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MikeMikeJuliet

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Everything posted by MikeMikeJuliet

  1. Another option should be to be able to show both Metric AND Imperial units in the editor AND F-10 map at the same time. It's annoying trying to work with both kinds of units, but only have the other ones shown to you. Regards, MikeMikeJuliet
  2. Ah! Works like a charm! Thanks a million!
  3. Help! After the latest SRS update my overlay crashes the program every time. After pressing the overlay button (irrespective of SRS connection status) the program crashes after 2 seconds. I tried running the program in both as administrator and normally. Before the update my SRS has worked flawlessly. Regards, MikeMikeJuliet
  4. Indeed. Though I understood from the description of the NS430 that it would be a one-time purchase, and it would then work on any module that implemented it... but I guess the description was a bit vague, and no other modules announced for it yet. The only way to justify the GPS module is to have it serve in multiple aircraft - otherwise we are headed fast toward the "buy kerosene and missiles" end of the spectrum. Hopes up for gps integration on the Yak! Regards, MikeMikeJuliet
  5. Except Caucasus plates are Aerodrome diagrams and VAC charts only... no IFR charts of any description. Regards, MikeMikeJuliet
  6. You can hardly talk about the "me me, now now" attitude, when the feature was said to be removed in time seven years ago, and people have been asking for this for a long time. And just because some people don't see it as an issue, many do. Be glad it doesn't bother you. Small things can drive you nuts...
  7. I kickstarted KCD, and I have to say that I am more than impressed. The game obviously requires a hefty PC to run it properly, and the combat system has a lot of getting used to. At first glance the combat system seems uneventful and clumsy, but personally having some limited experience in HEMA I can say that the game captures the real thing in great enough detail that it feels authentic. The same can be said about the feel of archery in game - meaning that the bow is a very unforgiving and difficult to hit with. Different bows shoot arrows differently, different arrows fly differently... but when you hit the bow actually does something (Looking at you Elder Scrolls!) And hey! Tired of the games that have your enemies "surrender" in a fight only to stab you in the back a bit later... not the case here! You can actually have an opponent surrender, you spare them and they actually flee It still has the odd bug here and there, but overall it works and the game is mechanically sound. I have long waited for a game that makes RPG mechanics fit a real-ish conversation (= it's not just about the stats), and a game that takes into account your attaire, smudges in your face and gear as part of social interaction. Your charisma increases with your skill but also with your appearance, and your intimidation grows with your physical prowess as well as how menacing your armour and weapons look. This gives a reason to carry more than a single set of clothes too! And the numbers aren't the only thing that matters, but the choice of the line you say! And after getting frustrated with money in most RPG's (nothing ever costs much in other games) my jaw dropped when I first saw the prices of decent armour. I'm not that far into the game yet, so I don't know how the story works in mid-game nor late-game. What I can say is that I've rarely seen characters so multi-dimentional as in KCD. NPC's have motivations... jerk-like characters have likable sides to them... people respond mostly logically and in a human way. If The Witcher -series is a gritty gray-moral game with multiple ways for things to go wrong... well. KCD is sort of the same as in things are not black-and-white, but contrary to The Witcher in KCD I've been reminded that characters have good sides in addition to the darker sides so prominent in The Witcher. The last aspect, being somewhat of a medieval-nut (even though I don't do actual research myself!), is that the game is clearly infused with a lot of history and historical evidence. KCD is effectively a live historybook and a timetravel device into medieval Europe. The game has historical depth, character depth, mechanical depth and - apparently so far - story depth to make up a great package if you can run the game proper. With the caveat that A) all these are my personal opinions, B) I kickstarted the game so I might have some bias and C) I have not played the game through yet - I highly recommend this and consider it already as a major success and a breath of fresh air in the RPG genre. The only real negative is the required performance, manifesting into a host of graphical anomalies if you can't crank settings high enough - particularly a lot of texture/model pop-in. Gameplay-wise so far the game works very, very well. I'd say this is a kickstart gold nugget if I ever saw one. Regards, MikeMikeJuliet
  8. I guess it is part of the problem, as well as object rendering in general, but unless you zoom all the way in you can't see streetlights or any other lamps on the ground from any reasonable distance. Lit streets and lit urban areas should be visible for several dozen miles in good weather. These issues make 2.5 night time unplayable for me at the moment. Regards, MikeMikeJuliet
  9. New aircraft are always welcome. I would be interested, but even if I wasn't a new aircraft to fly alongside with or against is a good thing regardless of my own interest.
  10. I haven't been on these forums for too long, but this is probably fifth or sixth thread about this. And yes, I want it gone too. I hope that 7-year old promise will hold now that 2.5 is out and closing stable status... though I fear not. Regards, MikeMikeJuliet
  11. The mission editor has a new map look and airfields have taxiway and runway lines and parking place designators in the map view. Also airfield supply structures are marked (fuel and weapon storage sites perhaps?).
  12. I rarely fly singleplayer apart from the odd training mission or test. On the MP-side the Red Flag Reality event was an interesting one. Apart from competitions I enjoy it every time when I see my fellow squadron mates learning something new. Quite a lot of players stay in the "weapon systems only" area, when there is so much more to military air operations, let alone flying itself. Spicing up fellow players' gameplay by providing ATC services is also one of my guilty pleasures and is a heck of a time with SimpleRadio. Regards, MikeMikeJuliet
  13. The only way this would work for Heatblur profit-wise is if you could hop into the back seat with all functionality removed. The RIO is such an integral part of the F-14, and so much of what happens in the aircraft is done from the back seat that giving it to people for free will most likely manifest in lower sales. Regards, MikeMikeJuliet
  14. It is free. That has been the case from the start.
  15. I'm happy to find that this thread has not turned into a fight over player entitlement or any somesuch. What has already been mentioned, and on which I would like to elaborate, is that DCS modules are developed constantly. All of you have seen ED develop their platform and in the process modules break. ED and 3rd parties need to maintain said modules. Prime example are the new textures. All modules need to account for the change in the core game to stay functional. Consider the massive undertaking that has been the path from DCS World 1.2 to DCS World 2.5. It has taken years to complete, much like actually making a new game! I highly doubt ED has rested all this time not letting us have the newest version. There is a reason 2.5 has taken so long. One telling tidbit of info is, that we were initially not even supposed to have it. It was supposed to be 2.0 that was "the merge". And all that we gain for free. Given how DCS modules work (i.e. you need to buy only those that you use, apart from assetpacks and maps of course) I would call this a working implementation of "games as service"-model. Not one of those EA's cashgrabs. Now. 3 years of "unpaid work". I am aware that the Harrier and the Hornet are more expensive, and that the Hornet is a guaranteed seller for ED, but those modules took a lot of money to make and the consumerbase is not on the level of large AAA studios... I doubt the high pricing of newer modules pays so much extra back that all of the engine developement is accounted for. Now contrast these expenses - the most complicated module of all time, and a grand free update - to the fact that inflation happens. A game worth 60 bucks in 2011 should - if value is kept the same - be in fact rising in price. Considering this insight as a reference: (sorry about the mobile link), and looking inflation numbers in Google the A-10C should cost a bit over 65 dollars given the original price. And in the end, considering dollars spent per hour on ED products... it doesn't really cost anything. Someone had a fit on the Hornet pricing on the forums... if you count with the full price, an estimated wait time of around 12 weeks for release (roughly three months), that makes 6,66 bucks per week of savings. As said, ED can change pricing however they wish. All we are entitled to is a choice to puchase or not to. They offered explanation officially and even put in a grace period. There was also some talk on pricing and developement costs on Matt's interview on RockPaperShotgun. I doubt we will get any more insight into this than those two sources. Just my 2 cents on the analysis. Regards, MikeMikeJuliet
  16. Hi! Anyone know why we couldn't get the L-39 intercom to work? Connection ok. Radios work as intended otherwise, but me and my buddy couldn't get the intercom to work at all. We checked the settings to push the intercom sounds to the headphones and tried different keys on the intercom keybindings. Strangely pushing the SRS intercom button seemed to transmit on the VHF radio. Pushing the default keybind for intercom on DCS (R_CTL+L_SHIFT+I) lighted up the SRS overlay intercom indicator, but my buddy did not hear anything nor see his indicator light light up. Intercom volume was up and we tried adjusting it. Is there something in the cockpit we are missing, or is the feature broken/bugged on SRS end? EDIT: Actually, I'm not sure if the radios worked proper in this instance. No-one else was transmitting and we did not hear each other transmission on the VHF radio. Is that a feature of a bug? SRS has worked flawlessly for me in other airframes in the last two weeks. Regards, MikeMikeJuliet
  17. One thing at a time lads. If it is a question of when, not if, then let us bathe in the sun that is the upcoming F/A-18 and have a jolly good time. That will keep us entertained until it is time to release the Viper.
  18. Good idea. I personally never thought of this since I fly with no civilian traffick due to the performance impact...
  19. One can only hope we will see it updated/upgraded sooner rather than later. Well. I'll welcome 2.5 first with open arms - new ATC or not.
  20. ED has also talked about spherical projection maps prior releasing NTTR if memory serves me right... I wonder if that was just tech talk and has been left un-utilized.
  21. Grand! Some good fixes there! And looking at those UniverseRadio features I sure am looking forward to similar SRS functionality ;)
  22. Did you know btw, that this feature already works in DCS, but only in menus. Try it in VR. Those who have, know that the game menus (main menu included) is played within an aircraft hangar, effectively in-engine (and not in some menu-dimension). The mouse pointer in ALL menus stays still when not moving the mouse regardless of where you look or how view is used. Same thing in-game. If you pause the game with the escape-key, the menu that pops up holds the mouse naturally in place. And as you know, you can still move your head and view around the cockpt. Only when no menu is active is the cursor following the viewport! And to revise, the mouse cursor is set to the correct depth in the cockpit, meaning the only thing remaining is to not apply the cursor travel with viewport. Eagle Dynamics: this must be an oversight surely! I know this feature has been a part of DCS cockpit interaction for years, but as I see it, the feature is already there, it just doesn't affect the cockpit. Many of us, VR- and TIR-users would appreciate the requested feature immensly. Regards MikeMikeJuliet
  23. Take your time. We know the 20/80 principle... it takes 20% effort to get things to be 80% complete... but oh my, it takes the 80% of effort to get the last 20%... and the closer to 100% you get the slower it becomes.
  24. Looks good. Something I would like to see as well is a similar map, but using only the given radio-navigation-aids for navigation. So if an airfield does not have any it either wouldn't be on the map, or is pointed to with the closest navaid. This would help a lot in navigating to each airfield "properly" using older aircraft. Regards, MikeMikeJuliet
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