TOViper Posted March 30, 2021 Posted March 30, 2021 (edited) +1 If that became reality, I would start buying them. Otherwise I would not buy any of them. Edited March 30, 2021 by TOViper 1 Visit https://www.viggen.training ...Viggen... what more can you ask for? my computer: AMD Ryzen 5600G 4.4 GHz | NVIDIA RTX 3080 10GB | 32 GB 3.2 GHz DDR4 DUAL | SSD 980 256 GB SYS + SSD 2TB DCS | TM Warthog Stick + Throttle + TRP | Rift CV1
Wizard1393 Posted July 21, 2021 Posted July 21, 2021 +1 1 GPU: PALIT NVIDIA RTX 3080 10GB | CPU: Intel Core i7-9700K @ 4,9GHz | RAM: 64GB DDR4 3000MHz VR: HP Reverb G2 | HOTAS: TM Warthog Throttle and Stick OS: Windows 10 22H2
LithiumR Posted July 21, 2021 Posted July 21, 2021 +2 1 ASUS ROG G701VI-XS72K 17.3" - i7 7820HK - GTX 1080 8GB - 32 GB 2666mhz - 512 GB SSD - Win10 Pro 64-Bit - T̶r̶a̶c̶k̶I̶R̶5̶ - Samsung Odyssey HMD!! (Amazing!!) - X56 Rhino HOTAS
MAXsenna Posted June 5, 2023 Posted June 5, 2023 +1Wish they could pin this. Sent from my MAR-LX1A using Tapatalk
Larzei Posted June 5, 2023 Posted June 5, 2023 Absolutely! When this happens I will start buing campaigns and probaly all of them for my modules. 1 A-4E, F-5, F-18, F-16, UH-1H, KA-50
shagrat Posted June 11, 2023 Posted June 11, 2023 The real bummer is, we now have multiple aircraft with multicrew (F-14, UH-1H, AH-64D, Mi-24) which would benefit greatly from an option to play them with a friend as RIO, WSO, CPG. If the copy protection could simply verify locally, that each player in a multicrew or Multiplayer mission has a license, why not allow to at least multicrew the "hero-aircraft"? Multiplayer option would be the cherry on top. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
MAXsenna Posted June 12, 2023 Posted June 12, 2023 The real bummer is, we now have multiple aircraft with multicrew (F-14, UH-1H, AH-64D, Mi-24) which would benefit greatly from an option to play them with a friend as RIO, WSO, CPG. If the copy protection could simply verify locally, that each player in a multicrew or Multiplayer mission has a license, why not allow to at least multicrew the "hero-aircraft"? Multiplayer option would be the cherry on top.To my knowledge, the second player won't hear crucial parts of the story line. And that's one of the issues. Sent from my MAR-LX1A using Tapatalk
shagrat Posted June 12, 2023 Posted June 12, 2023 vor 16 Stunden schrieb MAXsenna: To my knowledge, the second player won't hear crucial parts of the story line. And that's one of the issues. Sent from my MAR-LX1A using Tapatalk Why? Standard in older Campaigns is Sound/Text to all, in newer campaigns where you need to tune your radio both players (seats) need to tune their radio. The crucial part, when it comes to multiplayer (in terms of more than one aircraft) triggers often fire for the player unit (unit in Zone, unit altitude more than, etc.), but with a multicrew Apache, Huey, F-14 or soon to come F-15E, that's not an issue. Even Multiplayer with two or more aircraft is often possible, by adjusting the triggers, but that's up to the campaign designer to decide, if he wants to adjust his stuff. The first and most important step to make this work, is for ED to adjust the copy protection / license check in a way, that if both players in a two-seat aircraft have the same campaign and license on both PCs is verified, they can jump into the player aircraft together and play the mission as a crew. With the license check working for multiple participants, the next step is for campaign creators to create multiplayer capable campaigns. Either from scratch, or by adjusting triggers in existing campaigns. Or people who purchased campaigns can add aircraft to the flight at their own risk and take care lead is the one aircraft to fire the triggers... But multicrew is only dependent on a working license check for both crew members. 1 Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
MAXsenna Posted June 12, 2023 Posted June 12, 2023 Why? Standard in older Campaigns is Sound/Text to all, in newer campaigns where you need to tune your radio both players (seats) need to tune their radio. The crucial part, when it comes to multiplayer (in terms of more than one aircraft) triggers often fire for the player unit (unit in Zone, unit altitude more than, etc.), but with a multicrew Apache, Huey, F-14 or soon to come F-15E, that's not an issue. Even Multiplayer with two or more aircraft is often possible, by adjusting the triggers, but that's up to the campaign designer to decide, if he wants to adjust his stuff. The first and most important step to make this work, is for ED to adjust the copy protection / license check in a way, that if both players in a two-seat aircraft have the same campaign and license on both PCs is verified, they can jump into the player aircraft together and play the mission as a crew. With the license check working for multiple participants, the next step is for campaign creators to create multiplayer capable campaigns. Either from scratch, or by adjusting triggers in existing campaigns. Or people who purchased campaigns can add aircraft to the flight at their own risk and take care lead is the one aircraft to fire the triggers... But multicrew is only dependent on a working license check for both crew members.Really? Then I stand corrected. I've never tested this myself, you see I've heard otherwise that this was a problem. A huge thanks though!Cheers! Sent from my MAR-LX1A using Tapatalk
draconus Posted June 13, 2023 Posted June 13, 2023 Here's Reflected's view on the thing, check #8: 1 Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
Reflected Posted June 13, 2023 Posted June 13, 2023 (edited) 16 hours ago, shagrat said: Why? Standard in older Campaigns is Sound/Text to all, in newer campaigns where you need to tune your radio both players (seats) need to tune their radio. The crucial part, when it comes to multiplayer (in terms of more than one aircraft) triggers often fire for the player unit (unit in Zone, unit altitude more than, etc.), but with a multicrew Apache, Huey, F-14 or soon to come F-15E, that's not an issue. Even Multiplayer with two or more aircraft is often possible, by adjusting the triggers, but that's up to the campaign designer to decide, if he wants to adjust his stuff. The first and most important step to make this work, is for ED to adjust the copy protection / license check in a way, that if both players in a two-seat aircraft have the same campaign and license on both PCs is verified, they can jump into the player aircraft together and play the mission as a crew. With the license check working for multiple participants, the next step is for campaign creators to create multiplayer capable campaigns. Either from scratch, or by adjusting triggers in existing campaigns. Or people who purchased campaigns can add aircraft to the flight at their own risk and take care lead is the one aircraft to fire the triggers... But multicrew is only dependent on a working license check for both crew members. I thought the same until I actually tried. And realized only the server host can do user inputs for triggers, and then watched as a looped radio message flooded the screen forever. And then I haven't even touched cockpit argument related triggers. It's way more complicated to make it work than I thought. Thanks but no thanks. If anyone wants to make some, go ahead. But it won't be me. Edited June 13, 2023 by Reflected 2 Facebook Instagram YouTube Discord
shagrat Posted June 13, 2023 Posted June 13, 2023 vor 9 Stunden schrieb Reflected: I thought the same until I actually tried. And realized only the server host can do user inputs for triggers, and then watched as a looped radio message flooded the screen forever. And then I haven't even touched cockpit argument related triggers. It's way more complicated to make it work than I thought. Thanks but no thanks. If anyone wants to make some, go ahead. But it won't be me. It depends on the triggers used. If you look at missions, where the culprit is flipping switches in a cockpit, that shouldn't be an issue for multicrew. For multiplayer where more than one aircraft is involved, there are two basic problems. 1) the unit based evaluations 2) the cockpit triggers and switches you mentioned. The later is definitely nothing we can currently adjust to "multiple" aircraft, but converting "unit in zone" triggers to "group in zone" or adding an OR to check for two units, works. Though I agree it isn't much fun, more tedious work. Still I strongly believe if ED would adjust the license check to allow two players to launch a mission if both have a valid license for that mission/campaign we will quickly see someone creating a "multicrew" campaign for some of the aircraft... If the customer (at their own risk) could try multicrewing, or even flying campaign missions with buddies well aware only lead (host) can trigger stuff, so be it. But I really see potential for multicrew aircraft, where currently there is a lot of effort in a campaign to emulate a living backseater, where a well oiled team of friends could have so much fun. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
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