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  2. Yeah lol i actually just replayed the mission and figured that out before reading your comment thanks for the help though i'm sure someone else will run into the same issue in the future
  3. New A10-A pilot here. Many thanks to you @cfrag I'll download your missions to learn
  4. I appreciate this. But just food for thought - the rendering distance of objects is just a simple variable, like a lot of other things in the GFX engine. Just give us users the option to set it ourselves according to our machines and mission. Currently it is unnecessarily frustrating for helicopters. It's simply a different gameplay. I couldn't care less about drawing of far away objects, but having fences, bushes and other LoDs just pop in as a wavefront right in the center of your POV is.... not nice. I don't want to beat a dead horse (at least no more), but if you could ask your team for an (optional) setting that would satisfy helicopter needs, that would be awesome.
  5. Thanks for the feedback, Tom! We'll edit it!
  6. This wouldbe a great feature indeed. Personally I work around it by using VoiceAttack along with Taz1004's No Pause Mod, so I can Bring it up and continue to fly without ever touching anything. [emoji6] Sent from my SM-A536B using Tapatalk
  7. So in this case, when you finally went full throttle, WEP enabled. Roughly ~58-in/Hg Now...when you retarded the throttle, WEP stayed enabled, until the pressure dropped below 52.5-in/Hg......this is a correct operation of the pressure actuated switch.
  8. Hi, we have requested an increase in render distance of bushes, however there is an fps impact to be considered. At the moment I have no further news to share. thank you
  9. Exactly like Rob10 says. Do not run DCS as administrator, as that can lead to DCS not having the correct permissions, as the user you are logged in as. The clue were the path to the temp in app data folder. Sent from my SM-A536B using Tapatalk
  10. Not sure why it would happen after a dogfight. When you trim, does the stick move in the correct driections? Anyway, in the Controls Settings. Select the column of your FFB base. Click the FFB button on the bottom, and then check the "Swap axis" checkbox. Sent from my SM-A536B using Tapatalk
  11. There is a cheeky little ground unit that gets dislocated from the group it started with. It will take some searching, but it will be there. It's a ground unit ED thing, that "Foghorn" should be able to find eventually. If you have tacview, take a look at the mission to give you some idea.
  12. @BIGNEWY Due to your interest, I am contacting you. Could we ask the development team if something could be done about this (rendering distance of grass and bushes)? Thanks
  13. i mean to store player and ai aircraft in the hangar after the landing to make room on the deck just like one the airfield when they land the ai go to a parking spot and shut down just like on the nimitz class from ED
  14. I'm confused by the purpose of your responses. Are you saying the tailwheel on the corsair is working normally? Or are you saying it's possible to make it turn by doing various things that aren't necessary in real life? Or that it shouldn't be considered a bug because you can figure out a hack to make it turn?
  15. Yeah, that's the problem. You have to use AUX radio and be on channel 1. This will solve your issue.
  16. I'm not sure if your response is addressing the tail wheel behavior or wind behavior. I was wondering if it's possible to make the tail wheel behave like it's fully castering? Currently, it needs unrealistic amounts of power and too much differential braking to get it to swing around. It currently behaves (and visually appears) to drag the tailwheel across the tarmac when it's turning. In reality, a plane with a fully castering tailwheel (unlocked), should need some initial braking momentarily to initiate the turn, maybe a touch of throttle (certainly not half throttle), and afterwords the tail should swing around freely, all by itself, and without further braking or even rudder input from the pilot. And if you were to do it slightly too fast, the swing out could be rather violent (ground loop) and hard to stop. For example, the P47 demonstrates the normal physics of a fully castering tail wheel quiet well. Is it possible to fix the tailwheel behavior, or is it considered correct at this point?
  17. What was that quote again? Something like “I wasted half my money, the rest I spent on booze and hookers!“
  18. Today
  19. Can we get Tempest's decoupled 33ft/1600ft mod integrated into this? I'm unable to use both mods simultaneously due to them both using me_weather.lua. Without the decoupled winds any wind speed above 2kts gives absurdly unrealistic wind sheer at 1600ft.
  20. I did try to fly that Mission in Nellis again. Did a repair at the beginning and the ground chief told me that this would take 170 seconds. Shouldn´t be damaged at all on mission start. But that did not change anything. I don´t know the wind settings in this particular mission but I only can say that the plane is not flyable at this point. I cannot by any effort taxi to the runway. I´m not sure if I missed something, but is it confirmed a bug you are working on Rudel?
  21. This morning I have been reading in an M3 entry where he talks about cabin mirrors and that it is weighing the request of some users who complain about how "complicated the management of the Corsair engine is" and that they are asking M3 to "simplify it". They have already thrown themselves into the pool putting the Water Master and now they are going to put the water injection that was introduced in 1946....; it seems to me a mistake..., but the bloody thing is that they are going to retouch the engine management model because people want to fly the Corsair to the Warthunder.... Is all this true?.
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  22. As of latest i have to use fullscreen option inside DCS, and then using display fusion to force dcs window to stay on screen 1, and to stay in fullscreen..:For now it works flawlessly, but if i switch fullscreen off, my main dcs screen switches to my tablet again..
  23. Mission 11 feedback: Medevac flight back was around 80-90kts. Which is slower then the flight getting to the IP. Would recommend increasing airspeed to simulate getting the casualty back to roll 1 as fast as possible. At this point the 64s are lighter on ammo and fuel so 120kts the whole way is doable. I think the flight to the IP was at or over 100kts Mission 11 bonus: Was going to post this in the bug/problem. At the start when taking off, the UH-60 AI flies unpredictable and pretty much T-boned me while rejoining on Gunslinger 1-1. (AI am I right) maybe delay their take off until the 64s are clear of the pad. Or even easier edit the message with the clear to take off to state let the 60 take off first.
  24. Campaign Updates 13/08/25 - Added the Advanced Targeting Pod to both FIWOS and LOWOS.
  25. Аналогично, поддерживаю.
  26. you have all been told to DM us with public evidence. Thank you
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