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翻訳の問題を報告
Every feature in this simulation is limited by constraints of processing power etc, yet you find a way to add as much as you can, and over time these features will be refined and deeper levels of complexity introduced.
Why not add a simple approximation of radar and slowly build upon that as the constraints are gradually loosened.
When I say smoke and mirrors it is not meant as an insult, quite the opposite, perhaps I should have said it's all an illusion or a magic trick, because that is what you do, you manage to convince people sat in rooms staring at screens that they are flying real planes in real skies, using only lines of code... that is something incredible to me, I have nothing but admiration and respect for your work.
I merely suggest that you can perhaps improve this magic spell you cast even further.
the issue is there will always be those who don't want any compromise and then therefore because it deviates from 100pct realistic implementation won't want it in.
the opposite side of the coin.
hell i'd be fine with AI F-22, F-35, F-117A <- oh wait thats in the game as AI, and its very hard to detect and track.... so about those RCS values ED? hmm? how is it they aproximate F-117A but will not estimate RCS for another stealth fighter AI or not. if the F-117A is there I see no reason to not add AI versions of the other aircraft to fight against not to fly against.... I would gladly pay DCS ARCADE AI planes!
go try and track and shoot down an F-117A and see for yourself how slippery it is :P
Absolutely agree. There is no simulator that will ever be 100% realistic. Even simulators designed specifically for the military take compromises.
Someone from Micropose's development team a long time ago during the creation of Falcon 4 was informed by a colonel that "if you ask designers to create a flight simulator with no compromises, they would end up designing the aircraft itself."
That's fine. Those people don't play DCS anyway then because it's not 100% realistic.
I would love to see a better radar implementation in DCS. I guess we can chalk up another mark in the "pros" column for a certain F-16 simulator? :^)
As for improved radar simulation that'd indeed be amazing. I'd assume a simple vector model with some curves for parameters would suffice. It's what the PFM uses and I doubt things will go beyond that very soonish unless X-Plane has a real breakthrough in technology.
Though by the time something like that actually comes out, 10 years?
The thing that limits DCS in comparison to IL-2 e.g. is that it's an incomplete puzzle.there's only a handful scenarios that deliver a complete theater with no vehicles or aircraft missing from the picture.
Secondly bombers (diverse ones) would certainly introduce new elements for gameplay. Striking out ones like the 117A would make the game suffer though. It was flown in combat missions, so there would be scenarios where it can be used.
Agreed.
Some people simply do not want Stealth aircraft to be introduced, presumably because they don't believe the developer is capable of doing it well, or perhaps because they feel the engine is incapable of supporting the additional mechanics etc that would be required in order to represent these things in a realistic enough way, this is despite the fact that there are plenty of other features already in the game that are not simulated in a 'realistic' way.
Personally I'm far more optimistic, I believe this developer could adequately replicate the behaviour of radar and stealth tech very well indeed. I do have reservations however about the will to do it, it would involve a lot of work and the pay off would not be immediate.
But as most seem to agree, a flight simulator that focuses on the military without radar and stealth technology is lacking something fundamental to the world of military aviation, and is therefore lacking considerably in the realism it strives for.
I also generally don't believe in a concept of selling 3rd party items without major internal quality control and planes only. I think they should sell DLC similar to arma where platform (engine) content is improved upon and provided.
Currently they're giving out DCS world 2 literally for free.
Feature voting is something all developers should do.
Instead of wasting resources on making 2.0 maps with densly populated areas like Las Vegas and Dubai focus on something that makes sense from a gameplay and game performance point of view. Yes, Las Vegas looks cool but does it make the flight simulator any better? It is DCS and not Cities XL we are playing! I'd rather have a scenario that allows for more aircraft in the air and advanced radar calculations than having cars moving on a Walmart parking lot. And at ground level DCS still looks rubbish and there is no objecty hit-detection so having these detailed maps doesn't make sense even for CA.
ED should dictate the overall project goal for DCS and I am using DCS WWII as an example: Finish DCS WWII and have the 3rd party devs make modules that FIT IN. Now we are seeing Pacific Theatre planes in the pipleline and even planes that never flew in 1944 before the BASE GAME is even half finished. So we will probably get a Horten flying wing before we see a B-17 or a Lancaster and that Horten will fly over either Sochi, Las Vegas or Dubai. At this rate it will never be finished!
Focus on ONE ERA AND SCENARIO at a time so the bleeping scenarios becomes complete before moving to the next. Feature voting would only add to the confusion. ED needs to step in, point with the entire arm and FINISH WHAT THEY STARTED before deciding on the next city to render in DCS.
I don't think that's the case. I have high hopes that ED has the potential to become an awesome platform. Multicrew has certainly been a great step into the right direction. But I'd agree on theater completion and less content that's high energy but low return. Nevada might be an exeption because it's an amazing platform for training sessions. (but that'd require better and less pricey accessibility to the map and trainer aircraft.
As this isn't RoF or IL-2 I believe radar and non-optic targeting solutions improvements are pretty much vital. It's part of why I never liked BVR / modern age jet fighter sims. It's more or less a hand crafted rock paper scissors right now, literally.
it was also a test bed, with the work going on with A-G radars how do we know they aren't working on radar stuffs beyond just A-G as we speak? wouldn't it seem to make some sense to tackle all facets of the radar eventually... I think eventually it will be fleshed out more just give them some time.
DCS World 3.0
The biggest downfall that will be the undoing of DCS is the lack of direction. Currently, random aircraft are been added in with little to no regard for anything else. Too big of a project, too small of a team. It's starting to feel like a mixture of Call of Duty and FSX to be honest. No dynamic interaction, unlikely to ever find servers populated if they don't have F-15s in them, no realistic theaters of war (hurr durr they're coming promise! - ♥♥♥).
I hardly touch DCS any more because anything I want to do in it is done better in other sims. Jack of all trades is cool in theory but not so much in reality.
Because it is not a single team or single goal. There are multiple teams working on different things that:
a) they have enough data/expertise about
b) there's enough resources (people, time..) to work on, and:
c) that should be selling enough to cover the costs
There is no single person telling "you must all do this now" - that would be silly in any simulation since there are a lot of people interested in a lot of things.
I repeat since people don't seem to understand this: it is not one single team working on everything, there are different people working on graphics code, terrain code, networking code, terrain meshes, textures, aircraft meshes and textures, aircraft systems, aircraft flight models, ground unit simulations, naval units, campaigns, technical support and so on and so on.
Add to this that there are 3rd party developers with different set of available information, resources and expertise.
When one team finishes a "milestone" to be released, it is released. Another team may be working on another thing at that time and when they reach a "milestone" that will be released. And always according to if other bits and pieces are ready as well: for example new map needs the terrain support and other things must work with it as well.
Different tasks require different skills from people doing them: texture artists usually don't have enough understanding about computer code to work on that and vice versa. Also adding more people does not speed up things always: making 9 women pregnant does not get you a baby in a one month. (Recommended reading: "The Mythical Man-Month" about software engineering and project management.)
Don't even begin the comparison with FSX which has no quality or accuracy demands at all.
Also the level of detail and accuracy in DCS demands a lot of work before release: that is why things take longer to reach certain milestone since people expect that much more from it (which is a good thing, it shows how much people care for true-to-life simulations).