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SharpeXB

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Everything posted by SharpeXB

  1. How did 2.7 break the game?
  2. How is that? Because any action you record will replay differently than your actual gameplay. I think only simple thing like solo flights will come out right. Sure I’m being a little sarcastic suggesting that it be removed but it currently just doesn’t work.
  3. I’m amazed that people produce such great videos given the poor functionality of the replay system. Sure it’s better than nothing but it’s hardly of any use in it’s current state.
  4. Oh really? I’ll have to try that
  5. But realize the Maple Flag course isn’t a training campaign. It’s based upon the qualification course for the aircraft. It’s a test not a tutorial. So yes you do already need to know the material before doing it. In that respect it’s awesome. Think of it as a test of what you’ve learned, it’s a great thing to accomplish.
  6. There are quite a few. DCS isn’t the only one. But they all work the same, the cursor moves with your head. In the civy sims with the tiny double combo twist and push knobs on the Garmin you gotta keep your head really still! I pause to consider that military pilots wear gloves and such tiny knobs would be impossible to use… lucky for DCS
  7. This seems like a really good suggestion, yet I’ve not seen any other flight sim do this. I wonder why that is?
  8. Lots of people seem to think that… of course they can see their six IRL Your real life FOV is over 200d but a typical monitor at a 1:1 FOV would be like looking through a tube. That’s why there’s a zoom view so you can see realistically.
  9. What does realistic value mean? Please don’t tell us the myth that pilots can’t turn their heads Currently the head turning mechanics are modeled very well in DCS
  10. Yeah for sure. It’s a huge pain. Especially with the default FOV being set to a fisheye. I have it adjusted in the responses menu but had to give up doing in the lua for this reason. Even better would be to just add an FOV slider to the setting menu.
  11. From the perspective of selling the game and bringing in customers, training features aren’t the big draw. Modules are. Selling modules is what makes money for ED, not features. What’s going to attract a new player to DCS is seeing a module for an aircraft that interests them like an F-14 or a P-47. Or maybe just a sale. And it doesn’t matter what players do with the game, it only matter that they buy it. ED doesn’t get paid for what players do in the game. They can have fun just making stuff go boom or engage in something more sophisticated, whatever. But it doesn’t matter for the game’s profitability or popularity. And the vast vast majority of players in this or any game will play it for a dozen or so hours and then move on. They’ll have their fun flying a P-51 around and shooting up stuff and get their money’s worth and then buy another game. Only a tiny fraction are going to play any game for hundreds of hours. It doesn’t mean that DCS shouldn’t have the depth for players who want that, indeed that’s a draw in itself. But it’s just another appealing reason to buy the module. What somebody does with it after that doesn’t matter. So adding features at the expense of developing modules isn’t necessarily a boon for the game.
  12. Sure but I’d rather see ED work on other content for WWII than add a feature which would likely go unused or not be very much value in selling the game. There’s a whole world of information and videos and instruction out there to learn this stuff. I don’t think it’s worthwhile for ED to spend the effort in adding more.
  13. But for the purpose of providing a free way to train yourself, it works for that.
  14. DCS already has this with the P-51D and the TF-51D.
  15. Honestly the track feature should just be removed from the game until it can be made to work properly. There’s no point in trying to use it at all.
  16. Clearly, a dual control option for the TP-51 would be the easiest module to make. But ED would still need to devote hours to making it. My guess is everything in DCS is a lot more work than people imagine that it is.
  17. There’s nothing wrong with wanting to be realistic but it comes at a cost to the game. Somebody, either ED or a third party actually has to make the module and profit from it. My guess is that it wouldn’t be profitable. Only 10% of the players in this game play online and an even smaller subset might be looking to imitate real world type instruction. The other problem in a PC game is that the chief benefit of dual controls, that the trainee can feel what the instructor is doing, is lost on a PC. So it actually isn’t much help
  18. Many real pilots train in simulators where they can risk things they wouldn’t risk in a real aircraft. Same here.
  19. This is a game. It’s not real life. If I want to practice landing on the carrier I can just do it in an F-18 instead of building up that skill with a variety of training aircraft. If I crash or kill my virtual self I can just restart, there are no real world consequences. The reasons that training aircraft and procedures exist in the real world are not relevant to a game. And it costs money to develop these modules. If a player wants to learn a P-47 they can just buy the module and train on that. Look at the real world training required to use a firearm or drive a car. Is that sort of instruction necessary for a first person shooter or driving game? No… It’s not real, it’s a game.
  20. That’s not hard to believe. Think about what the term “average” actually means. I’m an avid player but I still only do long sessions on a weekend and a lot of my instant action or training etc would be short. Most gamers in general spend 20-30 min a session. There used to be detailed stats available from Steam and it’s funny or amazing to see how little playtime games get. Sim or not. We like to think of sim gamers spending hundreds of hours on games but that’s just a tiny fraction. DCS is odd to look at since it’s a free game. The median total playtime is 33 minutes. So 50% of DCS owners have only played the game for less than 33 minutes ever. Those stats are kinda typical for all games. The majority buy a game, play it for a dozen hours and then move on. These numbers are kinda ridiculous and you couldn’t make decisions based on em. I’m sure ED knows how to analyze the telemetry they get though.
  21. Well consider this. As far as I know (I don’t own the F-14) there’s no SP way to play as the RIO, is there? So since 90% of players are SP-only that means hardly anyone gets the chance to try this role. I wonder if upcoming modules like the Apache will give you an AI pilot so you can fly as the gunner. I would think it will have to. Joe Player in any game will not be “hardcore” and the 25 minute session seems typical for any game. That’s a reason MP is so less popular in flight sims, simply because you need to be connected for such a long session. Sure it would be possible I suppose to make quick action dogfight servers in DCS but I don’t see those.
  22. It’s the first item in this interview with Simon from ED. Also discussed are the crewed modules and the observation that hardly anyone uses the back seat So a multiplayer-only crew-only module in DCS seems like a tough sell
  23. It’s an easy thing to confirm. Go online and look. There are only about half a dozen populated servers (excluding training or aerobatics) where you could actually fly the F-14. All of those will only be running the latest version so when the OB cycle comes along, you’ll need to run that in order to play online. If not then there won’t be any other option.
  24. When you consider that only about 10% of DCS players do multiplayer and the limited appeal of a non-piloting MP-only aircraft module, I can’t imagine this suggestion would be feasible. If somebody wants to buy in cheap to the F-14 then the easy option that’s already available is to wait for a sale.
  25. There’s a way to edit the lua for the skin file to do this but I forget exactly how. I think it’s simple enough, go to the bottom and you’ll see the nationalities listed, just add whatever you like there.
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