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DCS: Ship simulator?


DCS: Ship simulator?  

405 members have voted

  1. 1. DCS: Ship simulator?

    • Yes
      306
    • No
      100


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We need ships to control too. I imagine in 2025 when Wags and EtherealN have graced us with a full fledged controllable carrier or a destroyer or a battleship.

 

Submarines would make a nice addition, but no nukes please or we'd have unrealism in the mix, which tastes like crap.

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No, not yet.

Far too many things to complete and polish to create a fully functioning battlefield before adding ships to the situation.

I wouldn't want a whole lot of different new objects in DCS and yet not one being finished to a point where it all works properly as a whole, all just "almost there" because too many resources diverted to create too many new additions.

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  • 3 weeks later...

if it will be part of combine arms yeah why not

if it will be a separated module like combined arms but only with naval forces no

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The problem is that a ship is a far more complex instrument of war than a lone vehicle or aircraft.

 

I would say that it shouldn't really be done at the very least until two or more players can operate separate positions in the same vehicle.

 

Now, if part of that simulation could be the operation of a lively carrier deck for the upcoming DCS: F-18... that'd be sex.

Warning: Nothing I say is automatically correct, even if I think it is.

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The biggest problem in the current DCS terrain engine, is that the ocean has unlimited depth, as it lacks a bottom. Any attempt to simulate sound propagation, would be in the absence of a crucial element.

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would i enjoy a DCS ship/submarine? of course..but too many other elements need polishing as of today.. terrain, vehicle simulation, sound, command structure(C&C element), real recon that feeds data to the C&C that makes it possible to order air-strikes CAS and tactical ones ..

 

after all that is done why not, i would enjoy sea stuff.. also i disagree that you need to simulate every little knob and officer.. what is needed is actually approximation.. if you need 100 officers to control the engine department is that really needed for you to enjoy a DCS ship? it depends what role do you have in the ship.. if you are the captain its pretty much giving orders that are general in nature and effects can be simulated .. if you are a radar operator or electronic officer you might do the grunt work but is that really needed or even interesting?.. maybe 20 years from now when we have ability to have a server that will hold 50.000 people and have tremendous desire by market to play such games we can have whole virtual DCS ship where every station is controlled by a player.. but until that time i would enjoy a DCS ship that is simulated (engine power, fuel consumption, sound propagation -so subs and other ships can track you and you others), sonar,weapon employments.. and that is that..

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Yes please. It's already on my wishlist below. I'd even accept FC quality since most if not all stuff about submarines are kept a secret, but there if enough info to make a "educated guess".

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Start small and build up. As for players, if you get the Arma / FPS crowd coming over, you'll have players. Look at how many players MMO's handle ( thousands ). If they can handle it, we can figure out a way to handle it.

 

I really want to see this sim turn into an MMOFPS/FLTSIM. What the original developers of Falcon saw for its future. The Electronic Battlefield. I saw it back in the late 80's sitting in a US Army Server Shack, watching the electronic wargames between hundreds of people going on. Its possible.

 

Familiarize yourself with the term 'infrastructure'. Setting aside the fact that the DCS netcode struggles at times with modest player counts, its peer-to-peer multiplayer. MMO servers are data centers with enormous amounts a usable bandwidth built upon server clusters with multiple NICs. The pay-to-play model affords them the capability of building and supporting this infrastructure. The MMO-rpg style of gameplay is also more forgiving of lag than DCS is.

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  • 2 months later...

There is a nice ideea to have human controllable ships.

 

It can be build a sort of economical/resoruce manager simulating the activity on a carrier for example. This can be extended from a single ship to an entire fleet. We can accept or not landings on the deck :D... can act as control tower... etc....

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DCS: 688 Attack Sub.

 

...should be made to include vintage graphics inspired by the Amiga classic. :)

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There is a nice ideea to have human controllable ships.

 

It can be build a sort of economical/resoruce manager simulating the activity on a carrier for example. This can be extended from a single ship to an entire fleet. We can accept or not landings on the deck :D... can act as control tower... etc....

 

Crank up the tension on the arresting wires and watch the tailhook rip off?

If you aim for the sky, you will never hit the ground.

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