Search the Community
Showing results for tags 'ui improvement'.
-
At present, when one creates a mission, every airfield is set to unlimited planes, fuel and munitions. It would be great if some or all of the following, or variations on them, were possible: A "copy to all" button in addition to the "copy to <airfield>" interface we currently have, or "ALL" being an option in that list Ships and FARPs / helipads appearing in said list The ability to set a default setting for warehouse bits in the editor, e.g.: unlimited supplies on / off, starting quantities, so when you first create a mission all the warehouses have those options and numbers preset Slightly wider scope, unifying the naming conventions for munitions for scripting would be great. Some weapons have one name in the editor, another name in the resources panel in-mission, and a tangentially related _unique_resource_name in scripts. For example, the GAR-8 in-game is referred to as the AIM-9B in the mission editor, and from what I've found has no URN, just a wsType of {4,4,7,265}. Thanks!
-
Dear ED, please take this in good faith and with an intent to problem solving. I'm a relatively new user, and there are issues with custom snap views: 1) Custom Snap Views get 1 sentence on page 49 of the DCS User Manual. Yes, there are YouTube videos. Some of them are even recent enough that some of the suggestions work. This is basic documentation. If it only exists in a feature list but isn't documented, it doesn't exist. (I'm aware that this fails certain Agile approaches, but this is a brief essay on the value of UX/UI in influencing LTV). Recommend striking the "feature" from page 49 of the manual until actual documentation is available. 2) "Cockpit Panel View Toggle" does not work, at least in reference to unofficial sources that show it working in years past. Is this a bug? Who knows? because its function is undocumented in the DCS User Manual and in the manuals for the aircraft I own. 3) Even if the functions for snap views worked empirically as shown in user-produced YouTube videos from 2-5 years ago, this alpha interface should be upgraded with an actual "Save Overlay." See, as one example among thousands, iRacing, which is far from exemplary, but "good enough." This is an hour of developer time (it doesn't have to be pretty). 3a) Is it worth an hour of developer time? That's not for me to estimate, as I don't have enough information. What I can estimate is the likelihood of user churn based on bad UX/UI experiences early in the customer journey. Here's the short version: as a new user, I find the lack of official documentation of snap-view saving a UX and UI disaster to the extent that I can't even assess if the system is bugged, bad, intentionally abandoned, or simply not accessible to new users without considerable time commitment. One might imagine that users purchase DCS products to learn about and fly various aircraft, not to spend hours trying to unpack underdeveloped and undocumented view settings. So, valued content producers at ED, you can Google "churn based on bad UX/UI experiences" and assess for yourselves if this matters at this point in your growth. Looking at your content expansion over the last few years, I think it does. Fewer hurdles to entry are better. The more of us in this together, the better. When you succeed, we all succeed. Thank you for reading.
-
- 2
-
-
- ui improvement
- bug
-
(and 1 more)
Tagged with:
-
Hello friends, Awhile back I had the opportunity to test and help another flight simulation project. That project had VR at its core and the developers were keenly interested in tester feedback. My suggestions to improve it were mainly centered around the need for a night vision friendly color palette used on the menus, interface screens/boxes and other non-flying parts of the UI. I see this lacking in DCS and I'd bet it's a simple - hopefully - matter to improve. At present, one can set their missions to take place in the dead of the dark night. When in VR, one's eyes quickly adjust to the low lighting conditions; if you go in the actual real life condition of low light it happens more quickly. After some time goes by your eyes think it's night and your eyes become very light sensitive. But then you have to open a menu for something and BAMMO! You get hit with the bright menus...it's not very comfortable. I'm writing to advocate for an improvement to the DCS UI which has options for various night vision color schemes. Red is a good one, and the overall lighting levels of the menus should be adjusted. While I won't list some of the VR games that have low-light-friendly configurations, they are out there and peeps like them. Additionally, the flat screeners can benefit as well since I am sure a few of them fly at real and game nighttime, so it works for everyone...a WIN WIN! Thanks for reading!