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Showing results for tags 'request'.
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This is public information. Point target is 1,500 meters / 4,921 feet. Area Target is 1,800 meters / 5,905 feet. So why is the engagement ring maxed at 1,190 meters / 3,904 feet? That's 610 meters / 2,001 feet less then it's Area target range. You're downgrading the .50 by over a 1/4 mile(1,320 feet) of engagement range. I have engaged truck targets well past 1,800 meters accurately for Stryker gunnery. Side Note, this is the same story for the Bradley and Abrams. You're under performing their engagement ranges by a lot. I know it's not as cool as giving the viper or hornet some feature that 90% of the users wont use but the ground fight is and will always be a bigger role in combat. Aircraft are just supporting them.
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I posted this in the bug section on the discord with video as well. The SA-6 armor has been questionable for a long time against anything below a 30mm round. Some examples: - 20mm: F-16, F/A-18 - 25mm: Bradley, LAV I got sick of this and finally did some testing to prove it. I had 2 bradleys set up as the control. The SA-6 Search Radar or Launcher within 4,500feet you can destroy. Past 4,500ft they are pretty much invincible and have a weird hitbox so it looks like a "force field" Ran this same test with a 30mm from the BMPT and was able to destroy the above mentioned SA-6 units within the first burst. I then set up 4 bradleys firing at a single SA-6 unit above 4,500ft and they did not damage the SA-6 unit from the front, side, or rear. So in conclusion a unit engaging an SA-6 with something smaller then 30mm needs to be within 4,500ft to destroy it. Bradleys, LAVs, Any aircraft with a 20mm cannon doing a strafe. P.S .50cal can penetrate the SA-6. So a 25mm APFSDS would go through it like hot butter. Also 4,500ft is 1,372 meters which is nothing for anything above a .50. Also SA-6 doesn't really have an armor rating, I played with one while I was in Poland. Super thin "armor" K I gave you the proof. Now fix it. SA-6 armor more than 4,500ft.trk SA-6 armor within 4,500ft.trk SA-6 Launcher side armor.trk SA-6 SF Rear armor.trk SA-6 armor vs 30mm.trk
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Or even just ground unit sectors in general. Can we either assign sectors of fire per waypoint or request the devs to rework the logic? Attached are some examples of what I'm talking about. I know, ground combat is lame and a low priority compared to adding some feature to a hornet. But this does need to be addressed as ground units die often because they're looking in the wrong spots. The orange triangle should be the units sectors of fire. The blue line are where the barrel is pointed. These AI skill is set to excellent by the way. The image with the Brads. The far left one is looking far right even though there is an enemy to it's left about to engage them. The image with the Abrams. The lead vehicle should be looking forward of the element, the second would be looking left or right of forward movement. Both forward moving vehicles are looking behind them while there is an enemy to the front. The rear vehicle should be pulling rear security but is actually looking at their forward movement. Thanks
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Fully tracking there is a randomized weapons failure thread, but this is for weapons hanging on the racks from failing to release. After doing a quick search I don't see any recent or addressed threads. So why bring this up? Currently there's not really any penalty towards this on the majority of aircraft in DCS. We can go mach jesus with GBU 24s or rocket pods without any issues. Or go mach jesus while releasing snakeyes and other high drag bombs and they work just fine. Even though they would be way above their speed release parameters. How does a hung store happen? This can happen for numerous reasons, malfunction in the pylon rack, weapon, or computer error. From reasons such as over speeding the weapons, over G the weapon, incorrect release parameters such as a "short" pickle press. I'm aware the A10C can have hung stores from releasing the pickle to quickly. The M2000 and MiG21 stores can "rip" off from over g. And I think the JF-17 can have a bomb hang. The M2000 simulates drag issues with fuel tanks, I know for a fact rocket pods and other bombs have a mach restriction. I think having these kind of penalties/failures would increase the simulation. "Oh hey Bob, well now you're useless for this mission because you decided to fly like a cowboy and now have to bring your bomb back because it didn't release." Like I said there's no real penalty at this time.
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I didn't see this requested and figured it would be highly appreciated from the mission maker community if we have this feature. Some aircraft like the Strike Eagle have additional waypoint options in the editor such as "navigation target fix points" and "waypoint properties". If we could have something similar and add the abbreviations to the waypoints, for example waypoint 5 property is BR for bridge or gap, waypoint 10 is a FM for FARP Ammo, and the final waypoint is LZ for landing zone. A simple solution right now would be to use the default waypoint name as a free text using the abbreviations such as "SP" so on the TSD is displayed the waypoint with the text. This would be great compared to having to do it all inside the cockpit.
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Currently even if you have the date before JHMCS or HMD's were a thing ED modules still lets you equip them. Fix it. It's really awesome when you have a cold war or even a Pre JHMCS/HMD era that users can just say "LOL I don't care."
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I checked and didn't see this. It would be nice if we could get a option to assign a key bind to review message history instead of pausing to open it. Not 100% necessary but I think it would be nice to have especially for all the single player base and campaigns out there.
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Can we please get something new that's not the same thing we have had for years. KC-10(Highly requested many times), KC-46, A330 MRTTs(MPRS style and used by many countries), YY-20. I'm sure others will chime in with other aircraft. Aerial Refueling has been crucial in aviation for decades, lets add some flavor for the community. Instead of the same thing over and over again.
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It's been well known that in recent times search lights have been used to look for aircraft. Baghdad 2003 for example. I'm fully aware there's the purchasable WWII asset pack with search lights but not everybody has or wants to purchase it. Can we just get the search light as a default ground unit that is reskinned or remodeled to fit/work for modern times?
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A lot of Eagle Dynamic videos lately have had a night vision filter from a spectator view. Is that going to be a feature in the near future or is the video maker using a export method? As a "content creator" I would love to have this feature as most of my missions are at night but YouTube makes night videos almost unwatchable. And this could be a good training aid for night operation training missions. Such as a multiplayer group practicing night time aerial refueling and have a couple guys spectate as a boom operator giving talk ons.
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Requesting a new forum category just dedicated to module manuals. I know there's the folder route Eagle Dynamics > DCS > Mods > Aircraft > Docs for current manuals. But if we can the updated manuals on here in their own section I think that would be beneficial. Or keep the documentation section current Perfect example: Last night I was flying the AH-64 for the first time since the new update and had no clue what the new George controls were. Used my phone to look for the updated info on Google, youtube and couldn't find anything. If the updated manual was on here I could have just opened that on my phone while still flying. Instead of switching my computer screen back and forth between DCS and the manual.
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I'm requesting that we can make the search zone with the current circle option but also with a quad point option. The same as what we can do for trigger zones. Currently the AI option for (start enroute task > Search then engage in zone.) Is only a radius set up by distance in feet. For example if we are making a dedicated red air zone we could adjust the zone with quad point to be more accurate to a known zone vs a giant radius. This would also able to any AI with the search then engage in zone option.
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Any chance of having the PDL lights get reworked for night time? Or a radio option to bump up the brightness, these are LEDs after all. Left side (forward and aft)is fine. But the right side (elevation) is really really tricky to see at night. Or even have the aircraft turn the white lights on pointing to the middle of the aircraft. I know there is a mod, but I don't think everyone in my community wants to download a mod for a night time flight. The real deal.
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Every other dev has this option available but ED modules don't. Can we please get this easy request knocked out for all ED modules.
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Is there a plan for when George displays the target list that the highest threat in the search area is the first option? For example if there is an Manpad in a group of infantry, the manpad should be a priority, not having to go down the list to discover it. Also depending on how the mission is set up he can track enemy static objects while having to spam down the list looking for a threat. So like 40 static objects can be listed before seeing any threat.
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I think DCS should add a feature that allows players to see how many hours they've spent in DCS World. This could encourage many users to switch from the Steam Edition to the Standalone version. I know several people who use the Steam Edition solely to track their playtime, so adding this feature to the Standalone version would be a great improvement. Additionally, as far as I know, the Logbook only tracks Singleplayer time, which could also use some reworking. Perhaps a simpler user interface and some other enhancements would make it more useful.
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Can we please get a checkbox option to have uncontrolled or static aircraft have their maintenance panels open? To simulate aircraft being worked. People spent a lot of time modeling it but we rarely see the panels open. Have some static ground crew next to the open panels with m92 assets would sell it.
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Hello, A huge request for all of us that run motion platforms. After death aircraft will spin and shake violently! We DESPERATLY need an option to disable motion data immediately after death so as to not get flung out of our rigs...!! Several times I’ve had to hit the Emergency stop due to the extreme violent motion. For reference my rig can do 400mm/Sec in 6 DOF and 35 Deg/Sec, so it can get quite scary!! And yes... I have heavy Duty seat belts!! Cheers Team.
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Would be nice to add a multiplayer stats tracker
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Dear Eagle Dynamics, There is currently no way to determine if an aircraft has: -A targeting pod -Fuel tanks (we can sort of figure this out from fuel state, but it is not optimal) -Gun pods -ECM pods -Some other types not listed By using the the scripting engine. I can see a few possible solutions: - Include these items in a getAmmo() call - Include these items in a getSensors() call - Create a new function call for these specific objects, call it getPods() - Create a new function call that dumps all objects on all pylons. - Give scripters some way to get the current weight/mass of the aircraft, this way at least we could do some math and determine what is equipped (this information is also not available through the scripting engine and probably should be... for this problem though, it is my least favorite solution). We have seen ammo points scripts being adopted to discourage silly "unrealistic" load outs in more serious PvE servers. Many in the community have enjoyed that capability. Some folks would like to see a less "equip whatever you want" type environment in favor of assigned load outs for particular mission types. There are a TON of possible use cases and applications for this, and in general the more access we have to information in the simulation environment the more ability we have to make engaging missions. This benefits you as well, as new players and potential customers tend to stick around (and buy modules) when there are fun and challenging scenarios freely available such as they are in multiplayer. Thanks for reading this, I very much hope you will implement this request. Yours sincerely, A DCS customer
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Hi HB, I just watched Diesel Thunder's latest Germany video using a cart start and noticed there was no smoke. Is this something you'll be adding to cartridge starts in the future? I read in the manual that pilots would close the canopy so they weren't overcome by fumes. Could be cool to add a hypoxia-like affect if you forgot to close it. Cheers,
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Fully aware there is a slider to increase chances of bird strikes but it would be nice to know you had a bird strike minus one of your engines just going out randomly. I have a lua script to tell a player if they had a bird strike but other then that you're just flying along and your engine goes out. No other signs visually or audible of a bird strike. Some ideas: - Visually see the bird before impact or flock of birds to avoid them. - Visual bird marking on aircraft(blood). - some kind of audible noise like a thud on impact or your engine taking a bird. Next level: - A way the mission editor can implement bird density areas and altitudes. - Canopy damage or bird bouncing off with the sound effect to follow VR users would crap themselves But seriously please make a change to the current system, having your engine go out randomly without any indication it was a bird strike is weird.
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Hi, would it be possible to have an option in the special section of the Mig-21 to remove the rear view mirror from the canopy glass so that we can have full unobstructed view? I find it completely unnecessary as I cannot see enemies up and above because of that massive rear view mirror assembly and its almost useless in tracking bandits on my six.
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I already know how this is going to go with tankers being low priority. I'm requesting that we can call up the tanker and have them adjust speeds by the F10 radio menu or by speed or type of aircraft. Currently in the mission editor we can only set up speed by waypoint or orbit. Which is fine if everyone is flying the same aircraft. BUT not everyone flies the same aircraft. Instead of having tons of dedicated tanker racetracks all over to cater to individual aircraft speeds, have a few racetracks that can adjust to a speed request. Example: There is only 3 racetracks on the map, one boom and one basket. - Boom is set up in their orbit and an F-16 shows up and requests a speed that works for them. Later on an A10 shows up and requests a lower speed because they're not fast but need gas. - Basket is in their orbit and an F/A-18 shows up and requests a speed that works. Later an AV-8 show up and needs a lower speed because they need gas. - The racetrack that has the perfect speed for you? Yeah they're too far and because we can't request them to come to us, now you're not going to make it. As of right now, good luck hopefully you can catch the tanker or don't stall out behind the tanker. Here is my other tanker radio menu request:
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Any info about this? http://youtu.be/Cs2bcw-i00U?si=xoJ29hTW2nAjCVsT