Airgoons
AirgoonsSunsetHelo.jpg BMS.png
DCS.png

User talk:Tippis: Difference between revisions

From Airgoons
Jump to navigation Jump to search
(Created page with "* Full bind functionality (button press/release states) exposed * Full bind functionality for everything — remove devs' ability to restrict inputs. * No device-specific...")
 
mNo edit summary
Line 1: Line 1:
{{tocright}}
== 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.
Line 4: Line 15:
* No attempted defaulting for unknown devices
* No attempted defaulting for unknown devices


* Back-taxi and pushback option for airports
==== Mission preparation and planning ====
* “Repair” at airports put you back on concrete if you're in the grass
* 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


* Unified DTC interface and API for all aircraft (setting WPs, TPs, IPs, Fixpoits, markers, threat zones, weapon parameters, laser codes, countermeasure programs etc) for ME and live play
=== Mission-making ===
* Unified radio setting interface for all aircraft (and all radios) as part of ME and DTC setup


==== 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.
Line 18: Line 30:
* 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


* ME derived flight times/ToT take waypoint wait actions (eg. obit end time) into account
==== Airport settings ====
* ME enforce/allow difficulty settings that allow for client settings to take precedence
 
* 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.
Line 44: Line 59:
* 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