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VEAO Typhoon Update time. Following the leaked photo of the cockpit, I thought I'd post the left and right panels too for your enjoyment. All are still work in progress but you can see we are coming along nicely. I can't comment on MFCD or HUD functionality at the moment and will post more info when are closer to working on those components. For now we are concentrating on the panels. Enjoy, Ells.2 points
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Не, а что не так то? Разве есть достойные альтернативы? Ни знаю таких. Мне тут посоветовали один вертолётный симулятор, уже не помню точно, как называется, ибо из-за обилия информации, которую пришлось переваривать для его запуска, я просто забыл название. Что то там про акулу. И что самое интересное, причём тут акула? Это же симулятор вертолёта в конце-концов, а не какой то подводной лодки. Короче в непонятках я. Во, кстати, тут на сайте картинка очень похожа на то, что я видел. Может кто в курсе, что за игра такая? Короче, вкратце. Мало того, что я потратил цельную пачку бумаги и литры цветных чернил на распечатку инструкции к игре, целую пачку! И это чтобы поиграть! Как оказалось, этого было мало. Там ещё оказывается нужен какой-то РУС, РУД и педали. Вообще в шоке. Что это вообще такое? Ладно, разобраться что это, так это ещё пришлось и сделать. Педали…. Велик чтоле? Вообщем, собрал я практически кабину, а что делать, играть то хочется. Ну распечатал мануал. Изучил. И на тебе! Кабина оказывается кликабельная. Мама дорогая, а это что такое? Пришлось изучать опыт китайских друзей, сооружать пальцетыкательный девайс. Этож надо додуматься, пальцем тыкать в экран! Да я руки кастрирую любому кто хоть подумает прикоснуться к моему экрану, а тут, самому, сознательно тыкать, да этож ни в какие ворота не вылазит, или влазит, ещё не разобрался. Но это фигня всё. Оказывается запустить машину можно было с помощью Вин плюс чё то там. Ёмаё, а раньше нельзя было сказать? В квартире уже практически вертолёт, жена по полу ползает, чтоб пилонами не цепануло, тёщу уже на винт намотало, тесть боекомплект подтаскивает. Попадалово, короче. А вы говорите….. :D2 points
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I would disagree with that assessment. You can hardly blame users for doing what is the most sensible. Content bugs outweigh hardware-related faults by a huge margin when it comes to enjoying the game. You might get a crash every 20th game but if your bombs miss 70% of the time, guess which is going to have a higher natural priority. If the bug tracker was at least passively visible to those "out of the loop" then at least we could be informed about what the "inner circle" is and is not aware of. All one can do now is to post a unique discovered issue and wait for an "inner circle" representative to rudely criticize the effort. Of course the person posting cannot possibly be aware of this needlessly secret information until it's too late. By limiting beta user discussion to strictly hardware faults you ask two very unreasonable things of us: That we refrain from informing each other. That we trust ED to address all content-related issues without help. Many users of a wide variety of skills are all trying to use this software together. It is vital for our sanity to discuss, discover, and confer what is working properly (and what is proper) and what isn't. Our needs as users include being able to inform each other of things like the brakes are bugged, the AM radio presets don't work, etc. Secondly, ED has proven itself unable to be trusted to resolve content bugs. DCS:BS has been out for approximately TWO YEARS and there are content bugs which border on game-breaking like AI wingmen being unable to engage with civ traffic enabled and being unable to enter a commanded hold position. What this arrangement is asking of the customer is: Give us your $60 USD Give us detailed hardware reports on crashes Don't report any content bugs Trust that we discover 100% of all content bugs Try to enjoy the game Don't discuss content bugs with others on these forums It should be obvious that these directive are contrary to natural human behavior. When we discuss the HOTAS throttle pinky switch (since it's inadequately documented) it's going to come up that the anti-collision lights don't turn off in the center "dark" position like they should. If ED wants to cry about how we're reporting content bugs then boo-hoo, should have programmed it correctly in the first place. It's necessary for us to discover and share content bugs user to user since ED has decided that apparently that information is top secret ED-eyes-only because otherwise we stand no chance of learning the aircraft systems and other facts properly.2 points
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Hey all I have been pretty busy with Helios and SCS stuff, but now it is time to get the A-10 going. So, I'm starting on the front console and working from there. The hard part is deciding where I want LCD's vs real gauges... that is using servo's or aircores. Here is my prototype built mostly in mdf with some acrylic for panels and bezels/gauges. so, next step is to finish the structure and move on to the details.. panels,gauges, etc...1 point
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Hey there. I've received numerous requests to make additional videos about DCS A-10 since the multiple JDAM drop video. I enjoy making these. Feel free to suggest what topic you would like covered next. Gonna consolidate these into a master list of vids. As of now, there are 4 "main" ones, with the Targeting Pod guide being the latest: The above video describes how to range targets and create more accurate markpoints with the targeting pod. I made this fairly (as study sims go) newbie-friendly vid to show how to land. Part 1 is a basic VFR approach from the pattern; Part 2 has a crosswind landing and missed approach + additional info on crab angle calculation. I have introduced my personal preferences into the procedures very slightly, so I'm sure it'll deviate from the official Landing training mission. But, this is how I usually do it. I am not going to get particularly hardcore in the landing series of vids, because they're meant to be a starting point to practice and not an encyclopedic repository of pitch-perfect landings. Lately I've been experimenting with the trim system and MRFCS, and so I made a video about that. There was some confusion in the openbeta forum about how these systems work. It's also motivated by my desire not to end up in the state of confusion that I (and many others) were in about Black Shark's trimmer. I went into the A-10A manual that's linked in the "A-10 documentation" thread, read up on the trim/MRFCS topics in that, and then compared it to the functionality in the beta. The result was that it works as described in that document. Which is very cool. Please note that since the MFRCS is still a WIP item, I'm not going to do part 2 until there's either a good way to portray it as WIP, or until it's finished. The original JDAM video; shows the user how to launch multiple JDAMS and explains how the markpoint system can be used to input new navigation waypoints for flight plans. _______________________ I'll annotate any technical errors people find.1 point
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21.12.1970 - Maiden-Flight of the fabulous F-14 Tomcat. Happy 40th Birthday! © Richard Seaman (http://www.richard-seaman.com)1 point
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Why was Falcon 4 so succesful? Because it was a MULTIROLE aircraft!!! Guess what we need next? Another helicopter??? A dedicated fighter aircraft?? I guess you know...1 point
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havent had a chance yet konny but will try it sometime today, wbr, NotiA101 point
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Хотел бы я знать. Поставлю на стойку около колена, включу, и минут через 10 по колену "мурашки" бегать начинают. Чем дальше тем больше. Выключу - минут через 10 все проходит. Может это моё персональное.1 point
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At ED Team... ...no Beta 4 christmas gift for us? No christmas greetings to you! But a present from me to you...a picture: Jokes lang..:megalol: :holiday:Merry Christmas to all and a happy new year! :holiday: P.s.: Where's the patch?:chair: :D1 point
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---Ну ладно, ладно уговорили. Пойду завтра куплю, попробую. Будет чем отвлечся в ожидании Кабанчика. Правда я вот нынче на "Рыцарей" подсел, романтика знаете ли. Ветер в харю я ... лечу стрелять из пулемёта.:)1 point
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export.lua: command = 2001 - joystick pitch command = 2002 - joystick roll command = 2003 - joystick rudder -- Thrust values are inverted for some internal reasons, sorry. command = 2004 - joystick thrust (both engines) command = 2005 - joystick left engine thrust command = 2006 - joystick right engine thrust upd: эээ... кажется не то ответил. Судя по настройкам управления, общий шаг - команда 2088.1 point
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This really isnt the way to go, necessarily... Your joystick has a radius of movement of less than a few inches... The radius for the REAL A-10's joystick is what like a foot or so? Your joystick has a MUCH smaller range of motion than the real thing, therefor each input your provide will have a MUCH greater effect on the aircraft than it would in the real thing. Keep that in mind.1 point
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There are fighters that have a control schedule - while just about any FBW fighter will have that, one fighter that has no FBW but has a control schedule is the F-15. At least IIRC, the control movement is scheduled such that for x amount of travel on the stick you will get y g's out of it, so if half stick gives you 5g, it will always give you 5g (as long as the aircraft is not too slow for it). More complex schedules are available for FBW aircraft, such us for example an F-22 commanding max g over 300kt, and max pitch under it, or something of the sort.1 point
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I vote the same. No curves in the flight stick. Also. There is no deadzone. Even the slightest movement with your fingers lightly pressed on the yoke with have an impact on flight.1 point
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Agreed... I fly Pipers, Cessna 150, 152, 172, 177, and a lovely Citabria. Completely linear control feel. I would add that the "feel" is the magic word. In sims without the "feel" part is where a curved control axis assists. When making very small flight corrections in real world it's more of a pressure than movement applied to the yoke/stick. A very small, 10-20 percent, curve on axis helps simulate this IMHO. P.S. I have screwed around in some multi's and larger a/c like King Air's before and had the same opinion.1 point
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Depends on the aircraft. If the control surfaces that are linked to controls with cables and pulleys, the "curve" would be linear, but the effectiveness would be dependent on the airspeed. Imagine if you're flying at 100 kts and you move the stick left a certain amount, it takes a certain amount of force and it moves the left aileron up and the right aileron down a certain amount that gives you a specific roll rate. Now if you're going 300 kts, that same amount of input with move the control surfaces the same amount as before, but aerodynamically, the lift (rolling) force generated would be greater (9 times greater assuming conditions are the same as before) and the force required to move the stick would be greater also. So the only difference you would notice would be more force required to move the stick, and more sensitivity at higher airspeeds. If you introduce a computer controlled/assisted system, the computer can have any type of curve desired. This can be done in many ways, but with a typical fly-by-wire system there is a curve of some sort built in and the system will see what the pilot "asks for" and will move the control surfaces to do that. In doing this, if the pilot wants a roll rate of X° per second at 100 kts, he/she moves the stick a specific amount, then if they want that same roll rate at 400 kts, he/she moves the stick that same amount, but the computer will decide how much control surface to actually use to get that same roll rate. That way the pilot doesn't have to think too hard...1 point
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Would rather watch a kettle boil....... in realtime. EDIT: infact I would rather watch this. vD4OnHCRd_4 or this f720MNvOeVc1 point
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You dont need a "real" pilot to understand that. It is quiete simple. Even though different real aircrafts process the joystick inputs dependend on different values (it is not worth going into detail here, becuase question is "curves" ingame and believe me it would explode the topic), a ingame curve-option is mostly based on the fact allowing to balance different joystick inputs, basically a custom choice to counterbalance device properties etc etc. If you wanted it realistic, the game would just recognize the joystick inputs from 0-100 linear (your pure movement) and process it according to the airframe characteristics, its input processing grid and pure flightphysics according flightsituation (like old Falcon, and it doesn´t matter in respect if fly-by-wire or not), but there is no sim in my knowing not failing in accomplishing this - i mean the PC sims. In other words, NO, curves are just play-options, with the addition, that not one to me know sim (including this one) has not flaws, allowing to exploid your crafts performance (i gave it a shot, still the same problem like older sims have).....but this again, is another story, not worth being digged up in common interest me believes. Valid question, but i would advise addressing this question directly to the makers of this (or other) sim. cheers and happy x-mas1 point
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I don't like that my work PC has to be on all the time (I just have to logg out every day) as it is really just a waste of electricity... but its company rule to leave the PC's on so they can do upgrades over night... at least I can do is turn off the monitor when I leave... but sadly most people leave even their monitors on...1 point
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I hate millions of computers in offices idling all night long. What a massive waste of energy on this planet. Computers life cycle isn't long enough for "power cycling" to mean anything. In the US Army, our computers are replaced every 3-4 years. Most failures are from dirt/dust caking the inside from running them 24/7, not power cycling it on and off.1 point
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As far as I know all elevation figures for waypoints are in MSL. Editing elevation is done CDU>WPT, scratchpad the waypoint number/letter, hit the "+/-0" OSB, scratchpad elevation, enter in the [] brackets. To set a waypoint down to 0 AGL you'd need to enter in the terrain altitude of that point in MSL. I don't know of any direct way to enter elevations in AGL.1 point
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Резал резал для уменьшения размера.... в результате от 15 минут осталось 6 Ютюб заблокировал звук по этому при просмотре с телефонов или непосредственно с Ютюба звука не будет.1 point
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WHAT THEY HAVE, you will probably NEVER know :D it takes way more then being selfproclaimed specialist...a.k.a BSer...1 point
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Yes LOL perhaps its time for a little reminder ;) :smartass:1 point
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движется, но не такими темпами как хотелось бы) свободного времени стало значительно меньше... по левому пульту осталось доделать пару элементов, раскидать пару тумблеров и начну уже текстурировать:)1 point
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Loadouts BlackShark and LOMAC FC2 Thanks again for these great sims...tons of great work here gents ! I ask that you consider the following improvements: Allow a mission designer (single and definitely coop/multi) to allow or lock aircaft/helo loadouts for player aircraft/helos. This would allow the designers to lock loadouts if they wanted to force players to fly with certain pre-set loadouts and if they wanted to allow players to load any allowable weapon for that type/model/series then they can do that as well. The gold standard for this option is to allow mission designers to "Lock All" "Allow All" or "Lock Individual" available player aircraft. So if a designer did not care what weapons a KA-50 or Mig-29 carries the designer can set those aircraft to "Allow All" in the mission editor while setting say, the A-10s and F-15's to a pre-set "Locked" loadout that only allows the pre-set loadouts the mission designer sets in the editor. Thanks for your consideration. Semper Fi AldoUSMC1 point
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Well,... 1st - these people who are participating in the OpenBeta are people who already bought your product. The majority did so now, to participate in the open beta. Not good for business to ban them. 2nd - when a massive number of players starts into an open-beta, chaos is preprogrammed in the first days. I participated in a lot of different betas, can't remember a single one of them, where testers immediately acted like professionals. 3rd - of course there are methods to force them into a predesigned rigid pattern, but this needs a strict planning and coordinated manpower. For the assigned task, that's simply overkill, regarding timetables and plans. Long story short: Things will cool down, things will work as intended. Maybe not immediately, but with a good balancing between effort and outcome. I think ED handles this pretty good.1 point
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Well yes, that was the initial idea, but let me state it this way, people don't always read the CAPITAL LETTERS IN THE MIDDLE OF A STICKIE ;). The general consensus now is resignation, letting the good bugs through and ignoring the rest. :D1 point
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