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Showing results for tags 'ux'.
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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.
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- ui improvement
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I'm sure everyone has a piece of paper, tablet or phone before them when they have DCS running. I wasted dozens of pieces of paper and plenty of ink when writing down coordinates just to copy them into the aircraft's navigation system. There are other solutions, but they're clunky and inconvenient. For example there is a program that creates a screenshot and reads the coordinates with OCR and then actions keybindings to enter those for specific aircraft. I would like to propose something simple. When you are on the F10 map, you select the coordinate format you desire as usual. Then you hover over some position that you wish to copy into your aircraft and press a key binding, for example Shift + F10 or something. This stores the cursor coordinates in a queue. When you select an object (Ground unit, airport, ship, anything that pops up a coordinate view in the botton left) and you hit that key binding, that object is stored in that queue also. Then when you leave F10 you press that key binding it pops the first set of coordinates into one of those messages that appear in the top right until the key is pressed again. The message should be formatted thus Coordinate queue (5/12) Zu 23 Emplacement | Ru (Red) 37T BV 42348 94321 | 456 ft Hdg 255° | 0kt Previous LCtrl + F10 | Next LShift + F10 Delete LAlt + F10 | Clear LCtrl + LAlt + F10 or Coordinate queue (1/1) Terrain 37T MN 12345 67890 | 63 ft Delete LAlt + F10
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So there is some disconnect between what people see in the Mission Editor, what DCS thinks things are actually called and what people are presented with on the Select Role dialog. This is what a Mission Designer will see. If they want specific players in specific aircraft they might put the playerName in the PILOT field. This makes sense, but in DCS logic, that is actually the unitName. The 'player' has nothing to do at this point with anything on this unit or group. The playerName is actually set in the Multiplayer screen (top right I believe). This is what DCS Engine seems to think things are called: However, when it comes to the Select Role screen, the playerName is obviously not possible to show, but frustratingly the unitName is not either. Therefore it's very hard for the mission designer to tell players which unit they want them in, unless (as I do) I've given people the choice of their own tail number and they have to look for that. Perhaps an addition column with the 'unitName' would be very useful here. Esp if Mission Designers use it like ED have indicated and put the PILOT NAME inside the unitName field.
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- select role
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As the title says, can we have persistence of the servers list filters between sessions ? I used to use favs to quickly find servers, but the list got big with time, and finding this servers list have retained the previous filters criteria between sessions can be really useful. you can also add reset button to make the persistence obvious like the screenshot attached
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Hello, i want to start a general discussion about a redesign of the Rearming menu. I don't think it's outdated, but ux definetly suffered with the addition of more weapons. I would like to encourage a discussion on how a weapons loadout menu could be designed more elegantly to reduce cluttered dropdown menus, maybe have more extentable menus like Bomb > Mk-82 - 500lb bomb > 3x on TER-9A Rockets > 2.75" Hydra > 19x M151 HE I'm happy with how it works on fighters with limited options like F-86 or MiG-21 but i find it exhausting to search through 30+ options of bombs on the F-18 only to take the wrong one. Especially because the Rack is named first. Easiest would be if they were sorted by guidance, then size and if the weapon name was before the rack name as in '3x Mk-82 - 500lb bomb on TER-9A' instead of 'TER-9A with 3x Mk-82 - 500lb bomb' Also i thought of the modern multirole tasking that oftenly required asymmetrical loadouts. Maybe the rearming menu could indicate how well the aircrafts is balanced in weight (and in drag?). Having a general idea of your balance could help to make the aircraft more stable through refining the position of the load or installing appropriate counterweights. This also kinda plays into the Hercules announcement and how we are going to balance different size and weight stores with our current system. It's just small implementations but with an impact on the greater picture of modernizing the core game.
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Like in the resource manager of the mission editor, can you add a checkbox to hide non flyable/controllable aircrafts in the multiplayer select role screen like in the screenshot ? Some servers have hundreds of roles and its a pain in *** to scroll down each time, with the list full of modules you don't have multiplied by the number of available airbases/carriers/gunner positions/farps ... A search filter can also help, especially if its persistent.
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- easy implementation
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