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Showing content with the highest reputation on 05/02/12 in all areas
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Upgraded Ricardo's HD cockpits to work with the Toad in DCS: World. :) http://files.lockon.ru/en/178856/2 points
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Move that post to AI section please I check the naval units and found some errors, the test has been focused on some aspects: - Coastal Gun Support A fire mission over external landing beacon of Kuboleti Airbase - Anti-Air Warfare No mission assigned, 4 aircrafts groups (P-51 and others slow targets) to test surface to air missiles and anti aircraft guns. Others 4 aircraft groups (F-15, F-18, F-16, Su-33) to tes surface to air missiles at long range. Al test has been make with a Task Force placed on front of Kobulety - Anti-Surface Warfare --Short Range No mission assigned, 3x Armed Speedboat at cannon range 1-2 Nm of each ship Al test has been make with a Task Force placed on front of Kobulety --Long Range No mission assigned, 1xCarl Vilson/2xBulk Fighters and 2x Armed Speedboat at cannon range 30-50 Nm of each ship Al test has been make with a Task Force placed on front of Kobulety -Airborne operations --Helicopters --Airplanes Russian Force Task Group: 1x Moskva (A) 1x Pyotr Velikiy (B) 1x Rezky © 1x Neustrashimy (D) 1x Grisha (E) 1x Molniya (F) 1x Kutnesov (G) NATO Force Task Group: 1x Normandy (H) 1x O.H. Perry (I) 1x Carl Vinson (J) -Coastal Gun Support test: (A) Forward AK-130 130mm cannon turn to target and fire, but MR-145 Lev FC radar (over the bridge) don't turn to give fire control guidance to the AK-130 (B) Aft AK-130 130mm cannon turn to target and fire, but MR-145 Lev FC radar (second radar antenna aft) dont turn to give fire control guidance to the AK-130 © Only a aft AK-100 100mm cannon turn to target and fire (superior or inferior aft turrets, not both), but MR-105 Turel FC radar (radar antenna forward the funnel) don't turn to give fire control guidance to the AK-100 cannons (D) Forward A-109 100mm cannon don't turn to target to fire, and the MR-145 Lev FC radar (over the bridge) don't turn to give fire control guidance to the A-109 cannon (E) Aft AK-176 76mm cannon don't turn to target or fire, the MR-123 Vympel FC radar (radar antenna over and aft of the AK-630) dont turn to give fire control guidance to the AK-176 (F) Forward AK-176 76mm cannon turn to target and fire, the MR-123 Vympel FC radar (radar antenna over the superstructure) dont turn to give fire control guidance to the AK-176 (G) Kutnesov not equiped with medium or heavy cannons. ------------------------ (H) Forward and Aft Mk-45 155mm cannon turn to target or fire, Mk41 VLS, launch BGM-109 tomahawk missiles, but VLS doors no animated, and missile don´t launch vertical and turn to target. (I) Aft Mk-75 76mm cannon turn to target and fire, but Mk-92 FC radar (radar antenna over a plataform forward of Mk-75) is missing. (J) Carl Vinson not equiped with medium or heavy cannons. - Anti-Air Warfare (A) Forward AK-130 130mm cannon don't turn to target and fire, MR-145 Lev FC radar (over the bridge) don't turn to give fire control guidance to the AK-130, forwards, port and starboard AK-630s turn to different targets, the MR-123 Vympel FC (one aft forward AK-130s, forward port and forward starboard AK-630s cannons) radars don't move to give FC guidance to ak-130 cannons, 9V55R (Sa-N-6 "NATO designation navy system" Grumble, not Sa-10) launcher open fire, but Top Dome FC radar (aft Sa-N-6 launchers) dont turn to target to give FC. Osa 2M Launcher fire missiles (port and Starboard aft hangar) and follow targets and MPZ-301 Baza (forward the OSA Launchers) dont turn to target to give guiadance FC (B) Aft AK-130 130mm cannon don't turn to target or fire, MR-145 Lev FC radar (second radar antenna aft) dont turn to give fire control guidance to the AK-130, 48N6E2 (Sa-N-6 "NATO designation navy system" Grumble, not Sa-10) launcher open fire, but Top Dome FC radar (aft superstructure) dont turn to target to give FC. Forward Top Dome FC no present. 9M330 (Sa-N-9 Gauntlet "NATO designation navy system" not Sa-15 Tor) launcher fire, but Cross Sword (Aft Top dome) dont turn to target to give FC (missing other FC on forward). 6 Kortik turn, fire and follow targets. © AK-100 100mm cannon don't turn to target and fire, MR-105 Turel FC radar (radar antenna forward the funnel) don't turn to give fire control guidance to the AK-100 cannons, the 2xOsa-2M fire missiles but the MPZ-301 Baza FC (over the bridge and forward MR-105) dont turn to target to give FC guiadance. (D) Forward A-109 100mm cannon don't turn to target to fire, and the MR-145 Lev FC radar (over the bridge) turn but no give fire control guidance to the A-109 cannon, follow the target of the Kriztan [sa-N-9 Gauntlet], that system fire, cross dome FC radar (over mastil over bridge) follow target. Kortik follow and fire missiles and cannons (E) Aft AK-176 76mm cannon don't turn to target or fire, but the AK-630 follow and fire, the MR-123 Vympel FC radar (radar antenna over and aft of the AK-630) dont turn to give fire control guidance to the AK-176 and the AK-630. Forward Osa-2M follow and fire, MPZ-301 Baza (over the bridge) dont turn to target to give FC (F) Forward AK-176 76mm cannon dont turn to target and fire, the MR-123 Vympel FC radar (radar antenna over the superstructure) turn to give fire control guidance to the AK-176 and the AK-630, the AK-630 turn, follow targets and fire (G) Kutnesov cannons or fire controls radars don't turn to targets or follow them, but fire missiles and cannons. ------------------ (H) Forward and Aft Mk-45 155mm cannon don't turn to target or fire, Mk41 VLS fire to target, but four SPG-62 FC iluminator radar dont turn to target and give fire control guidance. Mk15 Phalanx, Mk38 Bushmaster and M2 machine gun turn to target and fire. (I) Aft Mk-75 76mm cannon or the Mk13 missile launcher turn to target and fire, the Mk-92 FC radar (radar antenna over a plataform forward of Mk-75) is missing. Mk15 Phalanx, Mk38 Bushmaster and M2 machine gun turn to target and fire. (J) Mk65 turn to target and fire, missing six Mk95 iluminator FC radars. Mk15 Phalanx fire to targets. Missing RAM missile launchers. Short Range Antiship Warfare (A) Forward AK-130 130mm cannon turn to target and fire, MR-145 Lev FC radar (over the bridge) don't turn to give fire control guidance to the AK-130, forwards, port and starboard AK-630s turn to different targets, the MR-123 Vympel FC (one aft forward AK-130s, forward port and forward starboard AK-630s cannons) radars don't move to give FC guidance to ak-130 cannons. (B) Aft AK-130 130mm cannon turn to target or fire, MR-145 Lev FC radar (second radar antenna aft) dont turn to give fire control guidance to the AK-130, 6 Kortik turn, fire cannons and follow targets. © Only a aft AK-100 100mm cannon turn to target and fire (superior or inferior aft turrets, not both), but MR-105 Turel FC radar (radar antenna forward the funnel) don't turn to give fire control guidance to the AK-100 cannons (D) Forward A-109 100mm cannon turn to target to fire, the MR-145 Lev FC radar (over the bridge) don't turn but to give fire control guidance to the A-109 cannon or follow the target. Kortik follow and fire cannons to the targets. (E) Aft AK-176 76mm cannon turn to target but not fire, the AK-630 turn, follow and fire, the MR-123 Vympel FC radar (radar antenna over and aft of the AK-630) dont turn to give fire control guidance to the AK-176 and the AK-630. (F) Forward AK-176 76mm cannon turn to target and fire, the MR-123 Vympel FC radar (radar antenna over the superstructure) turn to give fire control guidance to the AK-176 and the AK-630, the AK-630 turn, follow targets and fire (G) Kutnesov cannons or fire controls radars don't turn to targets or follow them, but fire cannons over targets. ------------------------------ (H) Forward and Aft Mk-45 155mm cannon, Mk15 Phalanx, Mk38 Bushmaster turn to target and fire. turn to target or fire. M2 machine gun dont fire to target. (I) Aft Mk-75 76mm cannon turn to target and fire, but Mk-92 FC radar (radar antenna over a plataform forward of Mk-75) is missing. Mk15 Phalanx, Mk38 Bushmaster turn to target and fire. M2 machine gun dont fire to target. (J) Mk15 Phalanx turn to target and fire. Long Range Antiship Warfare (A) P-500 Bazal [sabdbox] system open fire. (B) P-700 Granit [shipwreak] System not open fire © No equiped with long range antiship missiles. (D) No equiped with long range antiship missiles. (E) No equiped with long range antiship missiles. (F) 3M80 Sunburn [Moskit] system open fire. (G) P-700 Granit [shipwreak] System not open fire. ------------------------- (H) AGM-84 Harpoon System not open fire. (I) AGM-84 Harpoon System not open fire (J) No equip with long range antiship missiles. Heliborne Operations (A) Only a helo landing capable. No hangar door operation or approach lights. Hangar can carry 1xka-27 (B) Only a helo landing capable. No hangar elevator operation or approach lights. Hangar can carry 3xka-27 © No equipped with landing pad. (D) No equipped with landing pad. (E) No equipped with landing pad. (F) Only a helo landing capable. No hangar door operation or approach lights. Hangar can carry 1xka-27. (G) Only a helo landing animation, but 9 landing spot available. No elevator operation. Hangar can carry 21xka-27. If more 1 helo get landing the first landing that disappear. ------------------ (H) Only a helo landing capable. No hangar door operation or approach lights. Hangar can carry 2xSH-60B (I) Only a helo landing capable. No hangar door operation or approach lights. Hangar can carry 2xSH-60B (J) Only a helo landing animation, but unknown landing spot available. No elevator operation. Hangar can carry 13xSH-60B or similar. If more 1 helo get landing the first landing that disappear. Airborne Operations (A) No capable. (B) No capable. © No capable. (D) No capable. (E) No capable. (F) No capable. (G) Landing operation on Kutnesov has a chaos, if two or three groups of airplanes get to landing to the some time, aproach control dont diference incoming aircrafts, make crash on the landing pads. the airplanes float on the runway searching the direction to exit them. Runway spots don't concordat with capable landing spot. The airplanes move to parking slot, collide with parked aircrafts. ------------------------ (H) No capable. (I) No capable. (J) Same problem with the Kutnesov, the planes turn to make circles on the runway, explosed to collided with the incoming aircrafts. 3D models errors (A) Missed 3x MR-712 [Palm From] radars, MR-750 Fregat-M [Top Plate A] don´t turn, need new model. (B) Missed 3x MR-712 [Palm From] radars, MR-700 Fregat [Top Steer] don´t turn, need new model. © MR-310U Angara-M [Head Net C] don´t turn, need new model. (D) Missed 2x Volga [Palm Frond], need new model. (E) need new model. (F) model Ok. (G) Two MR-750 Fregat-M [Top Plate A] appears in the model, one fixed, other turn, collided in same space. Missed or not turn 3x MR-212 Vaygach-U [Palm Frond] radars, need new model. ---------------- (H) Model Ok (I) Model Ok. (J) SPS-64 (over the bridge) and SPS-48 (on mastil aft bridge) don't turn, missing SPS-49, SPS-67. Need new model. Other issues -Continuous engine start up and shut down. -Ships don't use ECM, countermesures, decoys or evasive movements with are under attack. No Anti Submarine Warfare (ASW) system simulated. -Ships don´t use recon lights in nocturne operations (military or civilian) out wartime.1 point
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No template from ED yet so this is all quick and dirty right now, as well as WIP obviously. Just getting markings size and placement down. For the ED guys, what is the approximate scale of the model/textures, I'm guessing about 8 or 9 pixels to the inch? Stay tuned....1 point
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Hi I took the liberty of emailing PC Gaming site Rock Paper Shotgun about ED's latest effots. Hopefully they'll take note and maybe do a feature on their website. Heres what I wrote:1 point
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I have a warthog, but I have used x52/x52 pros and they are a damn fine price of kit. Saitek make good products and there are lots of community members with profiles for them1 point
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Такие вопросы: как будут обстоять дела с локализацией сих модов ?? всё на усмотрение автора ? И вопрос ценообразования.. тоже за ними ? )) ED какое то отношение к этому Мигу вообще имеет ?)1 point
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Приветствую друзья! Начал играть на днях в LockOn - Современная Боевая Авиация. Еще не до конца во всем разобрался. Подскажите пожалуйста, в открытие миссии на самолете А-10, как приказать ведомого атаковать противника и как подзарядить запас вооружения после посадки в аэропорт?1 point
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I installed DCS World and P51 yesterday. Track IR was not recognized. I deleteed the software and installed the latest software which included a 64 bit driver for my track ir 5. That fixed it1 point
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Hello Mirtma, I started flying P-51D today, and I used the second tutorial for takeoff. I couldn't agree more. After 5 attempts of takeoff, a mix of control changes on the T flight hotas X that I have, and 4 grass flips, 1 torque flip on the runway, I got frustrated. I'm not using t/o assistance (0%) nor autorudder. But I tell you this, for the first time since A-10C, takeoff was never that challenging. Luckily, upon going through the manual for like the 4th time, reading about takeoffs, the way she takes off is pretty easier compared to the A-10C. Here are my remarks (ehem:smartass:) You set rudder trim 4-5 degrees starboard (EHEM! right :) Set flaps down to 10 degrees You hold the wheelbrake down. Throttle gradual to M.P. 30'' inHg Pull the stick back halfway the axis (use RCtrl+Enter to get a look) Keep holding the stick Release the wheel brake and let the aircraft move a bit to the runway She'll start fishtailing, correct rudder and increase MP to 46'' inHg Keep your eye on one instrument - the Airspeed indicator. As soon as you're 90 mph, let go the stick to the neutral position. Twist it or rudder correct to use the RUDDERS and not the tail wheel. Your objective is to break lock of tail wheel as the tail begins to rise first around 93 mph. Once that is done, you've practically turned to an A-10C. Now all you gots to do, is to keep the throttle locked in place and not advance it further. Airspeed will build up, and at 110 kts, pull the stick back slightly. She'll go off. Once off ground trim reset the rudder/aileron/elevators, and use neutral stick scheme to control. I've attached my success track. Landing will take sometime to master as you'll see. http://www.mediafire.com/?5alum2vbq7biqu81 point
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Hello DCS devs/mods, As missions are becoming more complicated with audio scripting, the file sizes of these missions are rising. When joining a MP server you have to download the mission EVERY single time from the host, which can cause network issues from the hoster becoming overloaded with network data. Please implement some sort of system that allows us to point the sim towards the mission file already downloaded on our local drive and then remember that location so that it loads it each time we join a server with that mission loaded. Some sort of integrity check would be useful to to make sure players don't accidently load the wrong mission. If not that, just store the mission once downloaded and then reference that file on the disk each time as opposed to making us re-download it from the host every time. Thanks.1 point
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According to manual Stick slightly aft, to lock tail. Rudder trim +5 Prop level max. 31hg As rolling starts when you get rudder control - relax stick to neutral. At 50 IAS, advance power to 51hg. At 100 IAS, move stick slightly for (to get tail off ground) and slightly right. Aircraft takes off by itself. No issues. Here's a track. Quick takeoff and landing. takeoff.trk1 point
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Maybe? You are kidding me? This stuff like I said before, older than the internet:).1 point
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Well, after 4 attempts to install this sim, I finally had enough dealing with Norton. I uninstalled my entire Xfinity security suite, uTorrented the P-51D again, then in installed without a hitch. I'll re-install my security suite and hope it doesn't affect the playability. \/1 point
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Jocko - Thats why I could not talk to the ATC..you have my radio selector. Give it back!!1 point
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Было бы замечательно, если бы ED, в будущем, но недалеком :), доделали 25-ую тэху, чтобы он гармонично вписался в DCS World. АФМ на него имеется, тем более с учетом опыта над чебуратором имеющуюся модель полета можно еще подрихтовать. АФМ на главный калибр так же имеется. В плане авионики он должен быть гораздо проще, чем его заокеанский коллега, навороченных систем в нем, в общем-то, нет, одни будильники, как на лошадке (вот, только не знаю, доступна ли по нему информация). И тема штурмовой авиации в DCS была бы надолго закрыта, был бы кой никакой, а паритет :)1 point
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I have given incorrect info here! ... I do apologize, what I meant was, you can fly the 25t for free, and online with the P51 / other 25t's assuming you have a P51, A10 or KA50 key.. sorrysorrysorry...typing too soon after a strong coffee earlier!1 point
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Evgeny_RnD, соглашусь, что вкусовщина это такое дело и не продолжу спор, но всё же ED взяли курс совсем на другой уровень и концепцию реализации, ЛокОн - это прошлое. Не нужно распылять силы на полуаркадные полумерки для воздушного квэйка, а дорабатывать мир и подключать новые хорошо проработанные аппараты (Стоит так же подметить, что не зависимо от эпохи :))1 point
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Осторожно в титрах мат http://www.youtube.com/watch?v=-Om9U5DW-Ew :megalol:1 point
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Im trying the following setup: Throttle 1. Slider = Cockpit Zoom 2. FLAPS = Flaps, uses incrimental settings, eg down once moves flap in 10 degree settings -- i think 3. COOLIE HAT POV - Left = Knee board Next Page Down = Knee board On/Off Right = Knee board Prev Page UP = Knee board Glance 4. Left Throttle Button = Position Mark Point on Knee Board Map 5. Speed Brake Switch = Open / Close Canopy 6. L/G Warning Silence Button = Gear Up / Down JOYSTICK 1. TRIM SWITCH = Trim Nose Down = Trim Elevators Down " " Up = " " UP Trim LWD = Trim Rudder Left Trim RWD = Trim Rudder right 2. Nosewheel Steering Button = Reset Trim These seem to work well, so if anyone can pick holes in them please do. Find attached the profiles Struts HOTAS Joystick for Mustang.lua Struts SAITEK RUDDER For Mustang.lua Struts HOTAS Throttle for Mustang.lua1 point
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intresting times for the DCS series!! Thumbs up for me for the suprise Su-25T hehe.1 point
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I can't take credit for this as I found it on a long forgotten post but I think this will work: TRACK PLAYBACK PRIOR TO MISSION START (MISSION INTRO) It's now possible to create missions with a pre-recorded introduction track. The procedure to create a mission with an intro track is as follows: 1. Create a mission with the necessary triggers, graphical and audio material. 2. Launch the mission, record the intro track and save it. 3. Create a new file, called "continue_track" with the number '1' inside. The file can be created with Notepad or other similar program. The file should have no extension. 4. Open the TRK file with your archive opener (winrar, etc.) and insert the "continue_track" file inside the "track_data" folder of the TRK archive. 5. Rename the TRK extention to MIZ. As a result you will have a MIZ file that includes a track file inside. When the mission is launched, the track will be played back, after which the player will be handed control automatically.1 point
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Uploaded a new fixed version (some texture issues again), keep checking the file exchange for the new one. EDIT: It's up, enjoy. :)1 point
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Ok, here it is! Per Mustang's request (and not reflected in the screens above) I replaced Ricardo's shkval texture with the default, since it was of a US pilot and looked out of place in the Toad pit. Uploaded, go and get it! :) http://files.lockon.ru/en/178856/1 point
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It will almost certainly come with FC3 so in effect yes. You'll have the Su-25A with all the goodies.1 point
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That's some wonderful news! I finally have The T-Toad in DCS world with all its goodies (AI, mission generator, graphics). This just made my day. The only thing missing for me is the SU-25A ... will we be able to buy it for DCS world?1 point
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Always had equal amounts of love & hate for the Toad.... great to see it included in the new DCS World.1 point
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Of course I will buy for sure a Su-25T DCS. Not 39 $, I gone pay 49 $. So people leats ask to ED make a DCS Su-25T and lets pay 49 $ jajahahaha1 point
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This Article was written in 2010. That is light yrs. in the IT industry. Let's take a look at a more modern aproach to this theory. Based on the meriad of improvements sense the initial iteration of SSDs, Longevity has been researched and the findings, albeit academic as testing a drive in real world perspectives would take yrs. to confirm. 5.12yrs on a poorly Maintained drive vs. 75.37 yrs. on a well maintained SSD.................Can you say Obsesive Culmpulsive..........Now go tell anyone willing to debate the "Longevity" ideology. Now, we're able to look at the following data without freaking out about SSD longevity. This is really about SandForce's technology and its effect on write amplification, and, in turn, endurance. Workload Ratio: 35% 128 KB Sequential, 65% 4 KB Random 128 KB Sequential: 66% Reads, 34% Writes 4 KB Random: 66% Reads, 34% Writes Full Span, QD=1, ~3 Hours Intel SSD 520 60 GB Incompressible Intel SSD 520 60 GB Compressible Total Host Writes 211 GB 583 GB NAND Writes 616 GB 100 GB Write Amplification 2.9x 0.17x Percent MWI used (E2)0.078% 0.037% Endurance Rating For Workload 0.170 Years 0.905 Years Real-World Endurance Rating Estimate (7 GB Written Per Day) 5.12 Years 75.37 Years Presented with completely compressible data, Intel's 60 GB SSD 520 is told to write 583 GB of data, and actually writes 100 GB to flash. This translates into a write amplification of 0.17x. That's downright incredible considering non-SandForce will generally end up with write amplification that looks more like our incompressible workload, where 211 GB of data is written as 616 GB of to the NAND (yielding amplification of 2.9x). In reality, you'll probably never see either of the extremes presented here. We're taxing the heck out of these SSDs, allowing no idle time for background garbage collection to affect the drive. That's an important process, responsible for further minimizing write amplification. As a result, in normal use, endurance really isn't your indicator of reliability. Again, we're really just trying to illustrate how SandForce's compression technology, which is sometimes maligned for its variable impact on performance, might also help extend endurance for SSD vendors who use lower-binned NAND.1 point
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Ok, I have never played any of the Lock on/Flaming cliffs, and have no idea how they work and are related to each other. So there is no difference between the Flaming Cliffs 2 Frogfoot and the LOMAC 1.1 one?1 point
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Вот о том и речь. Кто-то вообще скажет что зум не нужен. однако кому то такое решение просто не приемлемо. Я бы вообще если уж на то пошло через таргет запрограммировал зум на одну всего лишь кнопку (например ту что под мизинцем (рычажок)) сделал бы так что нажимаешь ее - камера наезжает, отпускаешь - отъезжает. ИМХО это гораздо легче чем с модификатором. В общем как ни крути модификатор хоть и простое, но далеко не самое практичное решение. Я выбрал то которое не сжирает у меня ни одной кнопки на джое, не требует постоянного присутствия рук на органах управления, и имеет простую, интуитивно понятную моторику.:smoke:1 point
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Hi there! It is quite sad that a bunch of people is able to capture high res videos, but has few knowledge of how to cut nice stories. A common mistake is to focus on your own experience, showing where you have been cool and put a stress on that in temporal context. Short: You create a 10min video for one excellent 30sec weapon run. Noone will take a look at that, well, and if... once. The next video will not be viewed in full extension but instantly fast forwarded. Here are some thoughts (well after graduating in arts, this might not be too selfish but should help the whole community on the long hand. And of course, I am looking forward to critical/controversial comments rather then praying the commandments. Defining the goal Spend some time to precisely define the outcome. Should your video achieve a tutorial, promotional function or is it just entertainment. Focus, focus, focus: What is the core message? Is it a procedural behaviour (e.g. setting up a weapon run)? Is it a single action (cluster bomb destroying whole group)? Is it weather, missile dodge, teamwork, or the great achievement of a mission? Helpful is also to write down the completed sentence (multiple facts possible): After watching my video the viewer [knows/feels/wants to/is inspired to do]... but remember the focus! Play with moods As old a theatre: developement, tension, surprise, ending. Or in terms of Hitchcock: tension and suspense. Develop a story that raises tension "what will happen?" and do surprise the audience "nice weather ... nothing bad... RWR tracking unit". Or milkrun on convoy... an Igla appears. landing run, bird strike one engine off. Generate: relaxed moods, happy, bright weather, procedural actions, all gauges in norm. tension: new thread, faults, missile incoming, weather change, audio request, an enemy grouping/setting up action action action: quick movements, explosions, fire fire, flares, shootings, near misses, canyons, high speed salvation: peace again, no thread, nice weather, situation stabil Make it viewable First of all: make short cutscenes, short short short. While older films (80ies) had longer timespans, it only takes up to 3 secs for a viewer to get most visual informations out of one picture. This means, if scenes are cut longer, you have a high chance to annoy the viewer. Make a story, make the story consistent. Well I know for tech geeks being proud it's difficult not to rest in front of your hardware. Give it a try. You do not need to draw a whole storyboard, but fixing on the storyline (words) adding some important visual aspects does the job. e.g. attackrun on AAA, approach into sunset overcast cloudcover, camera low rear (7 o'clock low) into the sun. Try sketching. If you like movies, you'll enjoy re-working your animation in game. Storyline is also important to avoid errors. (e.g. payload after attack run is different/not spend). Not to get me wrong: cutting together different captures is possible, but please do not cheat on that viewer, he'll quickliy find out. Be honest and cut it like its a collection and no single story. Keep in mind: short. Spend time on how to present and tell one situation. Well now, I think it is time for an example. Example: Attack run on AAA through the clouds. Bad example: cockpit view, 2min to target. You see the sun, you click around. RWR goes of, you dive. You show full weapons release in externals. Focus on destroyed unit for 1min. Bad. Very bad. WORSE. Good example: focus on exorbitant weather (see section moods), dive through the clouds, hit with one burst, maneuver after engagement. Playing on the axis of detail. (Camera distances to motive, different views of same situation/object, perspective). Playing with time (rhythm change: quick, slower). EXTERNAL Openning scene beautiful weather, flight into sunset 7 o'clock low. INTERNAL Cockpit view pan from HUD into sun/3 o'clock wing. INTERNAL close short: RWR on (only clicks), close shot Lights off) aka "fence in". EXTERNAL fly by view (not whole flyby max 5secs) ... "time passes" INTERNAL wide... another pan looking out of the canopy TENSION INTERNAL: close shot RWR [A] AAA indication tick tick tick. EXTERNAL "reaction": F2 bank 60° left (RWR!) away from sun. Crash dive through the clouds. INTERNAL: forward view. white out clouds... RWR active 3-4secs. EXTERNAL: AAA tracking turrent movement, elevation of barrels. INTERNAL: breaking through cloud cover, aligning target. EXTERNAL f2 front shot: small burst. EXTERNAL target, but camera as "journalist/observer" bit away. Only impacts -1sec wait for famous groahhh sound. (different view angle: explosion of unit if not happened, 2secs) INTERNAL: banking (only the first second) EXTERNAL F2 from rear: banking to 90° dropping flares. EXTERNAL F3 turn and flares (4 secs, longer if audio confimes the kill. e.g. "Mission complete, target destroyed, Whoo-hooo, ....") That's it. That's it, why there are cut programs. I know that's hello of a job but if you know the storyline and plot it WILL BE FUN to record these scenes focused on that message. Finishing Audio! See moods, choose different music/sounds for different moods. E.g. epic "nero - united we stand" beginning is not suitable for an relaxed opening scene. Feel the musics mood and speed! Use it accordingly to the scenes. (In our example with the RWR/AAA aligning, crashdive but not before that event). If you play one track for 3min filling visual material, you will end up with something else: a music video. Go back to "defining goals", start up again and seek to express the musics moods with the mean of DCS. But again, start over at defnining goals. Do not wait for radio to happen. Record it and mix it into the images... you do not want the audience wait for 10secs feedback after you requested takeoff. Seek music, radio coms (which is a good behaviour anyways). Having a storyline and a pre defined goal (remember that?), this one should be easy. If you spend time creating... do mention you, an appropriate title, the music used (copyrights? legal usage, try: jamendo and/or freemusic) programs and save the teamwork by mentioning helpers. And even contact (webpage), where to find more videos regarding one can download and do not see those videos in youtube. e.g. youtube channel. Looking forward to comments, discussions and - of course - stonishing videos. Have fun flying'n'recording! Words of the master: "Alfred Hitchcock On Mastering Cinematic Tension"1 point
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