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Bowie

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Everything posted by Bowie

  1. You obfuscate the point. A MIL - is also 1' @ 1,000', as in MIL rings on a gunsight. Flat human sight is 52.5 MIL, or 52.5 ft. @ 1,000 ft./1° of angle. 1X view. If the images you see on your monitor are not that, they are modified and distorted. Regardless of the image size, postage stamp to jumbo-tron, or viewing distance, 30" or 30'. 52.5 MIL's Bowie
  2. F4U DevGru - Check Pitch and Yaw Inertia Pitch and yaw inertia in the F4U was somewhat massless and twitchy, not so for Roll. Mitigated somewhat with the joystick. Joystick Curves: Y Axis =33 X Axis = 11 Have been messing w/ the 'F4U-1D.lua' as well, to improve Pitch/Yaw Inertia, specifically: '895 kjz = 0.00125,' After some testing: '895 kjz = 0.10125,' Gives the F4U some very nice longitudinal inertia, like there was a huge engine and prop 7+ feet ahead of the main wing spar/CG. Really nice. Give it a try. Bowie
  3. And this is not about realistic relativity, but scale and proportion. Take a picture with a 1X lens, and that image will show a 52.5 MIL view regardless of the image size, postage stamp to jumbo-tron, or viewing distance, 30" or 30'. 52.5 MIL's, or 52.5 ft. @ 1,000 ft./1° of angle. Bowie
  4. F4U DevGru - Check Control Harmony Pitch and yaw inertia in the F4U was somewhat massless and twitchy, not so for Roll. Tried mitigating with the joystick. Joystick Curves: Y Axis = 26 X Axis = 11 Have been messing w/ the 'F4U-1D.lua' as well, to improve Pitch Inertia, specifically '895 kjz = 0.00125,'. Wanted to see if there was a drag penalty, so put the OEM 'F4U-1D.lua' back in, and then upped the Y-axis curve to '52', a 100% increase from the previously increased '26'. Actually flew rather nice, except for 3-point landings, where a lot of elevator deflection is required. Way up on the steep part of the curve, and 'twitchy'. So tried '39', a 50% increase, to flatten the curve at the higher deflections. Joystick Curves: Y Axis =39 X Axis = 11 Really nice in precision flying/gunnery, but still a little twitchy in turn fights and at high AOA landings. So tried '33', to flatten the curve some more. Joystick Curves: Y Axis =33 X Axis = 11 Perfect. So, F4U DevGru, could you work on the control harmony. 33/11: would assume a linkage ratio/bellcrank issue. This is getting to be a really great A/C. Bowie
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  5. Subjective analysis - of how known things should look, in relation to other things, at understandable distances. And this is world view, so it should be the same in all modules, as well as the Options/System/External field of view. 52.5 MIL's. Have tested a wide range, and done some research. Industry std. appears to be ~ 55°, but DCS looks and runs better at 56°, and precisely matches the in-cockpit '41.000000' viewAngle. For jets - it's the cockpit and ground view at low level. Does it feel right, and does the ground move flat and smooth, especially when panning. For Prop Fighters, again, cockpit, but then, how enemy planes look and interact. Are they visible at accepted visual ranges, or do they look zoomed in and pan slow. Is the gunsight MIL ring usable and effective, or do bullets apparently slow down because the visual distance is reduced. And, again, Panning. Smooth, flat, and fast, like the Mk.1 eyeball. Bowie
  6. Of course. Postage stamp to jumbo-tron, at any viewing distance. 52.5 MIL's. Bowie
  7. An F/A-18C Lot 20 Cockpit that Looks and Feels... Right (56° FoV) The Mk.1 Eyeball - is a 1X instrument. It sees in 52.5 MIL's, or 52.5 ft. @ 1,000 ft./1° of angle. If one sees less, they are zoomed in with a reduced FoV(Field of View); more, and they are zoomed out with an increased FoV. And this is not about realistic relativity, but scale and proportion. Take a picture with a 1X lens, and that image will show a 52.5 MIL view regardless of the image size, postage stamp to jumbo-tron, or viewing distance, 30" or 30'. 52.5 MIL's. To simplify DCS, the FoV of the A/C have been increased to allow panoramic viewing, reducing the need to pan. But it is no longer 52.5 MIL's, more like Twice that. This bends the image and reduces the size of objects, near and far, to get then to fit in the single Arcade view. Flat 52.5 MIL human sight requires that one point their nose in the direction of the new view - Pan. The difficulty lies with determining what is a 52.5 MIL view, if desired, from a user perspective. Subjective analysis - of how known things should look, in relation to other things, at understandable distances. F/A-18C Lot 20: (56° FoV) Save a 'RAlt+num0' cockpit view angle to get it implanted in the User 'SnapViews' file. With Notepad++, open C:/user/"user name"/Saved Games/DCS.openbeta/Config/View/SnapViews.lua. (make a copy first and rename it. e.g. "SnapViews - OEM.lua". Find the new "FA-18C_hornet" section. Change (copy/paste): SnapViews["FA-18C_hornet"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 56.000000,--FOV 60.000000, 56.000000, OEM 63.000000 "FA-18C_hornet" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap Center)/(Cockpit panel view in)(-30°) vAngle = -30.000000,-- Cockpit View -30.000000, OEM -15.700000 x_trans = 0.015000,-- Cockpit View In_Trans 0.015000(60/56°), OEM 0.130000 y_trans = -0.017000,-- Cockpit View Up_Trans -0.017000, OEM -0.008300 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, }, ... [13] = {--default view viewAngle = 41.000000,--FOV 44.180000(60°), 41.000000(56°), OEM 63.000000 "FA-18C_hornet" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.000000, OEM -15.700000 x_trans = 0.015000,-- Cockpit View In_Trans 0.015000(60/56°), OEM 0.130000 y_trans = -0.017000,-- Cockpit View Up_Trans -0.017000, OEM -0.008300 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, }, Set the Options/System/External field of view to 56° as well, for 52.5 MIL External viewing. For the Logitec Extreme 3D Pro, with 4 stick head buttons and a hat: UL (JOY_BTN5) = "camera view down slow" UR (JOY_BTN6) = "View Center" LL (JOY_BTN3) = "view left" LR (JOY_BTN4) = "view right" Hat (JOY_BTN_POV1_x) = default pan function This provides: (UL) Instrument Panel view (-30°), w/ additional down views. (UR) Gunsight view (dedicated) (LL) Fast Pan - left (over the shoulder from Gunsight view) (LR) Fast Pan - right (over the shoulder from Gunsight view) (Hat) Pan - from any view or location Pilot Views - from the F/A-18C Lot 20 Cockpit: (56° FoV) Give it a try. Bowie
  8. DCS OPTIONS (Main Page/gear wheel)/SPECIAL/F4U-1D tab/COCKPIT SHAKE LEVEL Like '60', for all A/C so far. Bowie
  9. Given the F4U's 100 MIL (100' @ 1000') inner gunsight ring, and the average fighter wingspan/fuselage length of ~ 35'? A 100 yd harmonization would equate to basically filling the 100 MIL ring with fighter, pretty handy in a fur-ball dogfight with more maneuverable Japanese A/C. The standard 1,000' harmonization puts that same fighter into 1/3 of the 100 MIL ring, equal spacing, which is easy to recognize in an attack. This is the 70 MIL ring P-51D gunsight, so 1/2 for a 35' wingspan/fuselage length fighter. The problem with the 100 yd. harmonization - is that at that short range, the angle rate of change of a maneuvering A/C is very high. But the lead required is also very short, so it's snap shooting at best. Bowie
  10. Could this be linked to 'Active Pause'? Just figured out how to activate this in all player Aircraft/missions, at any time. It only stops the player's A/C. The rest of the world goes on. Bowie
  11. Upped the Pitch and Roll joystick curves from 19 to 21. Took all the massless twitch out of the controls. Precision flying is now functional. Really flies nice, especially around the boat. Bowie
  12. Yeah... this is very good, maybe perfect. SnapViews["P-51D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 54.750000,--FOV Cockpit Zoom 54.750000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.00000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.124000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.00000, OEM -9.500000 x_trans = 0.124000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, Give it a try. Bowie
  13. Update: The 'x_trans = 0.118000'... just always seemed to be a little small and out of scale. And the 'feel' of being in the cockpit, requires that it all 'pops'. Otherwise, it's just a picture. So, moved in, and then backed out until it quit 'popping', then bumped it up. Ended up with 'x_trans = 0.124000'. Now, the whole plane looks/feels different than the scenery, especially the gunsight glass, as the affect is 3D with a target airplane in range. Will post up some picks. SnapViews["P-51D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 54.750000,--FOV Cockpit Zoom 54.750000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.00000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.124000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.00000, OEM -9.500000 x_trans = 0.124000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, Give it a try. Bowie
  14. On that note: Try the A-4E-C Skyhawk. Spent considerable time in the F/A-18C, in Launch/Pattern/Recovery cycles. Climb-to-level/speed, break to level 'on-speed', and then 90°/groove/ball/wire. Then transitioned to the nightmare A-4E-C. But after considerable effort to master this feral beast, it began to behave, and then perform. The F/A-18C is now a cruise ship. Train as hard as one can, as easier - is. Bowie
  15. Track Replay - an Alternate Reality Had a close call in a big fur-ball flying the P-51D-25, tracers all over me, but no hits. So decided to run a Track replay, to see who was the culprit, friend or foe. Track took me to the spot - and then the A/C was lit up like a Christmas tree, oil on the windscreen, the works. But continued through the routine, power, with no engine. This also explains why the gun targets are "invisible." Because they aren't there at all, in the alternate reality of the Track. This is a new install, down to the desktop icons, sans the latest update. Please Advise
  16. Update: Still felt a bit claustrophobic, so set to tinkering again. There appears to be a focal plane effect, maybe having to do with the resolution rendering. Where 'x_trans = 0.125000' felt a little tight, but the panel really popped, brilliantly, like 4K, like hunching in. Then, at 'x_trans = 0.120000', OEM, the cowling seemed diminished, like 2K, and somehow smaller. So tried what worked on the F/A-18C, Start back w/ everything looking the same, out and in, and then move the eyeball forward until the panel pops in 2K, as well as the cowling, and is distinguishable from the outside world, and then match the 30° panel view because of all the reference details. And at 'x_trans = 0.118000', the panel popped, and the cowling as well. So everything looks great and in proportion, except that the canopy bow is a little further out and in play, like comfortable in the seat. Runs a bit faster and smoother as well. Give it a try. SnapViews["P-51D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 54.750000,--FOV Cockpit Zoom 54.750000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.00000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.118000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.00000, OEM -9.500000 x_trans = 0.118000,-- Cockpit View In_Trans 0.118000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, Enjoy. Bowie
  17. Of course. Thank you for the spell-check. Bowie
  18. Any acknowledgement on this issue? #3 CAT still sends'em swimming. Really enjoy the boat, otherwise. Bowie
  19. Community A-4E-C v2.3 - 'On Speed' AOA. Really enjoy your 'Scooter', ... but its 'On Speed' AOA is just behind the Stall/Power curve. This results in: Excess/Insufficient power requirement to maintain 'On Speed', causing Pitch/Speed change, instead on simply altitude. A bubble effect late in the approach, if/when the wing hits its 'On Speed', and increases lift while reducing drag. Lands nice a little hot/high, but w/o the AOA, there is no simple indication as to just how hot/high. Please advise. Great A/C. Bowie
  20. Update: Decided to double back and make some "eyeball" location comparisons, starting with the 'OEM x_trans = 0.120000'. And it was still slightly small, but only slightly, like your head is against the headrest, and fine generally if preferred. What surprised me was that moving forward a measly '0.005', to 'x_trans = 0.125000', made a big difference, without making the gunsight glass and windscreen overly large, like the previous setting. The gauges "pop", as does the canopy bow, so it feels like being inside. And the MIL Ring size is not affected by "eyeball" position, only zoom(FOV), so the further away, the bigger it is relative to the reduced reflector glass, which is affected. Went back-n-forth between the two, alternating a quickstart 6 v. 6 mission, including combat landing afterward. Both work very well, but the 'x_trans = 0.125000' just feels better. SnapViews["P-51D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 54.750000,--FOV Cockpit Zoom 54.750000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.00000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.125000,-- Cockpit View In_Trans 0.125000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 "P-51D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000,-- (View Center)/(Cam View Dn-Slow)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.00000, OEM -9.500000 x_trans = 0.125000,-- Cockpit View In_Trans 0.125000, OEM 0.120000 y_trans = 0.060000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, Enjoy. Bowie
  21. MIL Range... 6' dia. pattern, wing root to wing root, drifting back from the spinner. Passed this plane after maybe a 3/4-second burst, and looked back. Like an air-burst chaff cloud. Confetti. Bowie
  22. The P-51D, appropriately set up (40-30°), on the Normandy '44 map against 'trained' and higher Luftwaffe assets, both air and ground? Is simply incredible. An airplane that handles beautifully, with good physics, that one can experience 'in the seat' Mk.1 eyeball aerial combat against an aggressive and capable enemy. Technical fidgetry and systems management is all very cool, and has it's place in the ACM/flight regime environment. But for a 'seat of the pants' thrill-ride, with guns, nothing beats WWII/P-51D combat. It is Home. Bowie
  23. If you look at the question, the reconsideration/request is pretty clear: Who knows. Bowie
  24. CoreMods/WWII Units/Weapons: Weapons - (Bf 109G-6).lua Rename the OEM first, and then copy and rename this one 'Weapons.lua'. Bowie
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