I'm going to pronounce DCS 'Dead in a year'

i waiting since 2017 for this…xD
that’s why I can’t understand some panic here

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Me too. Besides, they promise a new grip combat grip

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The F14 Grip is a Dream in the hand… but less knobs.
In VR, the MCG is more practical.

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@Fogel btt…
But for MSFS, all this VKB / Virpil Equip are not useful…

Now we must buy this Highend Setup from Fisherprice.

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I’m thinking about it.

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Flight Gear is not one I’m familiar with, will take a look :+1:

For a long time it was argued that ArmaVR would not be feasible, with the ongoing debate about ‘how do you integrate both flight control and FPS in VR?’. Then Onward came along.

There are certainly challenges but I still believe with the right design it is feasible to integrate both. Arma still needs some focus though, the most enjoyable experiences required finding suitably customised servers with fun objectives and a friendly player group. Takes time and doesn’t come out of the box, as it were.

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Two totally different games. Also its lame with no headtracking or VR.

Nevermind its non combat

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OK fair enough, personally that’s not what I’m after from these things. I want objective-based gameplay, and more than just ‘plot your own way from A to B’.

This is where so many sims and space games are struggling atm. I would like to see a return to dynamic campaigns, but in the modern age, to integrate that into a persistent multiplayer world. Enemy Engaged Comanche vs Hokum style. AI commander generates appropriate mission types to the situation (first recon, then SEAD, CAP, troop insertion to capture FOBs and factories etc etc) which the AI force takes on, but allows the player to jump in wherever they wish.

I see people have asked whether Arma could have this ability. I’ve not seen any implementation that is truly dynamic myself, only randomized objectives, which is absolutely not the same thing.

This can be done with DCS World. It requires either a dungeon master of sorts (for multiplayer), well crafted campaigns/missions (for singleplayer), or both (to be fair most multiplayer servers are running very well crafted missions).

With X-Plane and probably MSFS too, there will probably never be more depth than getting from point A to B. After all, what are the the airlines for. :stuck_out_tongue_winking_eye:

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Indeed. But my point is that @generic is making broad generalizations on ludicrously narrow information. Case in point - citing all time peak playerbase statistics.

No Man’s Sky and Elite Dangerous have similar 24hr peak numbers right now - ~8k vs ~10k. DCS World may not even be counting the majority of the playerbase that installs standalone (without Steam), but even if that were not the case, a 24 hour peak of over ~1k aircraft is amazing.

Think about that. Over a thousand detailed simulated fighter jets have been flying simultaneously in DCS World. On a single multiplayer server - I think Aerobatics Online gets up to 96 players now - there are probably more sim pilots flying than IRL fighter pilots.

These players are more willing to spend money, repeatedly.

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Indeed many changes since early days.

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True but these are simply opinions. People once thought Sony had no chance in the console industry based on that at the time Nintendo and Sega had too much market share. Of course over time it was proven not only Sony was more than successful and so Microsoft with the Xbox.

To the extent that Sega withdrew from the console space for various reasons and Nintendo has lost much of the Market share they once had.

In this case of DCS and MSFS imho the 2 are not really in competition.

I remember a player on steam once said there was no money in developing games for linux claiming Linux users don’t spend money and only accounted for 3%.

The DeV of Fantastic Contraption pointed out he was wrong and a 3% growth in sales is indeed quite worthwhile.

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Agreed, and tbh I’d argue that part of the reason for this topic is to play groups off each other to generate some attention, and we shouldn’t fuel it.

Everyone should find what they personally enjoy and be happy with that, and let others do the same. Saying one is fundamentally better than the other is just daft. I know what I like and what I’m looking for, but I’m aware that’s just me.

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Is there a dedicated system for DCS like that? Arma has Zeus.

I hope someone, some day, will work heavily on an AI director system to generate a dynamic AO for sims. Add an optional dungeon master on top of that and it would get really interesting.

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Not so good in VR, you can’t find the switches.

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Indeed. There is a neat overlay program on Steam called Reality Blender. Though requires a passthrough cam or webcam to overlay your real controls in vr.

Here is link

https://community.openmr.ai/t/steam-free-video-util/9142/16?u=heliosurge

Or you just have handtracking and a throttle with a ridiculous amount of switches like the Virpil one. I love mine. Somebody implemented leap motion for DCS which works so and so, but you can also use the SDraw drivers, which emulate Index controllers from the Leap data, which in turn allows you to use the default hand controller option in DCS.

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Does anyone have any experience with this?
Captoglove_6