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 Post subject: Re: DCS
PostPosted: Fri Dec 23, 2016 1:56 pm 
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Zad Fnark wrote:
The 21 is pretty fun. I've mostly figured it out. I haven't figured out the radar missiles yet, to my frustration. I can launch heaters just fine.



Do the radar guided missiles on the 21 even have much longer range than the IR ones?

I suppose their main advantage is being able to fire at the front aspect. Does the MiG-21bis in the game have all-aspect heaters available though?

The radar on it looks like a bit of a pain to get results. Not so much having to point your nose at the target to lock it, but the very narrow scan cone for picking up targets in the first place.


I mainly grabbed the MiG-21 for some dogfighting against the F-5 on the Cold War server(s). Which will probably mostly be "Heaters At High Noon" anyway. :D

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 Post subject: Re: DCS
PostPosted: Fri Dec 23, 2016 6:06 pm 
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Have you ever watched Crash Laobi's 1-Minute DCS vids?

:lol:


Learn & LOL at the same time.

"Take off like a conspiracy theory in a Reddit post."

:lol: :lol:



(Warning: Language)





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 Post subject: Re: DCS
PostPosted: Fri Dec 23, 2016 7:22 pm 
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NefariousKoel wrote:

Do the radar guided missiles on the 21 even have much longer range than the IR ones?

I suppose their main advantage is being able to fire at the front aspect. Does the MiG-21bis in the game have all-aspect heaters available though?

The radar on it looks like a bit of a pain to get results. Not so much having to point your nose at the target to lock it, but the very narrow scan cone for picking up targets in the first place.


I mainly grabbed the MiG-21 for some dogfighting against the F-5 on the Cold War server(s). Which will probably mostly be "Heaters At High Noon" anyway. :D


I suppose in theory, they're longer ranged, but the range you're able to lock onto the target with the radar is very short. From behind, you're better off with IR. I guess the one advantage is a head-on attack, but I'm guessing the launch envelope is pretty tight between lock-on and launch.

I think the F-5 will kick the 21's ass. I turns on a dime pretty much anywhere. The 21 doesn't like high AOA flight and will bog down quickly if you keep the Gs up.

From a visual point of view, the MiG-21 is a work of art in this game, and I never tire of watching it. Leatherneck's putting out an F-14 sim pretty soon and I'm looking forward to it.

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 Post subject: Re: DCS
PostPosted: Sat Dec 24, 2016 1:31 am 
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Zad Fnark wrote:
NefariousKoel wrote:

Do the radar guided missiles on the 21 even have much longer range than the IR ones?

I suppose their main advantage is being able to fire at the front aspect. Does the MiG-21bis in the game have all-aspect heaters available though?

The radar on it looks like a bit of a pain to get results. Not so much having to point your nose at the target to lock it, but the very narrow scan cone for picking up targets in the first place.


I mainly grabbed the MiG-21 for some dogfighting against the F-5 on the Cold War server(s). Which will probably mostly be "Heaters At High Noon" anyway. :D


I suppose in theory, they're longer ranged, but the range you're able to lock onto the target with the radar is very short. From behind, you're better off with IR. I guess the one advantage is a head-on attack, but I'm guessing the launch envelope is pretty tight between lock-on and launch.

I think the F-5 will kick the 21's ass. I turns on a dime pretty much anywhere. The 21 doesn't like high AOA flight and will bog down quickly if you keep the Gs up.

From a visual point of view, the MiG-21 is a work of art in this game, and I never tire of watching it. Leatherneck's putting out an F-14 sim pretty soon and I'm looking forward to it.




I also wanted the F-5. But I've already spent enough on gaming lately, and it wasn't discounted as much as the MiG.

As for dogfights between the F-5E and MiG-21bis, I got the impression that the MiG is more of an energy fighter in that match-up. I'm not sure exactly what the thrust-to-weight ratios are for each, but I thought the MiG had the advantage. Could be wrong. It seems to accelerate like a rocket when you pour the coal on.

I tend to hit the juice and use the vertical nowadays, anyway, so maybe it'll have a small advantage in that arena. From the videos I've seen, they still look to be a decent match-up. Especially compared to other jets in the game with weapon systems so varied that they require different approaches to BVR fights. At least with these, it's straightforward IR missile range engagements.

Plus, the MiG-21 can carry more missiles (never thought I'd say that about the 21!). Being limited to two export model Sidewinders looked a bit depressing for the F-5.

The 21 certainly looks gorgeous. I've just sat in the model viewer checking it out in 3D for long stretches. The cockpit textures look amazing too, with all the little wear and tear touches. 8-)



My biggest concern is getting used to visually spotting aircraft from a distance. I think they improved it a bit more, in a recent patch. But the problem is that the colors in the whole 3D scene look so washed out in DCS 1.5.x. Everything blends together too much and, of course, being displayed on a 2D screen doesn't give you that extra depth perception advantage so the color blending is even more pronounced. Also the light reflection isn't displayed well either. Not sure if 2.0 improves the lighting (don't have NTTR yet) but I hope it does.

Spotting was also difficult to do in Rise Of Flight, but I learned to do it fairly quickly. That engine's lighting and colors is just plain better. Still having issues doing so in DCS when they're not at close range.

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 Post subject: Re: DCS
PostPosted: Mon Nov 06, 2017 3:31 pm 
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Finally getting around to testing my MiG settings and putting some practice time in. :mrgreen:

Also did a little flying with the F-5E. Which is much easier to learn, but the Cold War server seems to already have too many noobs currently flying Tigers on it.

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 Post subject: Re: DCS
PostPosted: Thu Nov 30, 2017 5:00 am 
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The following message from ED, in reply to the complaints about how their WW2 stuff has delayed their modern releases, has begun making the rounds.

Reading between the lines, it still says they devoted manpower to doing the WW2 aircraft because it was easier to do. So more money per effort. Can't really blame them for that - they're a business. But the "it's good training for our newer programmers", and "good advertising for our modern stuff" is a stretch. Just stick with the easy money injection thing, guys. :lol:

And, of course, they already freely admitted that the WW2 Kickstarter thing was a fuck-up a few years ago. That they didn't expect having to devote much time to it until the original 3rd party partners bailed & left them holding the responsibility. That their modern stuff would drop down the priority list until those WW2 KS obligations were taken care of.

This reply must be an attempt to soothe all the complaints about the delays. That they felt the need to put a band-aid on it must mean the customers have been getting exceptionally restless lately. :geek:

Quote:
Dear valued DCS World customers,

Over the past several months, we have read your concerns and frustrations regarding aspects of the growth of DCS World. In particular, the length of time that it has taken to create the unified DCS World version (DCS World 2.5) and our DCS World War II developments. We’d like to talk to you about both of these to help foster a clear picture of where we were, where we are now, and where we plan to be.

First of all, thank you all for your support and being with us for the past 27 years and sharing our vision of what we believe the flight simulation genre can ultimately achieve. From the very beginning, when Eagle Dynamics was established in 1991, our main priority was the creation of highly realistic flight simulations. At that time, there were just seven of us when we released our first project: Su-27 Flanker 1.0 in 1995. Over the past 27(!) years, we’ve come a long way from a simple computer game, to a professional-level combat environment simulator. Today, we have about 80 internal programmers, artists, managers, testers and producers. Additionally, we have 18 partners and 3rd party developers that are participating in our internal projects, as well as developing their own modules for DCS World. During our entire history, we have remained loyal to our initial dream of making the most realistic combat aviation simulations. Starting from one simple, Standard Flight Model (SFM) Su-27, we took our next step in 2003 with seven aircraft for Lock On: Modern Air Combat (LOMAC). Following LOMAC, we created our first Advance Flight Model (AFM) for the Su-25T in 2005. Next came our first Professional Flight Model (PFM) for the Ka-50 Black Shark and the A-10C Warthog in 2008 and 2009. For an aircraft like the A-10C, it usually takes about three years of hard work to develop a PFM.

In parallel to development of the software for these aircraft, getting the required permissions/license agreements (aircraft manufactures and government) can often be a big obstacle and time-consuming process. For both the Ka-50 Black Shark and A-10C Warthog, we spent two years of great effort to get such permissions! More recently, and with great difficulties, we finally signed the necessary agreements to allow the sale of our upcoming DCS: F/A-18C Hornet. The team has been working very hard on this project and we are at the point now where we are talking much more about it with regular updates. After a long period of developing needed technologies (flight model and radar), research, design (data on late-LOT F/A-18C), and legal matters, we are nearing the point in which we will be able to provide the Early Access version of the Hornet. Right behind the Hornet, we have other modern, combat fixed-wing and rotary-wing aircraft ready for development within the Eagle Dynamics internal studio. Our talented 3rd parties are also working hard on other great aircraft like the AV-8B Night Attack S/VTOL, F-14 Tomcat, FC-17, F-4E Phantom II, Mi-24P Hind, Bo-105, and others. Naturally, all 3rd party projects are only made possible with very active, hands-on, technical support and creation of APIs from Eagle Dynamics. So, please be assured that we have not given up our initial dream! Modern, combat aviation is alive and well in DCS World and will continue to be. This is our bread and butter.

One of the biggest factors in creating a great flight simulation is the graphics engine. This is also probably the most technically complicated. During our 27 years history, we have internally developed five generations of graphics engines. This is a massive effort for such a small company, whereas many other companies use “off the shelf” graphic engine solutions. We have evaluated other engines (MSFS, OSG, etc.), but we always returned to our own internal solutions because only they provided the capability and quality we demand for a modern, combat aviation simulation. The biggest needs has been the ability to render an environment that looks and performs great from 1 meter to 50,000 meters. This is where we believe our graphics engine is quite unique and powerful.

Graphics cards are developing so rapidly that many companies are not capable of keeping their technology current with new hardware. After eight years of intense work, we recently developed a very stable version of our graphics engine that is based on DX11, Deferred Shading technology, and Physical Based Rendering (PBR). We are also developing our engine to take advantage of the Vulcan API to further improve game performance. Having a great looking game is moot if it does not perform well. It’s important to understand that a graphics engine is not only a Scene Renderer, but the terrain creation tool technology is equally important. This is the main reason why we could not merge DCS 1.5 Caucasus and 2.1 Terrains for such a long and regretful time. To do this, we first need to convert all the terrains, missions, training, and campaigns that were developed over many years for Caucasus map to an absolutely new terrain data structure and adjust all applied programs. We’ve put a massive amount of work into this effort and it is almost complete. We plan to release DCS World 2.5 in the coming weeks!

Now, let’s talk a little about DCS World War II and why it does not delay our modern day combat aircraft and why it’s a valuable aspect of DCS World for us and you.

• The Fighter Collection (TFC), Eagle Dynamic’s principle partner, has one of the largest,
private collections of World War II aircraft. TFC has been requesting World War II aircraft for a long time, so we cannot ignore our partner. We and TFC agree that WWII combat aviation is a very interesting flight simulation genre, especially for customers that enjoy history and massive dogfights. TFC has supported this direction from the very beginning.

• World War II aircraft attract new customers that may have not otherwise been familiar with DCS World. Many DCS World War II pilots move to our jet aircraft that are within the integral DCS World. So, our World War II aircraft provide a good advertising environment for the DCS World concept as a whole.

• Many of our new programmers and artists are responsible DCS World War II. They are separate from our main project (like the F/A-18C) developers, and they are not involved with the modern aircraft development efforts. Otherwise, it would not be practical/efficient to develop aircraft like the F/A-18C with staff split between projects. Also, DCS World War II is a great “school” for new programmers before they take on extremely complicated Modern Air Combat projects.

• We could deliver modern, complicated aircraft faster than we and our 3rd parties are already doing, but growing a business needs more and more revenue to grow the team and make better products. We were very surprised to find that the investment vs. generated revenue has been excellent for the World War II aircraft. In fact, the P-51D Mustang has twice the cost effectiveness of the A-10C Warthog.

As you can see, DCS’s World War II series doesn’t compete with modern aircraft projects for development resources. In fact, it supports it! The same is true with the L-39 and Yak-52 projects. These two projects were also sought by government institutions, but we were also able to negotiate their release to you.

We very much hope this all makes sense for you and sheds some light on these matters.
We are reaching an important milestone of DCS World with the release of DCS World 2.5. This combined with an exciting list of new aircraft, new maps, and great new mission content, is furthering our dream from 1991. Thank you for being part of the journey with us!

Sincerely,
Eagle Dynamics Development Team


http://simhq.com/forum/ubbthreads.php/t ... ost4391768

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