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DCS: Ship simulator?


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DCS: Ship simulator?  

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  1. 1. DCS: Ship simulator?

    • Yes
      302
    • No
      100


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The last one. DCS: CA have Land and Air warfare, but ships no enter into the equation. A DCS: Hardcore module has very improbable, but a multi-crew mid leve ship has very interesting into CA environment (similar to DW style). And open very interesting features and tactical options no available in the present teathers (shore bombardier / naval landing operations / relift / convoy escort / Sea deny / ASW operations).

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DCS: Roadmap (unofficial): https://forums.eagle.ru/showthread.php?t=116893

DCS: List of Vacant models: https://forums.eagle.ru/showthread.php?p=4076891#post4076891

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That is perhaps the only aspect of warfare I would probably not be interested in (at least for now.)

Unless its in the form of carrier ops with an F/A-18 :D

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Interesting..

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

 

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Sea level integrate ships / submarines and carriers........ if ED put a F-18C, you need a crew to control that ship :) (interesting LSO / carrier management / bridge / CIC / etc)

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My Rig: Intel I-5 750 2.67Ghz / Packard Bell FMP55 / 16 GB DDR3 RAM / GTX-1080 8 GB RAM / HD 1Tb/2Tb / Warthog / 2 MDF / TFPR

DCS: Roadmap (unofficial): https://forums.eagle.ru/showthread.php?t=116893

DCS: List of Vacant models: https://forums.eagle.ru/showthread.php?p=4076891#post4076891

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I'm no man of salt!

AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS

 

Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow.

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Now that you mention it, I suppose I'll try anything once. Count me in. Also, this thread looks very familiar...hmm... :D

 

Don't know how this could play out in DCS though, as in crew positions. Everything that's DCS so far has a set pit where the player sits and controls his aircraft from, don't know how that can translate to ships unless it would be more like FC3. As in, keyboard commands to do everything and the player acts as a commander.

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Now that you mention it, I suppose I'll try anything once. Count me in. Also, this thread looks very familiar...hmm... :D

 

Don't know how this could play out in DCS though, as in crew positions. Everything that's DCS so far has a set pit where the player sits and controls his aircraft from, don't know how that can translate to ships unless it would be more like FC3. As in, keyboard commands to do everything and the player acts as a commander.

 

No, you would just have people playing different stations, and then be able to move between them. Just like sitting at a cockpit being able to look off at people at the other stations. Only difference is you can stand up and move over behind someone else to look at their station, etc. Just like in Arma where you are walking around the ship.

"Isn't this fun!?" - Inglorious Bastards

 

"I rode a tank, held a general's rank / When the Blitzkrieg raged, and the bodies stank!" - Stones.

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Well, that would work but ships generally have dozens, if not hundreds of crew. Seems like quite a workload for what I can imagine will only be a handful of players per ship. And switching between all those positions would be a mess... And even if you got enough people, that would pretty much be the entire server's players on one ship, not to mention that a server wouldn't be able to support anywhere near that many users at once.

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It would be kind interesting, but at the same time kind of difficult. A lot of the tasks would have to be automated or otherwise require assistance. If you think about a hardcore aircraft simulation, only the pilot is required to make it authentic. But for a hardcore ship simulation, so many different components and aspects exist, that it would be difficult to manage with just one person, or even ten. Not only that, but the shear amount of effort required to do a hardcore ship sim ala A-10C, would make this project infeasible from the start. The work required to simulate all aspects of a living, breathing ship would be absolutely staggering when compared to the modules we have right now.

 

That being said, a Dangerous Waters type simulator would suit the DCS environment plenty well given slightly enhanced damage and systems models. They would need to be functional, but not functional to the point of it being inundating for the development teams.

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

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Let's have flyable dragons too!

 

Just kidding.

 

Big ships might be too complex for individual or few players to manage... I would say "Maybe patrol boats?" but how would such little vessels meaningfully relate to helicopters and jets?

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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.

"Isn't this fun!?" - Inglorious Bastards

 

"I rode a tank, held a general's rank / When the Blitzkrieg raged, and the bodies stank!" - Stones.

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You are welcome aboard :thumbup:

More news to the front

My Rig: Intel I-5 750 2.67Ghz / Packard Bell FMP55 / 16 GB DDR3 RAM / GTX-1080 8 GB RAM / HD 1Tb/2Tb / Warthog / 2 MDF / TFPR

DCS: Roadmap (unofficial): https://forums.eagle.ru/showthread.php?t=116893

DCS: List of Vacant models: https://forums.eagle.ru/showthread.php?p=4076891#post4076891

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Well, that would work but ships generally have dozens, if not hundreds of crew. Seems like quite a workload for what I can imagine will only be a handful of players per ship. And switching between all those positions would be a mess... And even if you got enough people, that would pretty much be the entire server's players on one ship, not to mention that a server wouldn't be able to support anywhere near that many users at once.

 

Not all of the crew have a direct combat role on the ship. For this concept to be feasable one has to think more out of the cockpit.... I would imagine having command of a ship similar to the Silent Hunter series of submarine sims to be the way to make this work. I also think it should be a smaller warship along the lines of a Corvette or a Frigate... something with a combination of weapons-missiles guns and torpedos.

Truly superior pilots are those that use their superior judgment to avoid those situations where they might have to use their superior skills.

 

If you ever find yourself in a fair fight, your tactics suck!

 

"If at first you don't succeed, Carrier Landings are not for you!"

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  • 3 weeks later...

Maybe,once the entire Sea mass is implemented with the new Edge will be a good start point to develop a proper NAVAL 1st person modules with extremely detailed units. My thought would be to start with a pure Cold War theme introducing about 2 surface ship clases from each side USA+URSS,and 1 fast attack sub+1 Nuke.

Later on,more and more units could be implemented one by one,from all eras,ranging its firepower+systems.

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  • 2 weeks later...

I'm thinking it'd be a lot of fun to play as the AW Component Commander aboard a CG or DDG for the fleet. Playing CO of a carrier would get boring fast- turning downwind to make sea room for launch/ recovery ops, turning into the wind to recover, running fire drills, keeping the Admiral entertained, and breaking up fights between the Reactor Officer and the Air Boss about how much steam goes to the main engines, and how much goes to the catapult accumulators. Trust me, I was on a carrier for five years.

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