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1.1.1.0 changelog


Rocky49

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With all these changes why bother learning this plane until after the patch. It’s a complete over haul of the sum. no?

 

Good thing you write in a small font, because if ED sees what you just wrote, they would be mad! From what I have seen, DCS is A LOT more work than one patch. And I don't say that lightly. :doh:

Nice plane on that gun...

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One simple thing I'd like to see in the change log would be a working data cartridge. I know it's prob not a big deal for alot of people but having to reset your CMS (without manualy editing the config file) and set all you min alts and all the other various things you have to set while in the cockpit is a annoyance.

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Thanks for reminding me that I still can’t find targets or figure out mark points and stuff.

 

Then get to work. ;)

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My wishlist would include Dx10 support to be able to run the sim in crossfire in window mode oooor just implement exporting of all the gauges and screens over the network to another machine. Would be a sweet feature for pit builders.

 

Also unbreaking the Lua facilities for the radios would be nice, mapping keystrokes in Helios just isn't as good as the native support that worked up to 1.1.0.8.

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I hope that we get a COALITION_LAND_UNIT_IN_ZONE and COALITION_AIRUNIT_IN_ZONE-triggers.

 

That way flying around would not break triggered landwar events and vice versa.

 

Great idea... ;)

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Now includes remote server administration tools for kicking, banning, loading missions, etc.

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Another... maybe already wrote 1000 times:

 

units_detected_visual_by

(activate when units "a" see units "b")

 

units_detected_radar_by

(activate when radar of units "a" see units "b")

 

That should help to create an IADS based on real detection instead using unit inside zone triggers.

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The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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Another... maybe already wrote 1000 times:

 

units_detected_visual_by

(activate when units "a" see units "b")

 

units_detected_radar_by

(activate when radar of units "a" see units "b")

 

That should help to create an IADS based on real detection instead using unit inside zone triggers.

 

I like that.

 

Nate

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As there can't be two 1.1.1.0 patches... ;)

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I refered to this universe and the dimensions we know so far! :)

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Hopefully we get a more realistic Ejection Sequence in the near future... Would have saved many of my virtual lifes....

would like to know how?:huh:

I find that pressing CTRL+E is far quicker than clicking on any handle....:music_whistling:

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On my understanding so the move, one got to do with both hands to the controll key and hitting 3 times the E button, seems to be similar to the time, a real Pilot would need to grap to the respective handles and pull them. Si I think that the bail out simulation is well simulated...my guess :smartass:

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