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SharpeXB

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Everything posted by SharpeXB

  1. The basic problem is asking Heatblur to sell their module at a +/- 50% discount and also put even more work into creating this separate functionality. All for what would likely be a very limited market.
  2. You can fly it as the RIO with Iceman AI. But the appeal of a flight sim aircraft to someone who doesn’t want to fly seems pretty limited. Also any way you look at it, it’s an expensive module which has to sell at a certain price point in order to be profitable. You still need to own the entire module in order to fly as the RIO therefore it’s going to cost what it costs. Making a less functional separate RIO-only version would cost even more money to develop and likely not sell very well. So this whole idea doesn’t seem feasible.
  3. Right, that’s what I meant. So I used to arm the A-10 prior to startup. Don’t recall it taking as long as the Hornet does now. Clearly I don’t play online very much, it’s been years. But when I tried it again just recently I almost felt like some thing was bugged, it takes so long.
  4. Maybe it could vary by aircraft? I can recall flying the A-10C online long ago and the rearm when you spawned in was almost instant. Arming the F-18 takes almost as long as the whole startup. The Hornet can be armed while you’re starting up but if I recall the A-10C can’t because it needs to load the DSMS. I haven’t flown the Hog online in years though. Think I’ll give the Tank Killer a spin though!
  5. Must have been a change to the game in general then. I can remember rearming happening much more quickly before. Of course I don’t play online very much, it’s been a few years.
  6. That’s still a rather good entertainment bargain when you consider how many hours you get out of it. Or can potentially. Most games sell for that much and the average player uses them for about 12-20 hours. Heck the $20 I spent on the A-10C 11 years ago is the best gaming bargain ever.
  7. I think it is a server setting. I notice longer times on some compared to others.
  8. Well the easy solution is to just wait for a sale then.
  9. How did 2.7 break the game?
  10. 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.
  11. 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.
  12. Oh really? I’ll have to try that
  13. 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.
  14. 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
  15. This seems like a really good suggestion, yet I’ve not seen any other flight sim do this. I wonder why that is?
  16. 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.
  17. 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
  18. 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.
  19. 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.
  20. 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.
  21. But for the purpose of providing a free way to train yourself, it works for that.
  22. DCS already has this with the P-51D and the TF-51D.
  23. 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.
  24. 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.
  25. 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
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