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Showing content with the highest reputation on 12/22/10 in all areas

  1. For years I operated without TrackIR. Then I built a freetrack unit just to see what it would do. I was immediately hooked on head tracking I went thru several variations of my freetrack setup until I buckled down and got TrackIR with the proclip. Headtracking gives you the ability to gain one thing that is paramount in all military lessons - more situation awareness. As far as tatics, to each their own. The "fly in and see who gets the first shot" style of play is the reason I do not play in online pubs. I prefer coordinated flight using actual tactics. Granted, I suck in either venue, but the challenge of realistic play far out reaches that of death match play. I also do not use the "zoom in" feature. I used a fixed FOV and that's it. There's no way the human eyeball magically make the world zoom into a fine point. Yet many do. Another reason I avoid the pubs. I just don't agree with magic vision. There's alot to learn in FC2 and the DCS series. The greatest challenge is learning how to use proper tactics and strategy. That's where the real joy in these sims lie :)
    2 points
  2. TARS is a plugin which will allow you to integrate DCS: A-10 with Teamspeak 3. The concept is simple: No channel switching in Teamspeak to ruin immersion. Rather, multiplayer communication ought to be accomplished by setting the radio in the plane to an agreed upon frequency and using that. You have radios in the game, so why not be able to extend that level of immersion to the multiplayer environment using Teamspeak? If other Teamspeak users are on that radio channel and they're in the same Teamspeak 3 channel as you, they will be able to communicate with you over any of the radios in your aircraft. If you die and/or go to spectator mode, you will automatically be placed into a parallel “virtual channel” where you can communicate with your fellow spectators without having to switch channels in Teamspeak. We hope to release a beta for testing in early 2011. Since we are in a very early phase of development now, the TARS team's current goal is to gather input from the community at this stage, just in case there's a gem of a feature that heavy-MP users need that we can try to implement in the first phase of the project. Planned features include: Automatic control of your radio communications based on what channel you're tuned to and whether or not your radios are on. If you are on a given channel that other players are on, you'll be able to communicate with them without having to worry if you're in the correct Teamspeak channel. Dead/Spectator enforcement. If you get killed in-game, you will be sent into a spectator mode where you'll be able to communicate with other players who are dead and/or spectating. Radio effective range enforcement. VFM FM radio, for instance, has a limited broadcast range when compared to its AM counterpart. This ought to reflect in gameplay. TARS is planned around a client based architecture, with no need to install extra software or otherwise modify the Teamspeak 3 server where you play. Planned future integration with Black Shark once A-10 integration is complete. If possible (and as a secondary objective), we'll be adding radio filter effects based on things like distance and radio type, for a more immersive gaming experience. There are plenty of additional goodies that may become possible in the future. However the above are the main gameplay-enhancing goals. The purpose of this announcement is to engage the participation of the community early in the development cycle so that we can be as responsive as possible to your needs. When it comes time for beta testing, we plan to fully engage the participation of the community. Update: Here's a video from an early alpha build of TARS that demonstrates some of the above features: Last updated December 21, 2010
    1 point
  3. Hi I'm having an interesting problem that I can't seem to find an answer for, already on the forums or anywhere else. When I'm doing an engine startup sequence, whether manual or cheat, everything works ok until the second engine fires up. Once I hit the start for Right Engine, the sound for the left engine completely cuts out for good. Summary, both engines comfirmed running but sound to ONE is only playing. This happens on my roomates computer as well, I'm guessing it might be a 64bit issue or with Windows 7. I can replicate this issue on any mission, singeplayer or multiplayer. An interesting discovery I had last night....While I had my desktop up while doing an autostart, I could still hear the startup sequence, to my suprise both engines sounds fired up....but on the downside I could not get back to the game and had to CTRL+ALT+DEL to close it. Version 1.0.02 Steam Downloaded Windows 7 64 bit CPU i7 OC 4.0Ghz RAM 6GB GTX275 Asus Motherboard P6T V2 using built in sound.
    1 point
  4. I'm testing a DCS server from home. FiOS 20/5. Let me know if it works and how smoothly. Simple mission- graphics (mainly medium) were not changed from my flight configuration. I'm out for the night so I cannot change any settings- but I will be able to access the forums. Thanks.
    1 point
  5. Thank god for that................................................!:thumbup:
    1 point
  6. Try adding additional axis #8 and mapping "sacrificed" axis to it. #8 won't be seen by games, but adding it will likely allow to assign one ministick axis to #0-#6. These registry keys map axis reported by driver to DirectInput axis. Arbitary combination is not always possible (i.e. you can't just skip axis and order is usually important). --- If someone wants to get IDs of axis, they can try opening Saitek profile with notepad. IDs are in it. For example: [axis=0x00010036 name='Precision Slide'] In registry it should be used as: 01 81 00 00 01 00 36 00 --- I have attached registry file for "classic" X52. Ruder twist axis is "sacrificed" for ministick in it. x52_ministick.zip
    1 point
  7. Спасибо) рад вернутся и жду с нетерпением релиз А10
    1 point
  8. AFAIK, climb rate works in relation to TAS so faster U are faster you climb. Logical isn't it? :smilewink: However best climb rate with real Su-27 is in the neighbourhood of Mach 0.9. Try maintaining that speed with full AB by adjusting pitch in positive ladder so if you're accelerating over 0.9 pitch it up and if your speed drops below 0.9 pitch down a bit. Hope I helped a bit.
    1 point
  9. To find your most severe bottleneck...I'd suggest the following. Download/install/run MSI Afterburner (Yes, even if you don't have MSI video cards). It will graphically show you GPU utilization and video memory and a few other things. Leave that running. Now fire up windows taskmanager (start / run / type 'taskmgr' or you can select it from ctl-alt-del ). Put it on the 'performance' tab. Now start A-10 and load the 'takeoff' training mission. Don't throttle up, just unpause and sit there at the end of the runway basking in what may be a slideshow framerate. Let it sit there for a good 30 seconds. Then alt-tab out and look at the utilization graphs (CPU, GPU, GPU memory). See which one is pegged. Though to be honest I'm not sure how some of that might look on SLIed cards - I've never run an SLI setup so maybe someone else can chime in and improve my suggestion here. Once you've done that and taken some notes, alt-tab back into A-10 and actually take off and fly away from batumi a bit. Preferably over land. Note your framerates there and then when it seems it's hit the highest number it's going to hit (when actually looking at ground and not sky/water) alt-tab again and see where the above utilizations are. That should give you a pretty good idea whether you are currently CPU or GPU limited. Of course, fixing one may suddenly reveal a weak spot in the other. Hard drive speed / SSD would tend to help with stutters more than FPS. And keep in mind...this _IS_ unfinished code. Optimizations will be made. That alone may improve your performance or even reverse the current location of the bottleneck! I myself am definitely GPU limited. My CPU will trot along at ~ 50% of one core while the GPU (even overclocked) is pegged on the end of runway portion of the test. GPU memory will appear maxed out initially, but alt tabbing out and back in tends to free up some that was allocated but not actually used.
    1 point
  10. Iraqi militia attempt to remove 155 IED shell:doh:. And some crazy Caucasian IED
    1 point
  11. http://www.excalibur-publishing.com/titanic.htm According this the game's main goal is looting. What is it mean—“Nephron submarine”? This should be the Mir Deep Submergence Vehicle!
    1 point
  12. http://www.sanfranciscosentinel.com/?p=15581 http://www.weeklystandard.com/blogs/iran-overhauls-grounded-f-14s_513282.html http://www.youtube.com/watch?v=GRThVHE_2og http://www.youtube.com/watch?v=xeShdyTnrjA http://www.youtube.com/watch?v=SMbPRcpVMEw
    1 point
  13. 5.1 beta 02 (Posted December 21, 2010) Changes Added support for 64-bit TrackIR Enhanced games Fixed jitter issue for some TrackIR 5 devices Fixed netKar PRO loading incorrect profile
    1 point
  14. Rudder is used to keep the turn coordinated, meaning zero beta angle. Don't use it to adjust your turn's level quality directly, that's strictly bank and pitch work. When you bank and pull you get what's called adverse yaw, a tendency for the airplane to fly out of a coordinated state (in this case, yawing to the outside of the turn). The SAS has features (old school was ARI, new feature I don't know the name) designed to automatically counteract adverse yaw but it's limited in its authority depending on speed. Coordination is best seen with the coordination ball directly below the ADI. One adds rudder to center the ball to fly coordinated. It's really just a heavy ball in a curved glass tube with a damping fluid. As such it's an accelerometer which shows the lateral component of the load factor. Under normal flight conditions having the ball centered means that the load on the aircraft is in the vertical plane. With high speed, symmetrical lift, symmetrical loading, reasonable wind, etc. that also means that the sideslip angle (beta) is minimal.
    1 point
  15. Do these help? http://en.wikipedia.org/wiki/Adverse_yaw http://www.howcast.com/videos/22907-Rudder-and-Adverse-Yaw
    1 point
  16. I simply mapped the rotary to zoom in the axis section of the options menu. and set the saturation slider to about 50%, so that when zoomed out fully it didn't make it look like I was peering through a fish eye lens.
    1 point
  17. That was usually dependent on post-war reality in Poland...
    1 point
  18. Which version? Let me know and I'll look into it. I'm hoping to release an updated version with a few extra features around the holidays. At any rate :pilotfly:
    1 point
  19. Well, let's look at the flip side of that equation. Would you want people coming into your channel and talking to you while you're playing, especially if those people are not ingame with you? It dilutes the idea of using the radios in your A-10 as a method of channel enforcement if people can get around that in spectator mode. There will be minimal--if any--"taking over" of Teamspeak 3's own functions by TARS. While the API allows it, it isn't a design path I want to go down. Grimes made the point already, acutually--it interferes with Teamspeak's built in functions. The only exception to this is that TARS locally mutes people who it knows aren't ingame with you-but only if you're already ingame yourself. This allows people to spectate without bothering players, with the added bonus of blocking unnecessary packets from their stream (but that's a technical thing and not necessarily the basis for that decision on its own). Here's an idea, though. How about spectators' voices are automatically routed to the GUARD channel on one of the frequency bands? :D That way, if you want to hear what spectators are doing, you can switch to guard. The only problem with that, is it would allow people "break" spectator mode. However, it does solve the problem. What's the community think about this? The original plan was to have ejected players speak on GUARD only, but I'm having difficulty trying to envision a real use for this. It might be more fun (and more useful) if you just get dumped into spectator mode when you eject.
    1 point
  20. расписываю по пунктам: 1. Читаешь правила форума 2. Пользуешься поиском 3. Думаешь 4. Пользуешься поиском с умом 5. В случае выполнения п.1-4, а также отрицательном результате по п.4, задаешь вопрос в сответствующей теме 6. Перепроверяешь выполнение п. 1-5 7. В случае невыполнения одного из п. 1-6 - идешь париться в баню на срок произвольно выбранный модератором
    1 point
  21. Some more 'general' stuff...
    1 point
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