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Everything posted by Bowie
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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
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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
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MIL Range... Bowie
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Is buying WW2 modules and asset pack worth it?
Bowie replied to lenenkash's topic in Controller Questions and Bugs
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 -
UPDATE: Reverted back to the "[13] viewAngle = 40.000000"cockpit FOV settings, with a small adjustment forward in "eyeball" position. Found that matched to the 55° external FOV, everything outside was just a little small/far away at gun and landing ranges. Marksmanship and landings suffered, for no appreciable advantage. So, tried matching 54° external FOV (increase zoom). Over-improved Marksmanship and landings, looked close, panned poorly, and the monitor frame "popped," creating that 'slit in a bucket' effect most despise. Investigated external view, and it is completely separate and arbitrary, so matching it makes no sense, RE: internal cockpit view. So, went back to the internal '40.000000' and matched that. Monitor frame faded, dogfight panning came back, and looks right/hits right/lands right is back to normal, albeit moving the 'eyeball' forward a bit, to better scale the gunsight/canopy bow position/gauge tip angle, again, better visual 'feel'. 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 = 0.155000,-- Cockpit View In_Trans 0.155000, 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 = 0.155000,-- Cockpit View In_Trans 0.155000, 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
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Release in 2026 but barely any info 6 months before 2026?
Bowie replied to LimePartician's topic in DCS: F-35A
If you look at the question, the reconsideration/request is pretty clear: Who knows. Bowie -
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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You like what you like. Me? CFS2. Took me quite a while to get DCS so that it didn't just absolutely suck. Now it's awesome. Driving your car, looking down the road, you can't see the dash, nor your side windows or mirrors. Look at any of those, and you cant see down the road. Same thing with this, except that one snaps/pans to point their nose, instead of turning their head. The eyes still wander around a ~55° FOV. Puts me IN the cockpit. And the Mil ring on the gunsite works. Fill half the ring with wingspan or fuselage, pull lead, and squeeze... and it's 4th of July on the other end. No superhuman zoom, no labels, no cheats. Just pilot stuff. Bowie
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Vision runs out long before the edge of your screen. Requiring a change in focal point. This is the same condition for both setups. Except that on your setup, you can do it in a single view, where as on mine one must soon 'point their nose' in the direction desired to produce the new field. But what does one get? Stare at the gunsight of the pic above, and try to read the gauges. Stare at the wingtip of the other plane and try to determine which gunsight is presented. Have to look back, on both setups. But what else do you get with that setup? A bowed, distorted view of the cockpit from the back seat. And objects at distance far out of scale. Then, consider the OP. Views that are proportional to the front seat cockpit view, optically flat, and easy to read gauges. Outside views are also proportional and flat, to the same 55° FOV as the external view itself. The only catch, is that it requires one to pan to a new view sooner. With a little practice, situational awareness and theater-of-the-mind builds the holodeck, like driving your car, and the scan pattern just updates the global image. A little more work from the 'arcade' setup, but a huge payoff in realism and immersion. Won't know until you try it, long enough to get the hang of it. No supernatural zooming or labels, no warped, backseat views. Bowie
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From this page on. https://forum.dcs.world/topic/284652-cv-59-forrestal-feedback-thread/page/19/ @IronMike Please advise Bowie
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Any plans to arm the forward firing guns on the A-20G, so that AI could implement strafing? Great and well used A/C in the ETO, as well as a stand-in for the B-25 in the PTO now emerging. Please advise. @BIGNEWY Bowie
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The point of the exercise is to provide a realistic field of view and magnification, regardless of scale. Wristwatch to jumbotron. What a pilot would see, both in the cockpit and out in the distance. So that super-human zoom vision, and labels, become cheats. Bowie
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Along w/ the A-4E-C... Bowie
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DCS, in general, has difficulty w/ Mass, Acceleration, and Inertia, especially in the rotational. The P-51D has a pretty good feel, where as the German warbirds fly like kites. The F4U-1 has a large prop and engine, way out in front. Also has a broad cord NACA-23000 airfoil section, which is stable at a wide range of airspeeds. Dad had literally Thousands of hours in the "U-Bird", as fighter pilot, instructor, and later test pilot. Said that it was stable and precise, as his Marine Corps aerial gunnery scores would attest to. Aircraft has a gross weight of over Six Tons in fighter configuration. That has physics. For reference: https://www.wwiiaircraftperformance.org/f4u/f4u-1d-detail-specification.pdf Bowie
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So... Moved the 'eyeball' up 0.013 (y_trans = 0.043000,-- 0.030000), which greatly improves the utility of the gunsight, to pull deflection lead, under G's, w/ realistic head movement enabled. Exacerbates the framing/lumber issue above to some extent, but is essential for fighting. Bowie
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UPDATE: Refined this, to precisely match the Options/System/External Field of View = 55°. Found that the [1] 'snap view' (keypad "0") could be re-tasked to an Instrument Panel "Look in/back" from a off-axis panned view. Really handy both fighting and landing, for a quick check of the gauges. Noticed this view was a little off of the 55° Ext. FoV setting, though always very different from the [13] 'default view', and figured that since they were on different scales, the 'snap view' was probable the same as the External. So, set the [1] 'snap view' to 55°, and then readjusted the [13] 'default view' by selecting the 'Panel View' w/ the control stick button, and then (keypad "0") snapping back and forth to it, looking for anomalies. Wiggled it into a perfect match, which is a little wider than the original "40", which is good for FoV, but not enough to create an unwanted effect. Win/Win. SnapViews["P-51D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 55.000000,--FOV Cockpit Zoom 55.000000, 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 = 0.160000,-- Cockpit View In_Trans 0.160000. 0.150000, 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 = 40.200000,--FOV Cockpit Zoom 40.200000, 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 = 0.160000,-- Cockpit View In_Trans 0.160000, 0.150000, 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
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So... Moved the 'eyeball' back 0.02 (x_trans = -0.020000,-- 0.000000), which is about as far, until the canopy shield gets unrealistically intrusive. Somewhat of an improvement. Bowie
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Release in 2026 but barely any info 6 months before 2026?
Bowie replied to LimePartician's topic in DCS: F-35A
Yeah... Hence the request, w/ explanation. Bowie -
Have spent a little time getting the M3 F4U-1D Corsair pointed out. This consists of snap-and-pan views, based/matching a 55° External View, being: [1] = {--LWin + Num0 : Snap View 0 viewAngle = 55.000000, --FOV Cockpit Zoom "F4U-1D" viewAngleVertical= 0.000000,--VFOV OEM 0.000000 hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.000000,-- Cockpit View 0.000000, OEM 70.000000 x_trans = 0.000000,-- Cockpit View In_Trans 0.000000, OEM 0.150000 y_trans = 0.030000,-- Cockpit View Up_Trans 0.030000, OEM 0.030000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, [13] = {--default view viewAngle = 40.200000,--FOV "F4U-1D" viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000,-- 0.000000 y_trans = 0.030000,-- 0.030000 z_trans = 0.000000,-- 0.000000 rollAngle = 0.000000, cockpit_version = 0, These match perfectly. Resulting in this: Feels like dogfighting in a Steam Locomotive compared to the P-51D Mustang. Is all this framing and lumber really to spec scale for the F4U-1D? Doesn't appear to be from the images found. Please advise. Bowie
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P-51D-25 - Joystick/Keyboard & Briefing/Load screen image... gone!
Bowie replied to Bowie's topic in General Bugs
Well... Decided to archive the User folder, and uninstall/reinstall DCS 2.9 fresh, down to the desktop icon. Threw out all the folders. Two massive D/L's and ~ 18 hrs. Everything is working properly now and am resetting Options, and then will add back User folders and mods, w/ periodic checks for anomalies. Old install was from 2020? Lots of water under the DCS bridge since. Bowie -
Release in 2026 but barely any info 6 months before 2026?
Bowie replied to LimePartician's topic in DCS: F-35A
While waiting patiently... Any chance of a reconsideration RE: the F-35C Carrier based variant, as the flagship of this project? Both the Navy and Marine Corps are fielding it, and will take over those AoR's long before the AF and their F-16/15/22/etc. stable. Can be land based as well, if that detail was missed, w/o the complexity of V/STOL. Please consider. @BIGNEWY Bowie -
P-51D-25 - Joystick/Keyboard & Briefing/Load screen image... gone!
Bowie replied to Bowie's topic in General Bugs
So, renamed the user/input/joystick and keyboard .diff.ula's and ran a test. No joy. They did not regenerate. Same missing briefing/load "texture", and no control of the A/C, save mouse view panning. Also noticed that the instruments are frozen as well, even as the A/C over-revs and augers in. This is weird. Bowie -
P-51D-25 - Joystick/Keyboard & Briefing/Load screen image... gone!
Bowie replied to Bowie's topic in General Bugs
Found that out RE: the User/Input folders. Then how do they get there in the first place? Bowie So you are suggesting to just rename the "files" w/in the user/input folders, and not the folders themselves. Is that correct? And would this address the missing briefing/load screen image, that is correctly in the Program Files/.../Mods/aircraft/P-51D/Skins/1/ME folder? Bowie -
Community A-4E-C v2.3 (May 2025)
Bowie replied to plusnine's topic in Flyable/Drivable Mods for DCS World
A-4E-C: Main Tires Coefficient of Friction The Differential Breaking/Nose Wheel Castering is much improved. Great work, DevComm. Wondering if the Tire Friction Coefficient shouldn't be a little higher though, maybe 20-30%. Seems to want to skid around the flight deck at just a bit over pedestrian speeds. Not unmanageable, once the envelope is understood. Just seems a little fussy, especially when maneuvering w/ Differential Breaking/Nose Wheel Castering in tight spots, lacking the tow-bar guidance from the deck crew. Great li'l Scooter. Bowie -
For the Heatblur Rodeo Clowns here - that feel compelled to protect Heatblur from this obvious Bug w/ their USS Forrestal #3 Cat. Heatblur's USS Forrestal - 18 kts Way/15 kts Wind at 350°R/32 kts WOD. - DCS S-3B Tanker/fully fueled Data Point: Weight coming off the main wheels Cat #1: 126 kts Cat #3: 117 kts Cat #2: 126 kts Cat #4: 125 kts (CV 59) #3 Cat - S-B3 Tanker.trk - DCS F/A-18C Lot 20/fully fueled Data Point: Weight coming off the main wheels Cat #1: 146 kts Cat #3: 139 kts Cat #2: 146 kts Cat #4: 146 kts (CV 59) #3 Cat - FA-18.trk - Heatblur F-14A-135-GR/fully fueled Data Point: Weight coming off the main wheels Cat #1: 147 kts Cat #3: 141 kts Cat #2: 147 kts Cat #4: 147 kts (CV 59) #3 Cat - F-14.trk This is a Heatblur/USS Forrestal #3 Cat Bug. @IronMike Bowie