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Showing content with the highest reputation on 03/09/09 in all areas
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Hello everyone. As my previous ground texture mod was pretty popular with some people they requested an version including all the seasons and having the textures in CDDS file format. I have basically completed the first beta of the summer textures and im working on the autumn textures. There are a few problems though and to make this mod work in need some help from the public. For autumn textures I have combined my own new ground textures together with the Simmod autumn textures, just replacing the files I have edited. But when I try and make a CDDS file of TGA files straight out of photoshop it wont work. The only way i got it to work was to use IrFanView and batch process all the TGA files and then combile a CDDS file. But then the alpha channel for trees wont work "see the last image" . Another problem is the borders between roads , fields, sea, streams, lakes etc is too big. But if i place those files directly in the Temp Textures folder there is no problem and they are normal size. So that is the biggest problems i have encounterd. Another side problem can bee seen in the next to last screensoot showing some round shimering stuff. It seemes like Lock On has some other textures covering up some parts of the maps so i would need to edit those to get rid of this. But i have no idea what file "files" it is. With that said ... here are some prewview screens and i hope to have made all the seasons finished this week. NOTE! everything you see here is BETA so its not the final Production. Best Wishes Shaggy2 points
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If I were you I'd to try before comment on it. It's really enjoyable to play it Kuky.:thumbup:2 points
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A partial solution would be for "fixed" sites to not be hidden by the mission designers & then their threat zones would show on the Abris, varying with altitude... IRL intelligence - or any fixed wing assets with an RWR would have notified the position of fixed sites anyway.. You can't hide a Hawk site by an airport, so why hide it in the mission ? I-HAWK #2, launchers loaded with missiles on racks to the south east. Western site is empty though: Nato Hawk site..2 points
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http://www.4shared.com/file/82506709/1cb5e8a7/OVERWATCH.html Multiplayer for 8 or single player. OVERWATCH PHASE 1: RU armor departing P. L. Red. USA armor departing P. L. Blue. Defend objectives CAR, VAN & TRUCK. Expect USA ATK Helicopters. PHASE 2: Attack to attrit. objectives WAGON & BUS. Start time 10:00 27 deg. C wind 250 at 8 kph Precptns. None Mission by TX-Kingsnake txsquadron.com1 point
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Okay cool I shot my first rocket! But now I have another question: I've noticed that it's kinda difficult to get the C symbol to come up on the HUD and Shkval. I was hovering at about 75m off the ground and 2.0km from a target when I got the C symbol that told me I was within weapons paramaters. But the moment I fired the rocket the C symbol disappeared! I didn't know why since my chooper hand'nt moved at all. Does anyone know why this would have happened? And one more thing: how can I turn the Shkval camera off (when all you see is the light grey colour that you get before you press O)? And is there a button in the cockpit somewhere that turns on the Shkval without having to press O?1 point
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thanks for your answeres. speaking with ground crew through open door makes sence off course. gotta try with door closed :D1 point
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http://www.colorado.edu/physics/2000/periodic_table/mass.html p = m/v You cant have the same density but differing mass unless its a gas or liquid and subject to different temperatures and pressures.1 point
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So, can we expect Flanker.avi part II?! Your Flanker vid is still one of my favorites!1 point
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Have to Agree :) Me - I'm lookin' forward to DCS: A-10C, Gran Turismo 5 and BoB: SOW - not necessarily in that order........It's All Good!1 point
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I made this video to help my little brother. It's a little rough and I made it with the idea I'd be talking to him over the phone while he watches it. But maybe it'll help, i dunno. http://www.youtube.com/watch?v=THjU7dYf7mc1 point
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On weight comparison of Tungsten and Uranium, the same number density of them will lead to a lighter material in the former case. This due to the fact that the isotope in DU, Uranium 238, quite simply is heavier per atom than the Tungsten material which (if I have understood it correctly) would mostly be made of Tungsten 182-186. The real clincher which I have no clue about is whether you would actually get the same number density in the two materials. As for radiation, Uranium 238 has a half-life of 4.46 billion years, which while it would sound nasty actually means it is relatively safe, since the activity it can release will be spread out over a rediculously long amount of time. There are however synthetic isotopes of Tungsten with half-lifes around a hundred days, though they don't undergo alpha decay and then definitely leave the area of my knowledge in particle physics. :P And of course, I suspect a synthetic nucleus would be a lot more expensive than a natural one. :P Anyhow, when talking about densities and volumes and thereafter weight it is important to remember that different nuclei and their various isotopes do vary in weight. You can therefore have the same density but differing mass. Now I'll stop going semi-offtopic. Sorry. :P1 point
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This thing out yet? :unsure: Sorry, this Flanker is too good for me to be patient :surrender:1 point
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Some important literature you shoud read concerning RTFM: http://en.wikipedia.org/wiki/RTFM :lol: Also listed within (which is a favorite of mine) is UTSL. The source in this case would be that big DCS.pdf taking up space on your hard drive. :P1 point
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I know what you mean Fudd, based on your sources I decided to look more into it (i've previously just heard media reports). Opinions tend to be very polarised and to be impartial is quite hard considering the campaigns waged by certain groups (Press vs Governmenal organisations). The sheer amount of Anti-DU sites online was staggering (and mostly all of them terribly edited lol). Apparently DU doesn't naturally accumulate well in the foodchain, and the majority of uranium taken into the body is got rid of by the body in several days. What you have to consider though is how many rounds are fired for each target - when you think how many are spread around the target site it can add up. Quite good reading here - although I am very wary of misinformation or exclusion of certain facts from organisations with an interest in presenting information on a topic: http://www.iaea.org/NewsCenter/Features/DU/du_qaa.shtml1 point
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Thanks for very informative post :) But I think you're approaching very complicated to the sim. It's not. Every aircraft except the flyables use very very basic flight models, because they were not important at that point. Even DCS aircraft haven't taken big steps about this as far as I know. Our best bet is an air superiority aircraft module like Su-27 or F-15 so that ED will consider having realistically modelled AI aircraft. Lock-On was a fabulous simulation indeed, but it wasn't a very detailed or realistic one. That's why ED has started DCS series, and all we can do is wait now. Don't forget to nag them regularly about better AI and AI FM modelling too :D EDIT: Do you have a blog where you post these kind of articles? I really really enjoyed reading them :joystick:1 point
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Think I meant mass, not density. Tungsten is lighter but almost as hard as DU. Just like Titanium is harder and stronger than steel, but weighs less than aluminum. If you cant get the picture, its because I dont know how to explain it at the moment...my brain is about to fry right now. :(1 point
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I have to be the bearer of the TL: DR notice, but...TL: DR. Please realize that LOMAC is a 6 year-old survey sim. It looks like your complaint is about the Foxbat. The flyable planes aren't nearly as realistic as they could be, let alone one that is AI-only. I'm not even sure those even have proper flight models. The "arcade factor" of LOMAC has been discussed for years. I realize that it might be new to you, but being disapointed now is a little after the fact, IMO. The product reached the end of its life cycle a while back, I'm afraid.1 point
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Im a proud owner of this game and would recommend it for everyone :) Very enjoyable, though the story is a bit short... :)1 point
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I wanted to buy this game for my sister as a birthday present because she likes Parkour and the game looks "hip", but I wasn't sure if it would run well on her PC, so she got something else in the end.1 point
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ED, I noticed there is a switch for this. It has "inoperative" below it. Will this be modeled in the game in the future?1 point
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I am not sure about helicopters or the KA-50, but in other jet aircraft, the oil warms up after shut down of the engine because it is not longer being circulated through a cooler (being a fuel oil cooler or a heat exchanger, or a oil air cooler)1 point
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Aye, the ALT hold feature only holds the BR/RD altitude that is captured when you release the collective brake (default: F). It doesn't do assigned altitude or vertical rates. If you engage ROUTE from a hover I don't think you'll actually go anywhere, or anywhere fast. It might crawl along very slowly. The AP has 20% authority over the cyclic range so there are certainly times to trim during AP flight. Trimming also allows the heading hold feature to capture the desired heading (or heading rate for 3deg/sec+ turns after the patch) and for the speed hold feature to capture the current airspeed.1 point
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BK И снова здравствуйте (с) НТВ. :) То что есть ветер и более менее похожая турбулентность это конечно хорошо но! Похоже такое явление как ВК это аля скрипт типа кобры в ЛО потому как совсем не зависит от движения воздушных масс в симе ЧА. Собственно описание того что мной было замечено. При ветре 15 м/с -54 км/ч попав в ВК при приборной скорости порядка 70-50 км/ч выбраться из этого явления стандартным способом, увеличение общего шага, не представляется возможным. Рис№1 показывает что полтинник направленный носом на ветер сносит с путевой скоростью 44 км/ч ,а приборная при этом 0 км/ч ,что в принципе поддается логике. Рис№2 показывает что попав в режим ВК на большой высоте и имея путевую скорость порядка 30 км/ч, а приборную 70 км/ч полтинник не может выйти из режима ВК. Рис№3 подтверждает что имея путевую скорость не более 40 км/ч ,но при этом имея приборную более 50 км/ч полтинник устойчиво находится в режиме ВК не смотря на большее увеличение общего шага и выходить не намерен. Жаль конечно что такое явление как ВК похоже привязано к путевой т.е. истинной скорости, не смотря на то что это явление относится сугубо к воздушным явлениям и должно зависеть от приборной скорости! И во всех источниках указывают что для сдува вихрей с несущего винта достаточно двигаться относительно воздушных масс со скоростью более 45 км/ч. :(1 point
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errrr.... ninjas :D This is so stupid for me... walking on the walls sideways, jumping from bulding to bilding like there's no tomorrow :D... yeah it's a "cool" game alright ;) For me, I don't know how people can play this non gravity title :D1 point
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Observed behaviour I. In the Ground Crew Training track, the instructor mentions some wind speed as 20 m/s while the German text lists 20 km/h. II. F-keys description texts shown in the track are inconsistent with the ones in the game. I know this is only a minor issue. But maybe it can be fixed in the patch, hopefully without re-recording the whole track. How to reproduce 1. Install german DVD version 2. Patch with town name hotfix 3. Start the Ground Crew communication training track 4. Witness minor text inconsistencies Appreance Always.1 point
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А просто ручками выправить ситуацию? Тут никакого наказания - ДИСС перестает работать на малой высоте, так что никакого автовисения хоть с АП, хоть без него.1 point
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FaceAPI to PPJoy 1.5 Обновленная версия FaceAPI to PPJoy. Сглажены все оси, немного изменена логика работы фильтра. Стало значительно стабильнее, картинка не дрожит. Выкладываю только exe файл, который нужно подменить в старой версии. Вот новые настройки осей в ЧА Ось Горизонталь Абсолют: Ось Вертикаль Абсолют: Если ничего не перепутал, то все, успешных полетов! :pilotfly: П.С. Добавляю трек с демонстрационным полетом. П.С.2. Ассиметричное освещение стало значительно меньше влиять! TestAppConsole.rar FaceAPI_Test4.trk1 point
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Ok now specifically to your questions mrtube: That would be normal flight That's how real pilot are ordered to fly their ka-50s =) And that's in my opinion also the way you should fly it mostly in DCS (But I know there are a lot out there not sharing my opinion) It sure is harder to fly this way than with the FD on but once you know how to trim right and once you kinda do it automatically you will have no problems with this flight mode! No autopilots on but FD on = no effect except that your hud changes lol! The combination of both would be the FD mode ... well first what does the autopilots do... if you have the 3 "main" autopilots on (heading hold, bank and pitch hold) the autopilot will try its best to keep your helicopter in the last trimmed position! That means if you move your stick without pressing the trimmer you have to move it over 20% to kinda override the autopilot and therefore you are fighting it! How it should be done is you hold down the trimmer button, move you helicopter for a new heading, pitch or bank and once you are done you release the trimmer button, then you got no fight with autopilot! Ok now what does the FD mode do? With the autopilot channels and FD mode engaged, the autopilot will not try to get your helicopter in trimmed position but it will only dampen or let's say stabilize your helicopter... which means with all autopilots and FD off your helicopter will twist a bit here shake a bit there and so on and all that twisting and shaking and stuff like that will be dampened (so much that you actually dont feel it anymore at least in the sim) And i can tell you i use that flight director for close up fighting where i will have to change directions a lot. By the way the same as FD can also be achieved by just holding your trimmer button down. Trimming should be done for every change in flight! You can definately not trim too often! If you dont trim you have to fight the autopilot and you ont want to do that since flying, fighting the autopilot and maybe shooting at stuff is a bit too much =) So it is as easy as this if you trim you fly with the autopilot if you dont you fly against it and flying against it is something you shoudln't want!!! Well since you should have your autopilots on all the time you only trim with them on =) But with FD on trimming is kinda not neccesary in my opinion! No you do not need to fly without the Autopilots i mean it's like punching yourself? Why would you wanna fight the helicopter by not using autopilot channels??? You should fly it not fight it! So learn it the right way with a lot of trimming and autopilots and FD you can use also ! What are you sorry for that's what forums are there for right? Better to ask beforehand then learning it all wrong and being screwed with that later =)1 point
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Then Join VVS 504th Red Hammers today and become an l33t member of our 487th Ka-50 Helicopter Regiment! This message has been brought to you by Major Breadfan Breadfanovich Breadfanovsky 504th Division Recruitement Officer1 point
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