User talk:Tippis: Difference between revisions
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== DCS Wishlist == | |||
=== Gameplay improvements === | |||
==== Airport operations ==== | |||
* Back-taxi and pushback ground crew commands for airports | |||
* “Repair” at airports put you back on concrete if you're in the grass | |||
==== Sensible binding ==== | |||
* Full bind functionality (button press/release states) exposed | * Full bind functionality (button press/release states) exposed | ||
* Full bind functionality for everything — remove devs' ability to restrict inputs. | * Full bind functionality for everything — remove devs' ability to restrict inputs. | ||
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* No attempted defaulting for unknown devices | * No attempted defaulting for unknown devices | ||
* | ==== Mission preparation and planning ==== | ||
* | * Unified DTC interface and API for all aircraft (setting WPs, TPs, IPs, Fixpoits, markers, threat zones, weapon parameters, laser codes, countermeasure programs etc) for live play and also in the mission editor | ||
* Unified radio setting interface for all aircraft (and all radios) as part of the DTC setup | |||
=== Mission-making === | |||
==== Triggers ==== | |||
* Part of X in/out of zone — being able to limit unit types (airplane, helo, ground, ship) | * Part of X in/out of zone — being able to limit unit types (airplane, helo, ground, ship) | ||
* “For each…” functions for Part of X in/out of zone conditions. | * “For each…” functions for Part of X in/out of zone conditions. | ||
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* Helper trigger actions relative to other aircraft (highlight aircraft, draw gates relative to aircraft) | * Helper trigger actions relative to other aircraft (highlight aircraft, draw gates relative to aircraft) | ||
==== Group tasking ==== | |||
* AI state settings (eg. invisibility, invulnerability) fully available for client and player aircraft | * AI state settings (eg. invisibility, invulnerability) fully available for client and player aircraft | ||
* Unified task availability for movement tasks (follow, escort, formation, halt/deploy to template, switch waypoint) irrespective of unit type | * Unified task availability for movement tasks (follow, escort, formation, halt/deploy to template, switch waypoint) irrespective of unit type | ||
* Derived flight times/ToT take waypoint wait actions (eg. obit end time) into account | |||
==== Unit placement ==== | |||
* Static object activation/deactivation triggers | * Static object activation/deactivation triggers | ||
* Static objects follow visibility rules of regular units | * Static objects follow visibility rules of regular units | ||
* Static object groups and templates | * Static object groups and templates | ||
==== Unit manipulation ==== | |||
* Drag-box select of units. groups, statics, and waypoints (even across groups) | * Drag-box select of units. groups, statics, and waypoints (even across groups) | ||
* Align and distribute functions for above selectable objects | * Align and distribute functions for above selectable objects | ||
* Delete specific unit in the middle of a group (preferably also insert unit in the middle) | * Delete specific unit in the middle of a group (preferably also insert unit in the middle) | ||
==== Mission editor UI ==== | |||
* Trigger, briefing, and mission goal interface panels adjust to actual screen size | * Trigger, briefing, and mission goal interface panels adjust to actual screen size | ||
==== Weather ==== | |||
* Weather editor, including detailed weather preview. | * Weather editor, including detailed weather preview. | ||
* Weather UI elements show actual weather parameters (eg position, size, ellipticity, angle, and combined pressure zones). | * Weather UI elements show actual weather parameters (eg position, size, ellipticity, angle, and combined pressure zones). | ||
* Weather parameters exposed to scripting | * Weather parameters exposed to scripting | ||
==== Airport settings ==== | |||
* Scripting readout and control over airport functions (atc, lights, ils, damage state). | * Scripting readout and control over airport functions (atc, lights, ils, damage state). | ||
* Scripting readout and control over warehouses. | * Scripting readout and control over warehouses. | ||
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* Ability to suppress warehouse messages | * Ability to suppress warehouse messages | ||
==== Incomplete features ==== | |||
* Expose/complete existing placeable beacon objects and scripting (TACAN, RSBN, VOR, NDB — preferably also ILS, AWLS etc) | * Expose/complete existing placeable beacon objects and scripting (TACAN, RSBN, VOR, NDB — preferably also ILS, AWLS etc) | ||
* Enforce/allow difficulty settings that allow for client settings to take precedence |
Revision as of 14:33, 10 July 2020
DCS Wishlist
Gameplay improvements
Airport operations
- Back-taxi and pushback ground crew commands for airports
- “Repair” at airports put you back on concrete if you're in the grass
Sensible binding
- Full bind functionality (button press/release states) exposed
- Full bind functionality for everything — remove devs' ability to restrict inputs.
- No device-specific bind functionality/bind lock-out
- No attempted defaulting for unknown devices
Mission preparation and planning
- Unified DTC interface and API for all aircraft (setting WPs, TPs, IPs, Fixpoits, markers, threat zones, weapon parameters, laser codes, countermeasure programs etc) for live play and also in the mission editor
- Unified radio setting interface for all aircraft (and all radios) as part of the DTC setup
Mission-making
Triggers
- Part of X in/out of zone — being able to limit unit types (airplane, helo, ground, ship)
- “For each…” functions for Part of X in/out of zone conditions.
- Cockpit argument predicates available for both client and player aircraft
- Relative speed/position predicates between different aircraft
- Damage model trigger actions available for both client and player aircraft
- Helper trigger actions (cockpit highlights; sky gates etc) available for clients
- Helper trigger actions relative to other aircraft (highlight aircraft, draw gates relative to aircraft)
Group tasking
- AI state settings (eg. invisibility, invulnerability) fully available for client and player aircraft
- Unified task availability for movement tasks (follow, escort, formation, halt/deploy to template, switch waypoint) irrespective of unit type
- Derived flight times/ToT take waypoint wait actions (eg. obit end time) into account
Unit placement
- Static object activation/deactivation triggers
- Static objects follow visibility rules of regular units
- Static object groups and templates
Unit manipulation
- Drag-box select of units. groups, statics, and waypoints (even across groups)
- Align and distribute functions for above selectable objects
- Delete specific unit in the middle of a group (preferably also insert unit in the middle)
Mission editor UI
- Trigger, briefing, and mission goal interface panels adjust to actual screen size
Weather
- Weather editor, including detailed weather preview.
- Weather UI elements show actual weather parameters (eg position, size, ellipticity, angle, and combined pressure zones).
- Weather parameters exposed to scripting
Airport settings
- Scripting readout and control over airport functions (atc, lights, ils, damage state).
- Scripting readout and control over warehouses.
- Separation between warehouse maximum and current state (so warehouses can start out empty but fill up over time)
- Ability to suppress warehouse messages
Incomplete features
- Expose/complete existing placeable beacon objects and scripting (TACAN, RSBN, VOR, NDB — preferably also ILS, AWLS etc)
- Enforce/allow difficulty settings that allow for client settings to take precedence