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Posted

A few improvements I would like to see to the infantry of all eras.

  • airborn drops
  • easier to load in vehicles- for example if I am dealing with an APC, choper or the like give me a slot for cargo/passengers
  • more weapon types- and templates for squads, platoons and companies

Posted
A few improvements I would like to see to the infantry of all eras.

  • airborne drops
  • easier to load in vehicles- for example if I am dealing with an APC, choper or the like give me a slot for cargo/passengers
  • more weapon types- and templates for squads, platoons and companies

 

+1 Paratroopers are something I'd definitely like to see, but maybe after other improvements. For me, I'd prefer to have the ability to hoist using a winch but it's doubtful that will happen without a new module.

 

Embarkation has been a bit temperamental, I haven't done any recent tests, the whole system could be improved but it'll probably require a costly platform upgrade.

 

As for weapon types and types in general this would be the main priority and would be something of importance personally. I'd say 5 different 'types' (faces & height, even if subtle, but primarily different weaponry (any diversity in these areas is a start)).

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  • 7 months later...
Posted
+1 Paratroopers are something I'd definitely like to see, but maybe after other improvements. For me, I'd prefer to have the ability to hoist using a winch but it's doubtful that will happen without a new module.

 

Embarkation has been a bit temperamental, I haven't done any recent tests, the whole system could be improved but it'll probably require a costly platform upgrade.

 

As for weapon types and types in general this would be the main priority and would be something of importance personally. I'd say 5 different 'types' (faces & height, even if subtle, but primarily different weaponry (any diversity in these areas is a start)).

 

Preloading would help some of the problems

Posted
+1

 

As for weapon types and types, in general, this would be the main priority and would be something of importance personally. I'd say 5 different 'types' (faces & height, even if subtle, but primarily different weaponry (any diversity in these areas is a start)).

 

I figure for the modern era- we need an assault rifle, battle rifle, light machine, and a medium machine gun. I figure for the US military they could simply reskin the M1 garand for an M14.

Posted

I expect to ED use the "carrier crew" technology to improve infantry after complete the carrier / base ground crew and get more "content".

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Posted (edited)

Yes, their new animation systems should help a lot for soldiers on the battlefield.

 

 

Would be nice to see APC's do what they're meant to, and unload soldiers, some with stinger and igla, to defend the tanks.

 

 

Right now, the tanks are just sitting ducks. Nothing besides SPAA ever protects them, and you rarely see that.

Edited by 3WA
Posted

The transport vehicle should be separated from the troops carried. So automatically when you are spotted, vehicles drive nearest air cover, unload troops and then drive to cover. And infantry use their weapons to defend the whole column. Using a HMG, MMG, rifles, and missiles.

 

After each pass, all units change their position to keep the attacker spending more time to find targets again.

 

And once situation is over, get back to vehicles and resume.

i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S.

i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.

Posted

For that require AI specialist to build propper AI scripts and reactions, not better animations.

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Posted
For that require AI specialist to build propper AI scripts and reactions, not better animations.

 

It needs better animations too.

 

To unmount and mount vehicles. No requirement (but would be nice!) to go so specific that you see them exactly climb in/out the hatches and doors correctly, but disappear only at last moment.

 

Have infantry to pop-up from the top hatches in vehicles, using the vehicle as cover like they should, and be able to launch missiles from there.

 

The animations to exit and enter vehicle area in proper pairs etc, so kneeling, crawling etc animations needed.

 

Hand signaling is as well required, and it would be nice to have few the standard signals for aircraft pilots/crews to signal when everything is OK, there is emergency, the location of the landing etc.

 

It is not just scripting but animations that needs to be tied to the scripts.

i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S.

i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.

Posted (edited)

It is not just scripting but animations that needs to be tied to the scripts.

 

I expect the request about a AI Specialist by ED, can help them.

https://www.digitalcombatsimulator.com/ru/vacancies/ai-programmer/

You will:

create AI elements in flight simulators and simulators

You have:

higher technical education

C ++ programming in MS Visual studio for Windows

knowledge of AI algorithms (state machine, path search, motion calculation, group behavior, use of PID controllers, etc.)

experience in creating bots in games

basic understanding of how planes, helicopters and rockets fly

free reading documentation in English

English is not lower than Intermediate

The plus will be:

education or work in the aviation field

LUA knowledge

Edited by Silver_Dragon

For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF

Posted (edited)

ED require english at intermediate level or more, not russian (ED need translate that page to english).

 

about a better animation, ED require a C++ programmer (animation) expert. I think that can be plans to "improvement" DCS on the two sides.

https://www.digitalcombatsimulator.com/ru/vacancies/c-animation/

You will:

export 3d models from 3ds Max to the engine

develop animation code, export tools, and edit animated models

You have:

strong knowledge of C ++, STL

experience with DirectX, HLSL

knowledge of 3ds Max SDK

writing plugins for 3ds Max

experience of interaction (including export) with animation controllers, including biped

English is not lower than Intermediate

The plus will be:

knowledge of the basics of physics and character animation

experience in programming inverse kinematics, rag-doll physics, physically based characteranimation, etc.

Edited by Silver_Dragon

For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF

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