I take that back. You can do it (at least in CP/G seat, wasn’t able to make it work in pilot’s seat).
When in CP/G seat you need to switch acquisition to GHS (Gunner Helmet Sight) and press Slave on RHG - TADS will now follow your head movement and you will be able to use zoom controls.
When using TADS as NVS (Nigh Vision System) by either pilot or CP/G, zooming is not possible as stated in my last post.
I knew you could do it as th CPG if you set that as your sensor, wasn’t sure about the pilot. Honestly, it makes sense that having the pilot zooming in and looking around with the FLIR might not be the best idea instead of letting them just fly.
Yeah, and in most cases TADS is being used by CP/G most of the time, so the pilot access to it is very limited. He also doesn’t have any controls for interactions with TEDAC, only cueing with his head is available to him. I wonder if the pilot gets control over TADS the CPG could control its zoom for him? With AI gunner it’s not possible to test out.
Yeah, the 3d model is not up to DCS standards, there are a lot of innacuracies, but keep in mind it’s not aiming to be a study sim. Consider it as a modern take on those classic flight sims from the 90s. It’s not overly complicated, yet tries to present the subject in a realistic matter (it’s no Ace Combat style arcade shooter game).
There are also many more helos planned, some of them really obscure ones that probably never appeared in any game (like the AH-56 Cheyenne). So far the game looks very promising with more content added in constantly (new choppers and terrain as well as gameplay features). Things planned for near fututre - air units, Stingers to take them out, new terrain (Europe?) and who knows what else.
Considering this game is being made by one man is still mind-blowing.
I absolutely agree with your sentiment @damson .
The gameplay videos you posted surely echo of MicroProse gameplay of yesterday.
The missions remind me heavily of Gunship2000 and/or F-15 Strike eagle 2 & 3.
As a part time artist I just wonder, in the back of my mind, if the game wouldn’t benefit from a stronger art direction. Something less photo-realistic but more effective.
My mind keep going back to the fabulous work done by the developers of Flanker, the MAC version of A-10, and/or Tiny Combat Arena.
It surely would look interesting in that high-res (for the time of the 90s) flat-shaded un-textured polygonal graphics, but I think current look is also fine. It’s not fully “photorealistic” but looks decent. I would rather see more work put into the menus art - Gunship 2000 or Jane’s Longbow would be great inspiration for that. EEAH/EECH series generic screens weren’t that good in that regard IMHO, not mentioning the Flanker GUI which looked like plain Windows (even when you run the DOS version), zero immersion.
Learning HGD is waaaay easier than any DCS module. This game is basically 90s flight sim in a modernized wrapper. The only initial hurdle may be setting up your controller (there is only default mapping for XBox controller), but as I said, it’s less complicated than anything in DCS.