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Old 12-26-2017, 03:22 PM   #661
hansangb
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I'll add it to the list again. Please make it work in VR!
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Old 12-26-2017, 05:33 PM   #662
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Quote:
The biggest problem might be having enough enemy troops scattered over the map to evade and friendly troops to find.
Not necessary have enemy troops scattered over the map. On enemy territory has common militia / partisans / irregular forces deployed. The enemy pilot / ground forces can get your position over enemy was shut down you. A script can generate a "search party" near airbases / ports / warehouses / big cities with some vehicles and a number of squads into them, with order to deploy by road to a circle around sensible points (create checkpoints) and / or Hunter parties to "capture" the downed pilot / crew near of the parachute touch down.

Other option, to "put pressure" has make EW units on enemy territory, with the downed pilot use your radio, that can intent triangulate your position, build search zones. But that require radio "protocols".
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Old 12-27-2017, 04:00 PM   #663
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Quote:
Originally Posted by Silver_Dragon View Post
Not necessary have enemy troops scattered over the map. On enemy territory has common militia / partisans / irregular forces deployed. The enemy pilot / ground forces can get your position over enemy was shut down you. A script can generate a "search party" near airbases / ports / warehouses / big cities with some vehicles and a number of squads into them, with order to deploy by road to a circle around sensible points (create checkpoints) and / or Hunter parties to "capture" the downed pilot / crew near of the parachute touch down.

Other option, to "put pressure" has make EW units on enemy territory, with the downed pilot use your radio, that can intent triangulate your position, build search zones. But that require radio "protocols".
This would be amazing !
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Old 12-27-2017, 10:51 PM   #664
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please fix 1st person view in VR.
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Old 12-27-2017, 11:22 PM   #665
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Quote:
Originally Posted by Silver_Dragon View Post
Not necessary have enemy troops scattered over the map. On enemy territory has common militia / partisans / irregular forces deployed. The enemy pilot / ground forces can get your position over enemy was shut down you. A script can generate a "search party" near airbases / ports / warehouses / big cities with some vehicles and a number of squads into them, with order to deploy by road to a circle around sensible points (create checkpoints) and / or Hunter parties to "capture" the downed pilot / crew near of the parachute touch down.

Other option, to "put pressure" has make EW units on enemy territory, with the downed pilot use your radio, that can intent triangulate your position, build search zones. But that require radio "protocols".
People would have to monitor "Guard" as they do IRL...
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Old 12-27-2017, 11:41 PM   #666
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I'm really not sure it's worth the effort to flesh out the 'downed pilot simulator' all that much, really. Most people in DCS aren't even aware that they indeed can walk around the countryside after ejecting. The trouble is that even the well-done terrains just aren't very exciting at an altitude of 6ft and walking speed. Once in a while I feel like walking over to the next settlement after ejection and usually I just give that up again quickly, because it isn't all that exciting to hold the stick forward for half an hour.
In other words: maybe it would totally suffice to add an infantry unit 'Pilot' to set up better SAR missions. It can maybe radio and beacon via script and then loop right back to the more important problem of fixing the system of embarking troops in helicopters...
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Old 12-28-2017, 04:52 AM   #667
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Originally Posted by huggy98 View Post
please fix 1st person view in VR.
+1
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Old 01-01-2018, 10:58 PM   #668
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my wish is for ED to give multiplayer and vr for CA the attention it deserves. there is one server at the moment that has turned DCS from a flight simulator into a truly Digital Combat Simulator. and it is AMAZING! i may be wrong but i don't think ED know just how great there game has become. the person responsible for the server is a genius! i think the devs know who this guy is. yesterday i had the best gaming experiance i have ever had. full on total war. there were planes attacing bases and capping, whilst the helos were dropping units into the feild, including tanks, artillery, sams, troops, support vehicles, apc's, jtac, ewr, etc, etc. then strategically controling them on the map and first person. there were transport planes flying in to replenish bases and mi24's restocking the farps. simply put. thanks to ED and in particular this players server i had the best game ever. and btw, the game is still going now. come on ED wake up and realise just how good your game has become and help make it even better.
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Old 01-20-2018, 08:06 AM   #669
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I agree with "huggy98". I've had as much fun driving a HMMWV around as flying some of the planes! And the aircraft are amazing! I wish the ground vehicles had more features. I used a jetliner yoke for steering and CH Products rudder pedals for throttle/brake. I just wish throttle could be on one pedal and brake on another, like most road vehicles. I've set up missions where I try to escort a convoy of trucks across a good portion of the Nevada map, using the highways, while being attacked by various AI aircraft along the way. I have never downed an aircraft with the 50-cal MG on the HMMWV, though. Might have 5 trucks escorted by 3 HMMWV's and an Avenger and maybe a couple LAV's. Then place SAMs and AAA in various places to help out. Various AI aircraft seem to have nearly unlimited fuel. I'm not sure their fuel burn rates are simulated accurately. Plus, they will press an attack with battle damage, trailing smoke for the longest time. If a plane is on fire or losing oil or fuel, it's pretty much done. It's not going to come around for 15 more passes at the targets and then limp to a base 50 miles away at 120 kts, tree-top level. I know this may be outside the intent of a jet combat simulator, but it is fun. It's all these elements, like huggy98 said, that make this simulation stand out. The problems just need to be ironed out and improved. CA and the AI is a really important part of DCS and it feels neglected. I wish I could provide a list of problems to the developers to fix and make this aspect of the simulation outstanding. It's frustrating that the same basic problems persist for more than a year. AI aircraft don't seem to understand the concept of optimal cruise altitudes, climb speeds and power settings, for example. I cruise back to home base in an F-5E at 17,000' and moderate power setting. My AI wingman, who I told to RTB, used afterburner all the way at around 1000' AGL and then ran out of fuel and ejected. While I landed at the base with 1500lbs of fuel to spare. AI flight of 4 FW-190's circle over a base while one plane descends and lands, one plane at a time. They should do an overhead break and fan out into the landing pattern, landing one-by-one in quick succession. However, sometimes they will land in tight formations of 2. But not consistently.
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Old 01-20-2018, 08:12 AM   #670
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Also have the option to have AI aircraft return to base, refuel and rearm, and then repeat their mission with realistic recycle/turn-around times.
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