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Posted
1 hour ago, bies said:

Together with Dynamic Campaign i expect "Repair" to dissapear completely as it's grotesquely unrealistic.

Agreed.

1 hour ago, bies said:

takeoff in you slightly damaged airframe again

This *might* be an option for some warbirds. In the jet age, this is as unrealistic as a 120 second repair job. What I would like is the option to taxi to a tarmac location on airfields to 'officially' turn in your aircraft. Upon arrival there you can get instant refuel, rearm and repair, just like with a full respawn. It's unrealistic, yes, but it may give a sense of accomplishment and satisfaction to players. 

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Posted

From a MP perspective: I almost never use the repair option, as:

-it doesn't always work on some planes, leaving systems non-functional. In prop planes, you also need to warm up the fluids from zero, which takes extra time.

-reslot and restart is faster.

-there are no incentives to do it over the reslot.

The only exception is when some airfields offer repairs but not a reslot.

 

Reducing the repair time to be faster than a reslot would make me repair, which would still be just as unrealistic, but more immersive, as I wouldn't leave my original plane. It would be a cool idea to give this as an option to mission designers.  

Repair is an arcade option that works in more casual MP servers in some cases, and doesn't belong in realistic missions IMHO.

Posted

Customization options like this make a lot of sense. It's arbitrary as it is, so allowing players to make it longer or shorter doesn't impact realism that much. Being able to zero time is also a big help for troubleshooting. Bug is happening during repair? Would be great for making a bug report track if we could skip the countdown, etc.

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Awaiting: DCS F-15C

Win 10 i5-9600KF 4.6 GHz 64 GB RAM RTX2080Ti 11GB -- Win 7 64 i5-6600K 3.6 GHz 32 GB RAM GTX970 4GB -- A-10C, F-5E, Su-27, F-15C, F-14B, F-16C missions in User Files

 

Posted
3 hours ago, bies said:

Together with Dynamic Campaign i expect "Repair" to dissapear completely as it's grotesquely unrealistic.

You either takeoff in you slightly damaged airframe again, if you are forced to and the damage is minor - or you jump in a new airframe available.

Not wait some magical ~100 or so seconds (!) for the ground crew to replace your wing, one engine, a canopy, plus patch few dozens of holes in your fuselage...😅 It's world of warplanes/WT-esque nonsense. There is a separate "godlike" mode like infinite ammo, no damage, unlimited fuel, instant repairs etc. sometimes usefull for training or just playing aroung for fun.

For Dynamin Campaign damaging the enemy, not only shooting down, will be very important mechanics with realistic reasonable repair times like in all simulators of old which had Dynamic Campaigns.

How long do you think it would take to 'jump in a new airframe' ? More or less than 3 minutes ?

I'd guess more than 3. 

Perhaps rather than removing the 3 minute wait to repair there should be a forced 5 minute delay between slot jumps in multi-player?

if you want to avoid 'grotesquely unrealistic' behaviour, perhaps they should 'eject' the pilot for 3 minutes (you could wander around to entertain yourself), pretend to de-spawn the aircraft (stop rendering it) then re-spawn (render) it & drop you in it. Then you can imagine that you've got a new aircraft not a repaired one.

 

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Cheers.

Posted
14 hours ago, Weta43 said:

How long do you think it would take to 'jump in a new airframe' ? More or less than 3 minutes ?

I'd guess more than 3. 

During Cold War REFORGER for USAF in high-alert scenarios it was 2-3 minutes for tactical aircrafts.

Able Archer 1983 it was 2-3 minutes for tactical aircrafts as well.

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Posted
11 hours ago, bies said:

During Cold War REFORGER for USAF in high-alert scenarios it was 2-3 minutes for tactical aircrafts.

Able Archer 1983 it was 2-3 minutes for tactical aircrafts as well.

Thanks for that.

So having to wait the current 3 minutes for another (repaired) aircraft seems a reasonable delay then.

Cheers.

Posted (edited)
8 hours ago, Weta43 said:

So having to wait the current 3 minutes for another (repaired) aircraft seems a reasonable delay then.

If you equate "reasonable" with "realistic" for warbirds or cold warriors, perhaps.

If you ask a player on a server if they think it reasonable that they have to wait 3 minutes for a re-slot, prepare for some colorful language. 

Humans on average are really bad at waiting. Especially when its in their quality time. A server that tries to enforce a cooldown for re-slotting is going to be a very lonely server. I did toy with such a cooldown (it's not particularly difficult to write a server script for that), and got yelled at from everyone in my merry band of players. They aren't a representative slice of DCS players, but I'd wager an indicative one.

Edited by cfrag
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Posted
On 1/14/2025 at 1:12 PM, bies said:

Together with Dynamic Campaign i expect "Repair" to dissapear completely as it's grotesquely unrealistic.

You either takeoff in you slightly damaged airframe again, if you are forced to and the damage is minor - or you jump in a new airframe available.

 

I hope they rename the option from repair to replace and the time limit would be based on getting a new plane ready 

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Posted
16 hours ago, Weta43 said:

Thanks for that.

So having to wait the current 3 minutes for another (repaired) aircraft seems a reasonable delay then.

Whether you feel it's "reasonable" or not is irrelevant.

 

The point of the suggestion is obviously to give more flexibility to mission designers to set up the experience THEY want for THEIR missions that they play with THEIR friends.

 

In a hypothetical scenario where the Mission Editor gets a field in the game-options pane for "enable/disable timer delay on repair", does that impact YOUR gameplay experience?  Does that stop YOU from playing missions the way YOU want to with YOUR friends?

 

Of course not.  As with every suggestion thread, this topic is being de-railed by people complaining about prospective gameplay changes they would absolutely have the option not to engage with.

 

The solution here is pretty straightforward: expose the timer for the repair function to an editable field in the mission editor.  let its default value be its current value.  If mission designers want to change it, they can do so.  if people want to play with the current value, they can continue to do so.  Everybody wins.  Except the people who just want to object for the sake of objecting.

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