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DCS Features Wish List  

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  1. 1. DCS Features Wish List



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Posted

Seriously though, I have to agree with original poster. The failure rate does seem high! Probably POC while in beta, or so I hope.

With the price of ammunition these days do not expect a warning shot.

Posted
I thought there were no random failures.

 

I have never experienced any.

 

 

I have, but those are very rare. I love em, even old DID Tornado have em :thumbup:

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Posted

Love 'em or not: In the end there needs to be an option wether you want to fly with or without them. Especially for MP-Community.

 

Imagine you meet with about 10 guys, do a large 45 minute briefing, spool the aircraft, taxi, takeoff, 45minutes enroute and BANG! critical failure... RTB or even worse EJECT.

 

That is a safe way to get people pissed off intensively.

 

It's simply one of those point which are realistic but not really neccesary for a flight sim (just like the air condition)...

 

My 2 cents..

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Posted
Love 'em or not: In the end there needs to be an option wether you want to fly with or without them. Especially for MP-Community.

 

Imagine you meet with about 10 guys, do a large 45 minute briefing, spool the aircraft, taxi, takeoff, 45minutes enroute and BANG! critical failure... RTB or even worse EJECT.

 

That is a safe way to get people pissed off intensively.

 

It's simply one of those point which are realistic but not really neccesary for a flight sim (just like the air condition)...

 

My 2 cents..

 

 

Yes, option to turn them off/on would be good. I love those, add's bit "unknow" for single player. :D

 

And those are very,very rare anyhow.

 

 

I noticed that you have same processor as i have. I run 3,6ghz for now and i have max temp about 74´c under 100% load.

 

How much volt's you have to give it to get it run over 4ghz..?

Oculus CV1, Odyssey, Pimax 5k+ (i5 8400, 24gb ddr4 3000mhz, 1080Ti OC )

 

 

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Posted

I have had several, once in a mp as we fenced in, and I happened to be lead, not a pleasant experience. Agree need a option for that.

 

 

 

Bullet

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Posted

1.35V

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TM HOTAS Warthog, SAITEK Rudder Pedals, TIR 5

Posted
Love 'em or not: In the end there needs to be an option wether you want to fly with or without them. Especially for MP-Community.

 

Imagine you meet with about 10 guys, do a large 45 minute briefing, spool the aircraft, taxi, takeoff, 45minutes enroute and BANG! critical failure... RTB or even worse EJECT.

 

That is a safe way to get people pissed off intensively.

 

It's simply one of those point which are realistic but not really neccesary for a flight sim (just like the air condition)...

 

My 2 cents..

 

Hmmm..this is a simulation of sorts correct? So random failures need to be built in. I gives you that full immersion. Imagine what it feels like in R/L. Do all your briefings taxi out and than an hour into flight Bam hydro failure or something. These failures have got to be in there to keep this a sim and not a game.

 

 

 

Posted

Nope, otherwise you should be simulating all the other tedious stuff like the 2 hours (or more) it takes to prep & load your A/C etc etc etc

 

Ultimately this is how we fill our leisure time...and my time is to precious to get hacked off with a stupid random failure 1 hour in to my 2 hour time slot for playing etc.

 

It should be an option, period.

 

 

Hmmm..this is a simulation of sorts correct? So random failures need to be built in. I gives you that full immersion. Imagine what it feels like in R/L. Do all your briefings taxi out and than an hour into flight Bam hydro failure or something. These failures have got to be in there to keep this a sim and not a game.
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Posted

I agree with the option to turn them off. I have a 2 yr- old daughter and hardly ever get a chance to fly, do the whole 30 min brief, get everyone together, takeoff and then get a failure and have to restart totally sucks. I have enough random failures in real life!

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Posted

During takeoff earlier my entire nose gear snapped off. I had just started to rotate, it didn't bounce back down and land hard it just flew right off. I told the other guys in my flight I had a main landing gear malfuntion something broke...everything else was fine though.

Posted

I was getting checked out the other day and on takeoff my right engine failed - went from full to idle and put me in the grass. I hopped into another jet and was able to takeoff (whoo hoo!) but two minutes later my RMFCD died. Couldn't have been happier. MY IP was a saint to keep waiting for me to get airborne with a complete jet.

 

My vote, leave failure options up to the pilots. Sometimes it's very inconvenient to more than just you when a plane part goes Tango Uniform.

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Posted

Since Thrustmaster has released an exact replica of the control stick with the Warthog HOTAS, an option to "hide" the on-screen control stick would be nice - no obstructed view of the lower front dash, no redundant control stick representation, less graphics/animation.

Posted

Improve Training Tutorials

 

As I was going through the pre-flight training module it struck me that there was no way to "practice" other than re-running the lesson with it's voice-over, highlights on switches, etc. I would like to have a training module to practice the pre-flight process without any tutorial aspects except perhaps error identification. I suppose "practice" modules would be beneficial in the other training phases as well. Maybe one could build simple missions to serve as practice modules, but that would require learning the mission builder up front.

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Posted

KorVet, you can create your own very easily. The mission builder is simple to use, from a basic mission to a complex set of triggers, it's extremely user friendly.

* Go into mission builder

* Click the aircraft picture

* Choose A-10

* Click anywhere near a desired airfield

* Change skill from normal to player (changes from normal skill AI to player starting Aircraft)

* Change 'Turning point' to 'take off from ramp' (if you choose 'take of from runway' you're already started up and sitting on the runway for takeoff)

* Save the mission to any name you want

* You can either run the mission from the editor to try it out.. or go back to the main menu and choose mission, then pick the mission name you created.

 

It's that easy.

 

If you want a checklist to go by that doesn't require you to look at a printout, try my VAC:A-10C profile below. She reads each step to you, then you reply for the next step.. ie: Voice:APU Power Switch on.. Reply: APU Power Switch on, Check. (then voice does next switch in startup list)

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted

Thanks!

My Rig:

HOTAS Warthog, SaitekPro Flight Rudder Pedals & Toe Brakes, 2 F16 MFDs. TrackIR 5. NVIDIA GeForce 9800 GT 1GB. 5.1 Creative SoundBlaster(Realtek HD). Wireless KB & Mouse.Intel i5 @ 3.40GHz (4 CPUs). Windows 7x64. 4096MB RAM. DirectX 11. CoolerMaster 750W. ASUS P8Z77 MB. CoolerMaster HAF XM Mid Tower.

Posted

Radar Complexity

 

Next aircraft, will be an early version of any fighter with no radar, i mean, not a MIG29S, instead this, a MIG29A, or whatever fighter it was just an example, because the radar complexity

 

But, look Falcon, he have a very good radar, so itґs possible.

 

But is more, look Open Falcon, a very good radar made it by fan modders!!!

 

Greetings

 

P.D. If next module is a harrier, simulation will be stopped a bit, another Air-to-Ground...

Posted (edited)

But, look Falcon, he have a very good radar, so itґs possible.

 

But is more, look Open Falcon, a very good radar made it by fan modders!!!

 

 

What does mean good radar?

Who confirmed radar made by fans is correct in all aspect of its capabilities?

It does nothing if radar is complicated and we are WOW... it doesn't mean radar has been made correctly (but knowing Falcon there is bigger chance mainly radar modes are OK I think) :)

Edited by Boberro

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Posted

So My buddy and I are trying to build missions for our groop having to pass them back and forth making changes. This keeps the progress of the mission building a bit slow. The idea brought up was "boy I wish we culd bothe do a MP link in the ME to work together in real time." This I know would be somthing put way at the botom of the list of things to do but that is whay this is a wish list right.

 

my wish

Make the mission editor multy user over the net. Basickly one would be the host the other would link in to see the ME in real time with the option to tke over the mouse if the host allows. having the option of for one to build/ populate the map, adding WP's and so wile the other works on triggers, zones and scripting.

 

Pre mission breafing option

I use to have a program for a groop that allowed me to host a kind of white board and add a back drop SS, map, breafing or what have you. That allowed all on the sever culd see and would have access to drawing on it and see what the others werr drawing. Great for pre mission brefings.

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Posted

I'm not sure if this has been posted yet as I haven't read through the 191 pages so far... and search didn't bring up anything reasonable. One thing I'd like to see... well, hear... is when getting shot at, the bang sounds are random. Basically as it is now, each time you get hit there's a single bang sound. What about if you get hit by the tail, I'm sure it would sound different than getting hit near the cockpit. Also having a few different sounds for the same area would add some randomness to it instead of always hear the same old bang.

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Posted

The airframe is like a kettle drum. No matter where you are inside the drum it would sound the same. The sound travels along the panels that are secured to the frame with several dzus fasteners each. I think it may be realistic, but I've never been hit by AAA myself. Anyone here ever experience that IRL?

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted
The airframe is like a kettle drum. No matter where you are inside the drum it would sound the same. The sound travels along the panels that are secured to the frame with several dzus fasteners each. I think it may be realistic, but I've never been hit by AAA myself. Anyone here ever experience that IRL?

 

Nope, not been hit by AAA either, but I'm sure that rounds that hit different areas of the plane sound different. I've been flying for the last 15 years (no not just sims) and can tell you that in the cockpit of a jet or prop, things that bounce off the plane sure do sound different. It's also that in the Sim, there are different size rounds striking at different angles/velocities... Not every round strike should sound the same.

A-10C - FC3 - CA - L-39 - UH1 - P-51 - Hawk - BS2 - F-86 - Gazelle - F-5E - AV8B - F/A-18C

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Posted

I would agree.. if it hits something other than the fuselage. You may be able to tell the direction too.. but what I got from the post is that it should sound different as walking on concrete sounds different than walking on metal in most software.

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

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