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DCS Features Wish List  

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  1. 1. DCS Features Wish List



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Posted
Real life is such where BlackShark's laser burns out, I'm sorry too. Simply learn to live with that. It is only a matter of proper use. Don't forget to turn it on and off just like signal lights in a car when you turn on a crossroads or change a lane. Do you think about it? No, you do it automatically.

That only applies to about 2-3% of non-idiots on the road. Needless to say, I use my blinkers. :thumbup:

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Posted

You might be able to make an aircraft addon, but a carrier ops add-on? I sincerely doubt it.

 

And nothing you can do can be more authentic than what you'll get from a naval simulation contract I'd think. ;)

 

Maybe someone will make a 3rd party addon with carrierops I think it would be cool if someone like VRS were to do an addon for DCS it would rock probably out sell all the other addons combined as SuperHornets are cool.:thumbup:

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Posted

Then you would be thinking wrong as VRS did a good job at modelling the CAT launch for the VRS superhornet. Overall that aircraft is another step ahead in detail from what was done on the FSX acceleration setup. Whats missing is ground crew marshalling the aircraft on the deck. Just as an example:

 

Prior to hooking up with the CAT you have to calculate the CAT endspeed and that also includes the trim setting on the Superhornet.

Gross weight

Determine power setting

calculate end speed

lateral trim

 

For the handsignals for the deck crew that information is in the Superhornet manual which can be found on the internet. What extra detail would you use aside that? If you look back to previous sims that had CarrierOps some had good features others less:

Janes F/A-18E ACLS but scripted taxi

DiD Superhornet full carrier landing, deck crew with handsignals, unscripted taxi(most detailed sim)

Lockon landing/ take off/ taxi but auto CAT setup, no AoA modeled with regard aircraft weight.

FSX acceleration Good take off/landings/ good AoA represented in aircraft weight.

FS9 VRS Superhornet Only thing missing is deck crew.

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Posted

Perhaps you misunderstood. You get hooks for airplane modeling in DCS, AFAIK, and for now, nothing else ;)

 

And I stand by my statement: There's no way you're modeling an aircraft more authentically than someone with access to the 'right stuff'.

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Posted

Do you mean the limitations of the SDK or would DCS require further modification for such a sim. Surely refuelling, landings and CAT launches are sort of already done in Lockon unless they removed that and did not continue it with DCS. BTW I'm pretty sure VRS has access to the right stuff so don't be surprised if a 3rd party developer does make such an addon. It would be very cool if VRS did such an addon but they are buisy doing one for FSX at the moment but if they did one for DCS in particular an F it would out sell, out fly and pretty much own everything in DCS.(especially an F with Aesa:worthy:) )

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Posted

Uh ... excuse me if I kinda snigger at someone who has access to the right stuff for a fighter and uses it to make an FSX mod ;)

( ... and no, they don't have that access.)

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Posted

Wish list for triggers:

 

1) Allow the deactivation of dead groups (to help improve frame rate)

 

2) New trigger: ANY unit in zone owned by country X

 

3) Triggers that allow you to do lasing missions, set up radio messages on specific frequencies

 

4) Speaking of triggers and radio messages, allow a radio message menu that pops up and allows you to actually say something to ground units.

arrogant, realism-obsessed Falcon 4 junkie

Posted

Originally posted by GGtharos

But without military contracts, fidelity might be reduced, and I don't think ED wants to do that with DCS
Good behaviour, I love KA50 with his fidelity degree of avionics, flight parameters an so.......

 

Keep up the excellent work!

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Posted (edited)
Prior to hooking up with the CAT you have to calculate the CAT endspeed and that also includes the trim setting on the Superhornet.

Gross weight

thought all that was done in the planning stage of the flight.

EDIT: oh and SUBS if they are so good, why don't they make their own sim...?

Edited by joey45

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Posted

My wish: Sattelite terrain in the Mission Editor like in Lock On.

 

I miss that so much when setting up missions.

 

=(

Lead Admin/Founder of Kilo-Tango Gaming Community

Posted
Uh ... excuse me if I kinda snigger at someone who has access to the right stuff for a fighter and uses it to make an FSX mod ;)

( ... and no, they don't have that access.)

 

And how do you know? Have you flown the VRS Superhornet? Its on the same level as the AFM IMO and its avionics are close to the KA50 in complexity for FS I think it really belongs in a jet combat sim(maybe FO) though but FS9 is a good start. :thumbup:

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Posted
thought all that was done in the planning stage of the flight.

EDIT: oh and SUBS if they are so good, why don't they make their own sim...?

 

Theres a big difference between making a sim and making an addon for FS9, DCS or FSX. With an addon you are using the SDK and already have the tools to make the desired aircraft. In VRSs case they went further with the development of the Superhornet addon than any other FS addon has ever gone. They added some elements of electronic warfare to FS9 as well as the ability to shoot AI aircraft down. Its the closest yet that combat has been modeled for any FS mod you can also get damaged from SAMs/AAA. Only addon that comes close is PMDG from what I've read on the internet as far as complexity goes. For any developer to make their own sim to that level of complexity(like DCS, FO, F4) takes at least 5 years full time development or more to build from scratch. From what I've seen so far of addons for FS and Arma its amazing what people can make when and if they have access to SDKs and hopefully the same will happen to DCS. BTW just because people are not being contracted to make military sims dose not mean that a community mod or payware addon could not be just as good what is needed however is input from people who actually fly such aircraft and engineers who work on them.

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Posted

I'd like a KA-52 option. Would be great in multiplayer and would also allow for 'flight training' if there was a way of one person pointing at a particular instrument in the cockpit so the other could see.

 

Then somebody could teach me how to fly heli's as I'm struggling a bit with the KA-50 and there's not enough room on my lap :D

Posted (edited)

My wish list to Santa ED:

 

Everyone knows already how much I love this sim in all aspects. Of course there is still much to do and to fix, but I have rarely had a game/sim that was almost perfect without major bugs. Good to know that some perfectionists are at work that love their jobs.

 

But you can never satisfy anyone completely. If you win $ 10.000.000 you want $ 20.000.000 next time. You know what I mean?

 

In my case I want more communication-options to make radio-communications more authentic like it is in Falcon 4. For instance, "Say -weapon/fuel state, damage state, position, declaring an emergency to the tower" and I think it could also be useful to have some command options about attack profile (high, low, left, right, sneak, attack at maximum/minimum possible range, cautious/offensive or even with a specific maneouver).

 

One more thing: In BS you can only command the whole flight or each wingman seperately. Is this typical russian commanding procedure? I find it more useful being able to split the wing or giving orders to the element (wingmen 3 and 4) so that wingman 3 takes over control for the element and acts autonomously until you call em back again.

 

I think these changes would give a more authentic feeling to the sim (at least to me).

 

AAAAAAAAAAAND... I WANT DYNAMIC CAMPAIGN!!!!!!

Edited by Endoplasmic Reticulum

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Posted

Coming from Falcon 4.0, at first I missed the dynamic campaign. But after flying a few missions in BS I think what they have going is fine. From what I understand, BS uses a trigger system like starcraft and we know that starcraft campaigns were fun.

 

So, if they are working on implementing a dynamic campaign for BS and future DSC release, great! If not, it isn't a deal breaker IMO.

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Posted
Coming from Falcon 4.0, at first I missed the dynamic campaign. But after flying a few missions in BS I think what they have going is fine. From what I understand, BS uses a trigger system like starcraft and we know that starcraft campaigns were fun.

 

So, if they are working on implementing a dynamic campaign for BS and future DSC release, great! If not, it isn't a deal breaker IMO.

 

Sure. There are things you can live with and get used to. But it still is a difference and you surely know what I mean. But As a falconeer you surely agree with my wish for more detailed and authentic communication options. I would want to know what damage my wingmen got and to give them more detailed attack-orders. This would eliminate a part of the AI's dumbness by telling them how to attack and what to do.

I used to love her, but I had to kill her



I had to put her, six feet under

And I can still hear her complain

 

A tribute to BBetty and NNadja

:bye_3:

Posted

Sorry if some of these have been mentioned previously, but the thread's getting a little long!

 

I'd mostly like to see changes to the mission editor:

 

1. Terrain view when placing objects - I must spend a good 60% of all of my time building missions hitting 'fly' to see if the objects I've just placed are in the right place, moving them a little, and then hitting fly to check again, and again......

 

1a. Viewing actual objects in the ME or at least an icon that at maximum zoom reflects the size of the object itself and it's orientation (aids with above)

 

2. Ability to use the arrow keys in the ME to move the selected units placement. Sometimes when placing units and trying to move it just a smidge, the ME drags it way off when you click it with the mouse, and it trashes your placement.

 

3. Ability to select multiple items at once for moving

 

4. Drawing mode in the ME - for this one I mean that when you use the current tape tool in the ME to measure distances and bearings, make them sticky so you can leave them there as references for the mission builders to use.

 

5. Loop waypoint mode for ground units - similar to what aircraft have now, give us the ability to set a paths for ground units that can repeat rather than us having to set 50 way points to make a truck drive around the airfield a few times.

 

6. Pause waypoint mode for ground units - for example, a convoy will stop at a set waypoint until a flag is set, rather than having to Deactivate the Group and Activate a new one in it's place which seems to do nothing but create routing issues at the moment.

 

7. If, then, else, and, or logic for the triggers. Triggers have been the absolute best thing about the ME in BS by far, but these extra logic options would make it far more powerful still.

 

8. Ability to set designated parking spots at airfields.

8a. Ability to use taxiways like roads with waypoints for aircraft.

8b. Ability to set aircraft to only taxi (from a hanger to the workshop for example)

8c. Active Runways to correctly reflect the wind direction for all air traffic!

 

9. Multiple sides to a conflict not just 2, ie: neutral parties like Civilian and UN.

 

10. More civilian airliners. The Yak-40 is great, but I'd like to see a few more.

 

11. A model of a small patch of trees, yes that's right trees. Great for hiding things in when buidling missions without having to hide them in exisiting forrests and town that don't suit your purposes, or by having to use a building that has trees modeled with it and being a tell tale give away that something is there.

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Posted
Sure. There are things you can live with and get used to. But it still is a difference and you surely know what I mean. But As a falconeer you surely agree with my wish for more detailed and authentic communication options. I would want to know what damage my wingmen got and to give them more detailed attack-orders. This would eliminate a part of the AI's dumbness by telling them how to attack and what to do.

that's also A LOT of micromanaging when you have to fly a helicopter - Much different from flying a plane.

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Posted
that's also A LOT of micromanaging when you have to fly a helicopter - Much different from flying a plane.

 

I would prefer being able to override the AI, to not being able to override the AI... I would actually prefer the AI didn't do dumb things... but I am a realist :pilotfly:

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Posted (edited)

Hi!

This has probably been mentioned, but here I go..

As I see it one of the most important parts to improve is behaviour of ground vehicles/targets, since they are what you're primarily fighting.

 

*Vehicles trying to evade attacks by maneuvering, trying to hide or using smoke and such.

*Better handling of infantry in the ME, as it is, it's almost impossible or rediculously time consuming to use moving infantry in a mission.

 

Other things:

*Scripting across missions, so that in a campaign I can set Flags in mission-1 that affects mission-2 etc...

*Access to the Abris, NDB frequencies and satelite "density" in the ME gui - It's quite a ritual to do all these things as it is I thinks..

*More control options: It'd be nice if all controls (where applicable) had these options: "Gear up", "Gear down" and "Toggle Gear".

For example, there is only a "Toggle Laser stby" available for the Laser standby switch, but for the rpm switch on the collective there are two controls available for "RPM nominal" and "RPM low" respectively.

This does'nt make sense because both are two position toggle switches in the real cockpit.

Edited by -Bazong-
Posted

Please,

 

- possibility to SIMULTANEOUSLY use alls 4 helypads for takeoff (ex. 2 Ka-50 + 2 Mi-24V simultaneously, rather than taking off two Ka-50, then appear and taking off two Mi-24V).

- new trigger action: add "smoking fire" (Generates a smoking fire. Select the trigger zone in which the smoking fire will occur at the center. Select the smoking fire altitude above ground in meters and select the volume of the fire in abstract units and the time to expire in seconds).

- possibility to set ammo store on each combat vehicle (ex. SAM, AAA, TANK, APC): low, medium, fill.

 

antonio

Posted

The bombs need a delay setting, for anywhere between 2 and 6 seconds.. maybe the missles too. I am not sure if there is a delay setting that I am unaware of, if so disgregard..thanx..

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Posted (edited)

Extract from Armed Action as narrated by Lynx Pilot, 847 Naval Air Squadron, UK, Call-Sign Scooby:

 

".......It was an awesome, terrifying sight to behold, each consecutive eruption on the ground making our TOW's look like mere homemade devices by comparison.

 

A second Warthog followed up with two bombs of it's own, pulverising two more tanks, before the first came back in for a final run, this time just a few hundred feet above the ground. It was a breathtaking sight, this ugly, evil-looking bastard of a machine, with it's snarling teeth painted on the nose and it's two big, cumbersome-looking engines sitting on it's back spitting out exhaust fumes, lumbering towards the date palms at about 300mph.

 

Watching it approach that low, although I knew what was coming, I was still stunned by the ensuing spectacle. When it got within 600m of the date palms, the Gunner opened up with his 30mm cannon, spewing up a 100 foot wall of sand into the air as hundreds of rounds strafed the tanks and the date palms.

 

The intensity of the fire and almost artistic impression it created in the sand made the spectacle horrifying and beautiful all at once. As we turned for camp, a long, high drape of dark smoke hung over the lines of tanks and trees, like the final curtain had come down. It had been a truly painful and dramatic performance in this little sideshow in the wider theatre of War......"

- James Newton

 

 

 

 

 

Effects as illustrated, currently lacking with the damage model re Ground Units etc would definitely aid :)

Edited by 159th_Viper
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Posted
that's also A LOT of micromanaging when you have to fly a helicopter - Much different from flying a plane.

That's true, indeed, but it wasn't easy flying anyway. It's like in a relationship: Communication is key. Otherwise your wife will leave you or your wingman will get shot down :D. A few more comm-options would'nt do any harm but would make this sim "feel" more realistic in my oppinion.

I used to love her, but I had to kill her



I had to put her, six feet under

And I can still hear her complain

 

A tribute to BBetty and NNadja

:bye_3:

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