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Showing content with the highest reputation on 05/29/12 in all areas

  1. Dummies Guide for the “MonitorSetup.lua“ and placing/positioning different view-ports 1.0.X It's 16 pages and should cover all aspects for a successfully Multi-monitor set-up. The first two pages: This is version1.0.X - I will probably change some things. Please let me know if everything is logical correct and if you found some bad typos/grammar. I only read it three-times up to now. And I was writing it all today. So please give me a slag if everything is not absolute top-notch up-to now. And some things are still missing.:P File: Dummies Guide for the “MonitorSetup.lua“1.0.2.pdf.zip Size: 1.54 Mb [download] This pre-sets will switch on the export of avionics to dedicated view-ports - just by simple copy'n'paste. And will remove any conflicts between A10C and Ka-50 >>> http://forums.eagle.ru/showthread.php?p=1541311#post1541311 ...and there is no need to set your left screen as Main in a 'windowd' setup if you don't want to. Use the 'Phantommonitorfix' to align the DCS simulation screen in your Top-Left corner of your whole desktop - even if your left monitor isn't the main-screen. Tip - place the exe or a shortcut of this skript it in your startup folder , C:\Users\>User Name<\AppData\Roaming\Microsoft\Windows\Start Menu\Programs\Startup to lower your workload . So it is loaded when your system boots and you don't have to manually start it any more. - It uses no measurable recurrences and only gets active when DCS.exe is loaded.
    2 points
  2. Ok so here is my two bits. Between working and other stuff I get little time to fly but what I've learned so far... This is the single most important instrument you have. Everything you do in this aircraft that comes down to life or death depends on how you control the ball. It matters in takeoff, it matters in landing, it matters immensely in dog-fighting. It affects which way your bombs drop and which direction your bullets fly and careful use lowers the speed at which tight turns turn into flailing stalls. This is why they call it "stick & rudder" With that being said first I'll cover the settings. I enjoy about 2-3 degrees right rudder trim. If your using hats for trim and ailerons (which you should be) set two clicks right roll and two clicks down or nose heavy. No flaps, no tanks, no bombs, full fuel. These settings will be different for a non-clean configuration and you'll have to experiment. Now for the takeoff roll... No brakes, pull the stick back to hold course on start. Advance the throttle to 45-46 manifold Hg. As it crosses about 30 Hg you'll need to add some right rudder to compensate initial torque pull. Dont trim, its all in the hands and feet now. Now you need to have your trackir or view zoomed way out. With your peripheral watch the sides of the runway and verify your roughly centered. Your primary focus will be on that little ball. Keep it centered and use gentle but calculated input, it requires a lot of practice. Once your rolling and your cruising, anything above walking speed you can let go of the stick. If you can manage to keep that ball centered and keep her straight on the runway she'll haul ass. Once the tail comes up around 60 she'll begin to go nuts. At this point keep your focus hat on because this is the part where keeping that ball centered is life or death. It is the very moment the tail comes up that she goes nuts. When the tail is coming up its crossing prop wash and torque and it needs a lot of rudder to overcome, but once the tail is up at the top it will only require little and steady input. Once her tail is up and that ball is centered your walking on sunshine. She'll stay straight and you can keep the wheels on the deck as long as you want. Once its steady you'll be able to focus on speed and chances are you'll already be going fast enough to lift off. I like to hold her down til about 130-150 just for kicks. In conclusion, knowing what the BAI does and how to use it is the difference between life and death in this game. Learn it, use it, love it. You'll find if you can keep her centered at all times that your turns will be much tighter, your control will be more exact and your opponents will be a lil dead'r. Changing your loadout will require you to change your initial trim settings so do a lot of practice clean till you get a feel for what you need heading down the street. Good luck!
    1 point
  3. An SDK is in the plans. Nate
    1 point
  4. I had that initial impression too, then started messing around with it. Granted, this is for FSX, not Prepar3D (Can't justify the cost). I found the best compromise was to use AS2012 weather engine with REX 2.0 OD for the textures. This combined with the ORBX NA products = one heck of a nice scene to fly in (I fly from CYYJ with FSPassengers X). Eventually I reverted back to using only REX 2.0 OD with real weather enabled and PIREP's. But AS2012 is a good product too. Some pics of REX 2.0 OD and ORBX, some AS2012 in there too.. (AMD E8400 OC'd to 3.6Ghz (dual Core) Single GTX 260 8Gb RAM 850 Watt PSU Gigabyte P5 something or other mobo Win 7 Ultimate x64)
    1 point
  5. Говорю по своему опыту. Например, в хороших погодных условиях без облачности видимость Су-27 летящего на высоте 4800 м, без проблем видно (если смотреть полностью сверху, особенно демаскируют солнечные блики) на фоне земли с высоты почти 10000 м. Точно так же и в ГС2. Разумеется его видно сильно хуже если его нос смотрит на нас или он к нам повернулся полностью соплами. И в ГС2 при таких ракурсах Су-27 крайне трудно различить на фоне земли. По поводу максимальных перегрузок, а тут какие проблемы? Темнеть начинает от краев экрана закрывая обзорность. При таком раскладе противника сопровождать взглядом становится сложнее. Хотя, если хорошо погреться, то проблем меньше. Да и стрелять, так или иначе, приходится на меньших перегрузках. В ряде случаев в ГС2 тоже сложно сохранять визуальный контакт с целью. Думаю ты видел это видео http://www.youtube.com/watch?v=g9-gPXmDXCM Почему то у пилотов Су-27 проблем в визуальной видимостью не возникает. Ну сам посуди. Пушечный бой: 1. Очень достоверная аэродинамика поведения ЛА на скоростях ближнего боя от 200 до 1300 км/ч (Су-27, F-15C, Су-33) при том что это СФМ; 2. Индивидуальная балистика ВПУ и урон от попаданий ВПУ разных фирм (ГШ-30-1, Vulcan M60); 3. Меньше факторов случайности, бой больше зависит от твоих навыков маневрирования и меткости. ДВБ: 1. Упрощенная авионика, в частности работа БРЛС и ОЛС больше похоже на аркаду; 2. Реализация помех оставляет желать лучшего; 3. Вам не известно по каким алгоритмам в симуляторе работают ракеты, соответственно это больше вытекает в фактор случайности, а не собственного умения. Плюс ракеты в ГС2 более эффективны, чем в реальных войнах. Хотя это все равно не отменяет того, что ближний бой на пушках по реализации имеет свои недостатки. :) P.S. Конечно это не все факторы, но по моему мнению, самый опасный фактор в бою, это фактор случайности, т.е. когда вы не знаете полностью механизмы работы оружием, которым вы стреляете.
    1 point
  6. This is art for fun. FSX is a Microsoft product. Remember you cant spell fart without art.
    1 point
  7. Начинает казаться что народу нужны именно "корованы" и возможность их грабить :lol:
    1 point
  8. The Pesky Ruskies have come up with Copy and Paste in the real world. This is serious lads. :D
    1 point
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