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Next patch wish list


Charlie_01

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Hey folks, I think it's the time to summarize a little bit about A-10 next patch's needed content from users' experience.

 

These are the most important implementations I hope to find into patch 1.1.1.0 (or 1.1.0.10? :smilewink: :music_whistling: ):

 

1- real-modelled CBU-97/CBU-105 for anti-tank purpose (since patch 1.1.0.9 CBUs you can no more destroy multiple tanks using one CBU, instead you need to use multiple CBUs to destroy a single tank!! - thankfully already WIP about it!! :D);

2- shooting Mavs even with 3/9 or 5 Mil bombing mode selected (now you need to deselect or Mavs doesn't shoot even if locked);

3- some exemples about the use of multiple flags into "Practical exercise" section in GUI manual, at least some abou units' randomization;

4- visible explosions even for tanks' gun shooting (now seems only for artillery gunnery);

5- AGM-65G/K heavy Mavs made available into A-10's weaponry;

6- correct altitude layer digits into CDU about wind setting (now you can't set altitudes other than, e.g., "23" or "27" even if you digit other numbers);

7- chance to make an aicraft group larger than a single visible unit even using heavy planes (as Tu-22, C-130, etc.) (now you have to make a lot of single-unit groups).

 

Does someone know some stuff to add more?? :smilewink:


Edited by Charlie_01
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I am confused by item 5. Is 'heavy' a different model of the AGM-65G/K from the one currently avialable?:huh:

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Here is my list of bugs, in any order of importance:

 

Bugs

1. Fix arbitrary radio text introduced in 1.1.0.9, e.g., "tally _armor at bullseye bulls 257 for 70", "Hawg 1-1, callsign Batumi, [...]".

2. In the ME, there are problems with EngageTargetsInZone and EngageTargets in that they do not set target properties until you deselect some target types and reselect them again. See this thread for a discussion of the problem.

3. In the ME, remove bug where waypoint names have byzantine numbers added to them. [Claimed fixed in 1.1.1.0 patch notes.]

4. Add seats and pilots to 'uncontrolled' aircraft.

5. In the ME, there are several bugs connected to the new copy-paste functionality, for example, today I copied a group of SA-3 units, and they 1. never fired until I set ROE=FireAtWill option, and 2. they popped up as F-15 on my RWR. :P

6. When using an axis (e.g., the TMHW) to slew the TGP in A2A mode, and I really doubt this is intended behaviour, it will seemingly not slew in the vertical direction whatsoever, or sometime it does, but this seems random at best. This also happens in the horizontal direction, but less so. Thus, it's impossible for me to use the A2A mode of the TGP with my HOTAS, I can only use the buttons on the keyboard.

7. In the ME, PartOfGroupInZone sometimes work, some times not, seemingly random.

8. When a JTAC states remarks about nearby air threats , it will also report destroyed units, e.g., " 1 nm west", whereas they should be omitted ("AAA 1 nm west" if still alive).

 

Additions/features

1. Add helo land on ground type of helipad, similar to a FARP, but simply on the ground. Should check for level ground as in when placing FARPs.

2. Add a better level of UI to the ME in that we will better see where we place units, f. ex., a simple 'satellite view' would help a lot. Ultimately, a 3D mission editor view would be the best, something similar to tacview, f. ex.

3. Add 'ground crew' ground vehicles. There aren't really any dedicated ground crew vehicles modelled, like bomb trollies, ground personell (not M4, M249), etc. Much of the ground vehicles you see in the hog is in and around the airport anyway.

4. Add a better way of easily choosing and customizing payload when on the ground. Instead of simply a truncated radio menu with predefined choices, having a payload window popup similar to the one in the ME would be a great improvement, parhaps seeing the hog in a 'garage mode' similar to that of the many arcade type of driving games where you can customize your car, and thus see the ordnance fit nicely onto the vehicle as you add a Mk-82 or eightteen (to the A-10 that is, not the street racer tongue.gif).

5. In the ME, being able to assign which parking slot an aircraft will taxi to in a 'Landing' type of waypoint, two types, 'forced' where the ramp will be reserved from other AI aircraft during the mission, and 'preferred' where other aircraft may take the ramp should nothing else be available first.

6. Being able to have aircraft takeoff again after landing several times.

7. Being able to open and close the nearest hangar door.

8. Being able to host multiplayer games with client aircraft being wingmen of other players groups. I.e., client is not restricted to the lead aircraft.

9. In the ME triggers, add GroupIncapacitated rule, which is true when the group poses no threat, f. ex., in a group of three tanks and two trucks, this rule will be true when at least the tanks are dead, or f. ex., in a group of SAM launchers, tracking radars, and search radars, etc., this rule will be true when the SAM is unable to fire at enemy aircraft because f. ex. its tracking radar is destroyed or otherwise unavailable.

10. In the ME, being able to, within limits, adjust the engagement range of a SAM.

11. Add the option to enable anti-aliasing in MAV and TGP cameras.

12. Being able to look around using TrackIR when in parachute.

13. Ejection as one smooth animation, rather than three uncoupled ones, like in DCSBS. Of course, in BS they are descrete also, but not nearly as descrete as in DCSW where the ejected pilot w/ seat spawns meters above the canopy.

14. An overhaul of the ATC system with air controllers for both military and civic air traffic, like in FS.

15. An extended weather system, allowing for example customized layers of clouds, pressures, temperatures, and wind speeds, like in FS.

16. In the ME, being able to turn off group invisibility after having turned it on.

17. In the ME, adding an option for helos landing at an airfield, to land directly on the apron, if available to that parking slot. They already do this if the pattern is full, so the functionality appears to be there.

18. In the ME, adding an option for escort tasked aircraft groups to pick which other group of aircraft to escort, and then actually escorting them within x nm.

19. Add support for the Sniper XR TGP for the Warthog. They are used A LOT.

20. In the ME, add a rule that holds true whenever an aircraft has been effectively destroyed, meaning it can either be dead, shot down, or have emergency landed. For instance, as of now, several clever rules has to be made in order to determine whether a helicopter has lost its tail and has performed a successful auto-rotation crash landing. As of now, a Dead(Unit1) rule will be false if this is the case, an Incapacitated(Unit1) rule will return true if 1. the unit is dead (i.e., Dead(Unit1) holds true), 2. has performed a crash landing but is alive, or 3. has been shot down, but is still alive.

21. Remove reduntant bulls callouts that has roughly the same position, e.g., "Uzi 1, tally AAA at bulls 345 for 7", "Uzi 1, tally AAA at bulls 345 for 7", "Uzi 1, tally AAA at bulls 346 for 7". Perhaps accumulate bulls messages over a small time period to group callouts instead, e.g., "Uzi 1, tally AAA, armor, and utility at bulls 345 for 7" to reduce having friendly aircraft callout targets for ten minutes nonstop hogging the frequency.

22. When an airport is 'full', aircraft that has landed will simply stand idle at the middle of the runway, when they instead should have taken off again, or diverted to another airport entirely.

23. Some aircrafts' lights are too bright, even at long distances, and landing lights' cones are too distinct.

24. Some SAM SRs are not always on like they are in DCS, they should scan and then shut off, then scan, etc.

 

I feel kinda bad to post so many things, but I'm sure ED appreciates that this info is here rather than not. :)


Edited by LostOblivion

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Have to agree 100 % with #2,4,5,7,8,10 from the Additions list

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Heh, regarding the 'open hangar doors', I'm always amused by the PAS logic with the game.

 

Do you have any idea how ridiculously difficult it would be to get an A-10 out of a PAS that was parked nose-first :D You'd need to get like twenty guys to push the damn thing out just so you could turn it around.

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Heh, regarding the 'open hangar doors', I'm always amused by the PAS logic with the game.

 

Do you have any idea how ridiculously difficult it would be to get an A-10 out of a PAS that was parked nose-first :D You'd need to get like twenty guys to push the damn thing out just so you could turn it around.

 

Well... with ground safe override and a bunch of 30mm, you can eventually back yourself out if you really really need to.

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Bugfixes

1. Fix the Booms damage model from the KC-135, if clients refueling. Since .9 there is no more damage model and the boom dissapear in the aircraft.

2. Fix the propeller on E-2D when taking off from CVN-70 (propeller doesn't work).

3. Fix the radio messages from clients which are speaking with AWACS - radio messages are snatchy.

4. Fix the flight manual and ad new panels (like the hud record panel), whatever if it's functional or not.

 

Additions

1. Make it possible, to allow a element (2 aircrafts) to take off together, without warning from the tower, that the runway is blocked.

2. Same as above with landings.

 

 

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Heh, regarding the 'open hangar doors', I'm always amused by the PAS logic with the game.

 

Do you have any idea how ridiculously difficult it would be to get an A-10 out of a PAS that was parked nose-first :D You'd need to get like twenty guys to push the damn thing out just so you could turn it around.

 

20 guys is way to much, it doesn't take that many.

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20 guys is way to much, it doesn't take that many.

 

Well now that depends, if they are girly avionics techs (or fairies as we call them) then 20 is probably about right. :D

 

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Lol, good one....fairies, I'm sure they like that.

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Lol, good one....fairies, I'm sure they like that.

 

Much better than what we used to call aircraft electricians, before they merged with the AV guys that is.

 

Spoiler

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Any patch updates??

 

Some issues I have noticed. Sorry if these have been stated elsewhere.....

 

1. Please fix the B1-B's non-existent landing gear when on the ground.

2. Please fix (or alter) the AI aircraft landing run. I see that most, if not all A/C take the same distance to come to a stop. Most A/C seem to have "short landing" ability.

3. My nose gear seems to fail during takeoff on the odd occasion.

4. I'd also like to add my voice to the please fix the truncated loadout text when rearming!


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xhaos, please see this post in this thread: http://forums.eagle.ru/showpost.php?p=1305321&postcount=6

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Cichlidfan, at the moment only Mavs available in DCS A-10 are D & H.

G & K are respectively the heay version (with penetrator) of the first two: G has IR guidance as D and K has TV as H.

For more info look at weapony section into Maverick's sub-section of flight manual, where also G/K's features are described.

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Cichlidfan, at the moment only Mavs available in DCS A-10 are D & H.

 

?

 

The G and K are also available in the sim and have been from the start.

 

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Incorrect. The G and the K are there. Look again.

 

Cichlidfan, at the moment only Mavs available in DCS A-10 are D & H.

G & K are respectively the heay version (with penetrator) of the first two: G has IR guidance as D and K has TV as H.

For more info look at weapony section into Maverick's sub-section of flight manual, where also G/K's features are described.

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??? Really?? :shocking::shocking:

Where are they?

I've never seen they in SP nor in fast missons (still not played campaign)!!!

 

Maybe I usually load Mavs on the same stations, and maybe there G/K aren't available. :dunno:

I'll get a deeper look ASAP!!!:glare:


Edited by Charlie_01
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