Iff you could have one thing in the next update it would be. (Archive)
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I think everybody must watch this… Would be interesting to see it in a pc sim too although only graphics wow with no rl functionality in regards to damages failures etc.
Thanks Apollo for finding this!
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Interesting… after first load (equalization of potential) one would think it will not spark anymore…but it does.
Probably because 2 planes have different friction with air … -
Any aircraft will constantly build static even after it’s first discharge. Once discharged, the constant friction with the air will generate more static electricity. When I flew helos, the rotating blades would build enormous amounts of static discharge that would have to be grounded but once grounded would build again in very short order.
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Right but each plane will be building up equal(ish) charge and it’s the difference in potentials that causes arcing. Two objects highly charged objects can be neutral between each other.
To have arcing one plane must be taking on charge (or losing it) at a different rate than its companion.
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The construction can be very different. Different conductivity between plane parts, composite materials, different skin material, different engine placing and design etc. Of course the air flow is same our close, but the planes can be very different.
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https://fbcdn-video-a.akamaihd.net/hvideo-ak-frc1/v/t42.1790-2/1970044_804326212914080_1110121845_n.mp4?oh=ef48d9 778cf2bc495c71b0de32c5c13a&oe=533DB4D7&gda=1396554888_ac977ab138a656a1629cf8ce52c23ed 1
if we could animate also the pilot model for head and hands movements like real one in this video.
specific commands for specific 3d/lod models movements
chocks out , ready to run thump up… e.t.c
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To have the bug causing the tanker to stay permanently in a turn, removed. I know…
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To make tho north marker more prominent on the HSD please
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Any aircraft will constantly build static even after it’s first discharge. Once discharged, the constant friction with the air will generate more static electricity. When I flew helos, the rotating blades would build enormous amounts of static discharge that would have to be grounded but once grounded would build again in very short order.
hence the grounding probe when performing naval VERTREP (thanks for the cokes, gents! )
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Most importantly for me would be to fix the MP issues with Pickle in CCRP not releasing (despite 0 deg release angle, line up, last 2s etc), and losing radio sounds.
Second would be a fully implemented TGP which isn’t a PITA to use in various modes and with mavericks.Basically see DCS A10 implementation of pickle, TGP in MP.
On the radio thing in MP, seems that it’s solvable if the person not getting the radio audio hits the time deceleration button again. So that’s almost a non-issue once you know how to fix it.
But yea, the rest on the weapon systems limitations is the big thing missing IMO. AS another example not being able to access HAD or TGP properly when you’re out of certain weapons. It all should be fairly straight forward AFAIK. (not highly restrictive, as you don’t design weapon systems this way due to the possibility of various individual modules failing during combat)
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Can we have the radio frequency given when directed to a divert field by AWACS. “divert field available (heading / distance) call (frequency)” is all that is required.
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[h=1]Iff you could have one thing in the next update it would be.[/h]
Meeting all BMS Devs and getting SERIOUSLY drunk with them
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maybe faster or even instantaneous sim-time speed up when committing to ramp, taxi, or runway.
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maybe faster or even instantaneous sim-time speed up when committing to ramp, taxi, or runway.
Buy a good SSD and you’ll have it
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Just one thing? That’s easy…
Proper SOI.
And as stated before… The download link would be very nice.
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Falcas Weapon Delivery Planer integrated into main falcon UI… this great tool deserves to be a integral component of BMS…
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External views are good enough (actually it’s excellent).
I think no more work is required for the external view. I for one don’t use it when flying.
As long as the bugs and outstanding issues are fixed, I’m real happy with that! -
Buy a good SSD and you’ll have it
while i do experience slower loads due to not having the best machine (slow percentage bar loading 3d space), that doesnt have to do with watching the sim clock tick down towards your -20, -20, or 0 for TOT. thats a sim thing from what i understand. and wildly unnecessary.
for instance, in online TE the other day, the flight (everyone, regardless of machine or locations) had to wait several minutes for the clock to reach TOT-20 so we could ramp start. we should eb able to just set sim time in the briefing screen, stop the clock, and load it up as we see fit.
unless im missing something, which is not unlikely. -
You are mistaken. The counter is not just because, it is time acceleration that allows the server to simulate the events meanwhile. If you have a TE like that, you can run the simulation forward, and save. Then you practically have advanced the simulation state, and you do not need to “wait for the countdown” on subsequent launches.
The server needs to calculate the flow of events. It can not be calculated directly to the future moment, like a function, but things need to be simulated step by step.
Due to some unkown to me factors the time acceleration can not be arbitrary fast, and it needs to be limited to allow some triggerings or step by step approximations to unfold. For example if the movement of units is approximated with too long steps, some missile hit resolution may be incorrect. Or some trigger condition is never hit, when it would have been in fluid motion. So thus acceleration is limited to some straight values, like the clock acceleration multipliers.
It can be argumented if it should be faster. Or if it could be faster with different modeling. And it is of course big shame that a small TE can not be simulated faster than a large campaign… Must be again some ‘sim lapse step’ that needs to be gone through.
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it has to be able to be faster. all these things are just computations of if to, where to, and how to generate 3d models that follow a behavior in sim. there is no way modern computing has to sit and think about it that hard.