, despite doing everything correctly each time. But the example I gave is evidence something is bugging out; it shouldn't be that if you pick up an ILS on a back course, and turn inbound, and it not functioning again despite no changes.
  7. In the WSO seat in particular, it's extremely difficult to properly operate the radar control panel with the throttle in the way ( In some modules, clicking the joystick once, hides the joystick; clicking in the same spot again, hides the throttle as well; a third and final click resets everything to visible. This would be hugely appreciated. Right now at least the throttles in the back don't seem to move, nor do we have the ability to control them? But I suspect when the time comes that they are functional in the back seat, they will be more 'in the way' than they are right now.
  8. Thankfully DLSS was able to capture this, but after enabling the lower simulation mode after poor performance on Sinai, and coming back in to try this a few nights later, I noticed I was unable to have Jester get an INU alignment because the gyros would never settle down; this was after fast forwarding for an excessive amount of time. I would upload replay but I don't believe it would work in this instance due how the system works. Steps to take to create this issue: 1. Enable the experimental lower simulation mode in special settings. 2. Load into any cold start scenario, connect ground power, set gens to external power. 3. Exhibit gyros going berserk. DLSS image shows the ADI and HSI going said berserk mode.
  9. I'm honestly just wondering how we got to release day.... and still don't have a video on how to even start the jet. Where are the startup tutorials we were promised? (yes I know it's in the manual, but the way the manual reads expects you to know the jet and where things are like the back of your hand) We've hit release date (delayed), and don't even have a single [tutorial] from HB; what happened? edit-to be clear, the 2 videos that have been released relating to aspects of the cockpit and functionality are theorycrafting and how things operate; they aren't tutorials; for anyone who wishes to argue that point.
  10. Consider yourself lucky then. We had to abandon every mission they attempted multicrew in because the plane literally blew up. Something about lag caused it I think is what they determined?
  11. My group has had to officially stop using the module because of the bugs specifically. They only want to use it in multicrew; and it likes to spontaneously combust. (yes I realize this only happens in multicrew, but the point remains). I would call that "not working."
  12. TIL I can't say most of us generally know or should even want to know what some of our third party devs do as a day job. Point stands; it's still "the same people" that made Falklands map; who we DO know as working for Razbam; hence the similarities.
  13. You sure about that? Look closer at who makes the Kola map... ie: credits. I'm willing to give a hint though; it isn't anyone at Orbx.
  14. Not going to lie; these new screengrabs look FAR superior to what we've been seeing, literally up until this point. I guess someone higher up at Orbx realized some low quality stuff was being sent out and souring the mood (or I'd hope). I still have concerns about the lack of any form of contact being here on the forum in terms of bug reports etc. Once the winter textures come into play though this will be a must have. Although; after seeing these new images on their website, I actually just might consider it in the EA phase...
  15. Clearly you forgot the F16 release; where it came without .... well, much of anything. ED said they "won't go this early again", but; from what they've shown that still doesn't seem to be stopping them from releasing a module where the cockpit gauges don't even seem fully functional which seems like a pretty key component to.. well.. aircraft. Meanwhile the other "problem" with this system; is looking at so many other modules in the EA life; things like startup procedure are re-written time and time again; and at least I personally, get burned out from wanting to use a module because what I learned for that first year of early access, becomes no longer the functioning way; and I have to relearn it. To me it's like that bicycle that has backwards steering. Be taught how to do something one way for so long.... I would rather give up and move on than trying to relearn something that was supposedly wrong the whole time.
  16. According to the trailer (the one DimSim linked above); the answer is no, same textures.
  17. 1. Based on the video ED just updloaded; the cockpits and textures are exactly the same as the FF modules currently available. 2. Yes; they are unique airframes that require unique spawn locations. So if you want 4 player capability for the F5E for example, and also want to deal with the FC owners; you need to take up 8 parking slots.
  18. Same way limiting weapons exists in the ME as it stands... If a mission editor doesn't want an aircraft to exist, they can either remove it from inventory of the airfield, or, not allow it to spawn. That's kind of the basic functionality of a dynamic slotting system. As interesting as FC4 is, the only people who will be complaining are those getting into DCS, wondering why they can't fly their aircraft on multiplayer servers or the campaign they just bought for that aircraft; which in response is because they're entering late into the game for modules that are a decade old now, and the FF version is available... For the mission makers to add these additional FC aircraft; means it has to come at the cost at other airframes... So whose mouth do you feed? Don't get me wrong, I'm all for FC aircraft for DCS; but it would make more sense to have FC versions as simultaneous releases. At the end of the day this isn't "new" content; and I guess since these are "unique" modules, it means the campaigns for the FF versions of these modules will have to be made unique as well if the campaign makers want to go down that road; as... holy smokes what a nightmare. Imagine being a new player, buying something like the F5, flying it a bit, wanting to buy a campaign; you buy a campaign and you realize "you don't own this module" ..... because you have the FC version, not the FF version. That's a really good way to lose a customer. Meanwhile, Nineline mentioned art and model rework of the F-5E back in October 2021... still no news on that one either; but now a stripped FC version of the F5.
  19. Complain to ED that they need to make faster / actual movement on a slotting system; and not be reliant on what the mission maker has to build. It's not "our" - the mission maker's, fault that the airfields have limited numbers of parking areas. It's ED's fault for not allowing us to choose from an assortment of aircraft, and load into a nearest - open parking area. This is a core feature that's been asked for a multitude of times; and with the growth and multitude of third party aircraft, and those that are of multiple variances.... means those have to be considered. Want a multiplayer mission that allows the F14? Someone wants to fly the -A? Someone wants to fly the IRIAF? Now you need 3 airframes, consisting of however many people you want to accept to be able to fly; which could end up being 12+ slots... which is already more than the carrier... soooooo
  20. No, DCS offers no logistics short of an ETA model on shipment of weapons from one warehouse to another that you control by a speed setting in the ME. Helos can pick up and move a handful of objects via sling, but that's not really logistics, as it isn't inventory, it's just an object with a weight set in the ME (yes, you can make the slingable objects whatever weight you want; just be sure to check it when using them, as by default... they're insanely overweight). CTLD, a script from the community, is the only thing that makes this helo serve a purpose [as of, and up to, Spring 2024]. For the record; I'm not against it; I'm a fan of the Yak ... I wish I had a reason to fly it more (I wish it would be ... finished. It's literally the "most simple" module in the entire game, and despite being 6 years old now, is still Early Access.) Meanwhile, the CEii from Magnitude/Leather/whoever you want to call them, is also in EA nightmare with bugs left and right... I want to enjoy these modules; and I was massively looking forward to the A-29, but it seems that's no longer happening. The issue is DCS and ED and their third parties' ability to finish these modules; it doesn't seem anything is giving them a reason to actually "complete" them. The no-boom is boring in the case of the CH47 is that as it stands; DCS is offering a serious "war machine," but it's incapable of doing ... what it's capable of doing. Meanwhile they're talking about it being able to A2A refuel; and not a single picture shown off shows one with a refuel probe. About it being crewed by several people; and yet not a single mention of it being multicrew. The tease two years ago was a different model entirely. The tease video shows mods; and not even their own content, to make things even more confusing for the public. I'd love for this module to be what it should be in DCS; but, ED has yet to show us any of that. And yes, trust me, I love helos as much as the next person, and absolutely will buy the Kiowa; but only for two reasons: 1. It won't be EA. 2. It can serve a function in DCS outside of free roaming. Neat cockpit in this thing; but.. last neat cockpit from ED was the A10Cii, and it took 4 years for them to make a radio for that thing..... just saying. Is it likely to be better flight wise than any other version in other flight sims? Yes... most likely. But there's also no mention of normal things to expect in DCS; no mention of multicrew, no mention of what the FMS will even be capable of; since we're all well aware DCS has zero navaids; and a broken ILS system still at that. If, for you the reader, this is to "replace" a CH47 in other flight sims (or in place of said CH47s in other sims as you waited out for this one), just because it's near and dear to your heart though... I'm all for it; I can't wait to hear it flying around... because it is a wicked machine. But as far as DCS' ecosystem goes.... be extremely careful of where you're setting your expectations.
  21. You mean something like the Mi8? Literally the most produced transport helicopter in the entire world; that's been part of the DCS ecosystem for... a decade?ish? now? That seems very "chicken"-like to me, and it's been around for ages. Or how about the Mi24? What happened to all the transport capabilities of it (that it cannot do in DCS without userbase scripts). This is poor thought process; as just as we'd expect after ED releases this many helicopters; they'd bother looking at the ground AI from sniping helos out of the sky with their rifles. Guess what they haven't worked on? So now they're trying to sell yet another helicopter, except, it has no offensive weapons, as far as we know it won't have the ability to transport anything due to the lack of it in-game in the current format. On top of that, the remaining ground AI that will still shoot at you from behind a hillside.
  22. I think both of you need to re-read the part about the feature set; and ignoring the copy-paste from Wikipedia. It's a safe assumption none of that is coming until listed as a feature. Which right now only includes a 3D model, a flight model, and a clickable + VR capable cockpit.
  23. Seeing as how my last purchase isn't even available yet. The one prior to that doesn't seem to be getting any further updates under this "EA" title. No, I cannot say I'm going to buy anything with Early Access written near it ever again, sorry ED, not sorry. Especially when a listing of features can't be written out besides "it has a 3d model", like... come on; that's seriously low bar.
  24. Having the stuck skids issue happening everywhere to me in Syria. I've never experienced this issue in the Huey, so I've been struggling to figure out what I've been doing wrong until I came across this thread. It wasn't making sense to me; trying to lift from the ground and for some reason it would keep tipping over in extreme ways; usually digging the rotors into the ground. If there's any amount of wind, with even max deflection of the cyclic it still wants to do a flip.... there's no way this is correct. Something for sure is not correct with ground handling. (my game is completely vanilla, so it's definitely not a mod related issue)
  25. This bug is very much still unresolved. windsock bug.miz
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