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Unreadable and noisy comms on all missions


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Posted (edited)

Seems the F-16 campaign is designed exactly the same as A-10 campaign in terms of radio coms. It uses radio playback function (which is what we want for realistic stimulation) but again with wrong object's as source (guessing again the same trick with single static object is used).

I complained about use of this method in A-10 campaign of Baltic Dragon.

 

I really like the campaign. I actually love it, but here we are again! I cannot understand a thing on some of the radio calls!

Example is right on the spot on mission 2 (first one) where we flight in formation, 1 mile trail and all leader calls are bearly understandable (over heavy statics) like he would be 200nm from us.

Point is DCS calculate signal/noise ratio for radio coms API and if object is faaaar away from us, we hear exactly how it should sound, mean lots of static. This makes me think all coms are made with single stationary object as coms source placed somewhere in the middle of the theatre, exactly the same as A-10 campaign was designed.

A properly designed mission would use actual mission object as radio com API source call, but this is more labour intensive.

Edited by Rosly
  • 2 weeks later...
Posted

Hm.. maybe try to work with the audio settings and volumes. Nobody complained about this issue so far for the Gamblers campaign and when designing it the new radio system was already in place so I took good care to make sure all the transmitters are close enough to the player. Yes, sometimes there is a bit more static, but in my experience it sounds OK and nobody from the testing team nor players picked it up or complained. I dare say the missions are designed properly and there is nothing more I can do as I made sure to not have too big distances between transmitting units.. really don't know what to say here.

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