Charlie_01 Posted October 10, 2011 Share Posted October 10, 2011 (edited) 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 November 11, 2011 by Charlie_01 1 Link to comment Share on other sites More sharing options...
cichlidfan Posted October 10, 2011 Share Posted October 10, 2011 I am confused by item 5. Is 'heavy' a different model of the AGM-65G/K from the one currently avialable?:huh: 1 ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup: Link to comment Share on other sites More sharing options...
amalahama Posted October 10, 2011 Share Posted October 10, 2011 -INS alignenement and drift correctly modelled -Nothing else really, it'd be cool a deeper modellization of AN/ARC-164 UHF Radio and introduce some functionality in KY-58 and IFF panel, but it's enough what we have now. Regards! 1 Link to comment Share on other sites More sharing options...
LostOblivion Posted October 10, 2011 Share Posted October 10, 2011 (edited) 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 ). 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 October 24, 2011 by LostOblivion Nice plane on that gun... OS764 P930@4 MBUD3R M6GB G5870 SSDX25 CAntec1200 HTMHW Link to comment Share on other sites More sharing options...
BrumTx Posted October 10, 2011 Share Posted October 10, 2011 Have to agree 100 % with #2,4,5,7,8,10 from the Additions list 1 Remember the 346 Fire Fighters, Medics & Police who died on 9-11....... Selective memory is a wonderful thing, especially when certain posts simply disappear into the ether never to be seen again, unless I have a copy of the original post copied and pasted into word documents and saved .... just in case :) Am I an abusive idiot ? Due to physical incapacity my Wife types my post's for me Link to comment Share on other sites More sharing options...
Nate--IRL-- Posted October 10, 2011 Share Posted October 10, 2011 Feel free to add the "Additions/features" to the wish list thread - might get more notice in there. Please try to keep this to bug fixes. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading Link to comment Share on other sites More sharing options...
VincentLaw Posted October 11, 2011 Share Posted October 11, 2011 (edited) Page 286 of the flight manual says the ALQ131 can go on stations 1 and 11, but in the game it can only go on 1. (is two better than one?) Edited October 11, 2011 by VincentLaw 1 [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Frostiken Posted October 11, 2011 Share Posted October 11, 2011 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. 1 [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Speed Posted October 11, 2011 Share Posted October 11, 2011 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. 1 Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc. Link to comment Share on other sites More sharing options...
Frostiken Posted October 11, 2011 Share Posted October 11, 2011 The back of the PAS might not appreciate that though. [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Grimes Posted October 11, 2011 Share Posted October 11, 2011 Black Shark capability and news on the patch. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
VTJS17_Fire Posted October 11, 2011 Share Posted October 11, 2011 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. kind regards, Fire Hardware: Intel i5 4670K | Zalman NPS9900MAX | GeIL 16GB @1333MHz | Asrock Z97 Pro4 | Sapphire Radeon R9 380X Nitro | Samsung SSDs 840 series 120GB & 250 GB | Samsung HD204UI 2TB | be quiet! Pure Power 530W | Aerocool RS-9 Devil Red | Samsung SyncMaster SA350 24" + ASUS VE198S 19" | Saitek X52 | TrackIR 5 | Thrustmaster MFD Cougar | Speedlink Darksky LED | Razor Diamondback | Razor X-Mat Control | SoundBlaster Tactic 3D Rage ### Software: Windows 10 Pro 64Bit [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Cali Posted October 11, 2011 Share Posted October 11, 2011 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. i7-4820k @ 3.7, Windows 7 64-bit, 16GB 1866mhz EVGA GTX 970 2GB, 256GB SSD, 500GB WD, TM Warthog, TM Cougar MFD's, Saitek Combat Pedals, TrackIR 5, G15 keyboard, 55" 4K LED Link to comment Share on other sites More sharing options...
Eddie Posted October 11, 2011 Share Posted October 11, 2011 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 Spoiler Intel 13900K (5Ghz), 64Gb 6400Mhz, MSi RTX 3090, Schiit Modi/Magi DAC/AMP, ASUS PG43UQ, Hotas Warthog, RealSimulator FSSB3, 2x TM MFDs + DCS MFDs, MFG Crosswinds, Elgato Steamdeck XL Link to comment Share on other sites More sharing options...
Cali Posted October 11, 2011 Share Posted October 11, 2011 Lol, good one....fairies, I'm sure they like that. i7-4820k @ 3.7, Windows 7 64-bit, 16GB 1866mhz EVGA GTX 970 2GB, 256GB SSD, 500GB WD, TM Warthog, TM Cougar MFD's, Saitek Combat Pedals, TrackIR 5, G15 keyboard, 55" 4K LED Link to comment Share on other sites More sharing options...
Eddie Posted October 11, 2011 Share Posted October 11, 2011 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 Intel 13900K (5Ghz), 64Gb 6400Mhz, MSi RTX 3090, Schiit Modi/Magi DAC/AMP, ASUS PG43UQ, Hotas Warthog, RealSimulator FSSB3, 2x TM MFDs + DCS MFDs, MFG Crosswinds, Elgato Steamdeck XL Link to comment Share on other sites More sharing options...
jp203000 Posted October 11, 2011 Share Posted October 11, 2011 It has been a long time since last patch realeased. Link to comment Share on other sites More sharing options...
MustangSally Posted October 11, 2011 Share Posted October 11, 2011 (edited) 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! Edited October 11, 2011 by MustangSally Spelling Ryzen 9 7950X3D - MSI MAG X670E TomaHawk MB, ASUS ROG Ryujin III 360 AIO 64gig Corsair DDR5@6000, Gigabyte GeForce RTX 4090 AORUS Winwing Super Taurus, Orion2, TO / Combat panels, Collective with Topgun MIP Winwing Skywalker pedals, NLR Boeing Mil Edition Simpit, Trackir Link to comment Share on other sites More sharing options...
xhaos Posted October 11, 2011 Share Posted October 11, 2011 I really think ED needs to implement ingame voip radio system. Link to comment Share on other sites More sharing options...
EtherealN Posted October 11, 2011 Share Posted October 11, 2011 xhaos, please see this post in this thread: http://forums.eagle.ru/showpost.php?p=1305321&postcount=6 [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester Link to comment Share on other sites More sharing options...
Charlie_01 Posted October 11, 2011 Author Share Posted October 11, 2011 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. Link to comment Share on other sites More sharing options...
Charlie_01 Posted October 11, 2011 Author Share Posted October 11, 2011 P.S. Sorry Frostiken, what dou you mean with PAS? Maybe Protected Air Shelter? :huh::music_whistling: Link to comment Share on other sites More sharing options...
Eddie Posted October 11, 2011 Share Posted October 11, 2011 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. Spoiler Intel 13900K (5Ghz), 64Gb 6400Mhz, MSi RTX 3090, Schiit Modi/Magi DAC/AMP, ASUS PG43UQ, Hotas Warthog, RealSimulator FSSB3, 2x TM MFDs + DCS MFDs, MFG Crosswinds, Elgato Steamdeck XL Link to comment Share on other sites More sharing options...
GGTharos Posted October 11, 2011 Share Posted October 11, 2011 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. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda Link to comment Share on other sites More sharing options...
Charlie_01 Posted October 11, 2011 Author Share Posted October 11, 2011 (edited) ??? 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 October 11, 2011 by Charlie_01 Link to comment Share on other sites More sharing options...
Recommended Posts