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Everything posted by Bowie
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An F/A-18C Lot 20 Cockpit that Looks and Feels... Right (56° FoV) (Corrected for Dimensional oversight) The Mk.1 Eyeball - is a 1X instrument. It sees in 52.5 ft. @ 1,000 yd./1° of angle. Or, 17.5 MIL/1°. (and that's MIL: 1' @ 1,000', not MRAD) 20/20 vision. 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 17.5 MIL/1° view, regardless of the image size, postage stamp to jumbo-tron, or viewing distance, 30" or 30'. 52.5 ft. @ 1,000 yd./1° of angle presented in that image. 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 ft. @ 1,000 yd./1° of angle (17.5 MIL/1°), 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 17.5 MIL/1° 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 ft. @ 1,000 yd./1° of angle (17.5 MIL/1°) 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 ft. @ 1,000 yd./1° of angle (17.5 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
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Coupla ways to skin this cat, errr... U-bird. 1. Rebuild the OEM DCS/CoreMods/aircraft/F4U-1D/Liveries/F4U-1D/'1943 Tri-Color v3/4/5.zip's'. (w/ or w/o issue when updated) 2. Create a User Livery (my choice) The process is the same, in that the Livery 'description.lua' needs to be modified. For Option.1: A. Drag/Drop the entire contents of ea. Livery .zip file into another folder. B. Save an OEM renamed description.lua copy, ie. 'description - OEM.lua' in that folder. C. Edit the 'description.lua' file. D. Re-zip the contents within that folder (not the folder itself), and rename it to match the OEM .zip file. E. Replace OEM .zip file in DCS/CoreMods/aircraft/F4U-1D/Liveries/F4U-1D/. For Option.2: A. Create User/Liveries/F4U-1D folders, and then folders for what you will call these liveries. (used early and mid '43 Solomons Squadrons and MAG's, ie. 'VMF-221 (MAG-21)') B. Drag/Drop the entire contents of ea. Livery .zip file into its named folder. C. Save an OEM renamed description.lua copy, ie. 'description - OEM.lua' in that folder. D. Edit the 'description.lua' file, w/ the addition of the name change. E. Put a copy of each of the new Livery folders in archive. (optional) Editing the 'description.lua' file: (should cut/paste right in as blocks) A. Open in 'Notepad++'. B. Name change, if applicable, and note - Lines 1-2: name = "VMF-221 (MAG-21)" -- "F4U-1A 1943 Tri-Color v4" -- Added Fuselage and Door Numbers (VMF-312 1945) C. Custom Arguments and notes - Lines 17-21: [1000] = 0.00, -- Cowl [1001] = 0.15, -- 0.00, -- Fuse_01 (VMF-312 1945) [1002] = 0.00, -- Tail Fin [1003] = 0.00, -- Rudder [1004] = 0.15, -- 0.00, -- Fairings (Doors) (VMF-312 1945) D. BORT Numbers and notes - Lines 59-130: -- Added: ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- -- Aircraft Numbers -- (VMF-312 1945) {"F4U1D_NUM_FUSE_L_USMC_001", 0, "F4U-1D_Fuse_01", false}; {"F4U1D_NUM_FUSE_L_USMC_001", 1, "F4U-1D_Fuse_01_NMp", true}; {"F4U1D_NUM_FUSE_L_USMC_001", 13, "F4U-1D_Fuse_01_RoughMet", false}; {"F4U1D_NUM_FUSE_L_USMC_001", 3, "F4U-1D_Numbers_US_v02", true}; {"F4U1D_NUM_FUSE_L_USMC_010", 0, "F4U-1D_Fuse_01", false}; {"F4U1D_NUM_FUSE_L_USMC_010", 1, "F4U-1D_Fuse_01_NMp", true}; {"F4U1D_NUM_FUSE_L_USMC_010", 13, "F4U-1D_Fuse_01_RoughMet", false}; {"F4U1D_NUM_FUSE_L_USMC_010", 3, "F4U-1D_Numbers_US_v02", true}; {"F4U1D_NUM_FUSE_L_USMC_100", 0, "F4U-1D_Fuse_01", false}; {"F4U1D_NUM_FUSE_L_USMC_100", 1, "F4U-1D_Fuse_01_NMp", true}; {"F4U1D_NUM_FUSE_L_USMC_100", 13, "F4U-1D_Fuse_01_RoughMet", false}; {"F4U1D_NUM_FUSE_L_USMC_100", 3, "F4U-1D_Numbers_US_v02", true}; {"F4U1D_NUM_FUSE_R_USMC_001", 0, "F4U-1D_Fuse_01", false}; {"F4U1D_NUM_FUSE_R_USMC_001", 1, "F4U-1D_Fuse_01_NMp", true}; {"F4U1D_NUM_FUSE_R_USMC_001", 13, "F4U-1D_Fuse_01_RoughMet", false}; {"F4U1D_NUM_FUSE_R_USMC_001", 3, "F4U-1D_Numbers_US_v02", true}; {"F4U1D_NUM_FUSE_R_USMC_010", 0, "F4U-1D_Fuse_01", false}; {"F4U1D_NUM_FUSE_R_USMC_010", 1, "F4U-1D_Fuse_01_NMp", true}; {"F4U1D_NUM_FUSE_R_USMC_010", 13, "F4U-1D_Fuse_01_RoughMet", false}; {"F4U1D_NUM_FUSE_R_USMC_010", 3, "F4U-1D_Numbers_US_v02", true}; {"F4U1D_NUM_FUSE_R_USMC_100", 0, "F4U-1D_Fuse_01", false}; {"F4U1D_NUM_FUSE_R_USMC_100", 1, "F4U-1D_Fuse_01_NMp", true}; {"F4U1D_NUM_FUSE_R_USMC_100", 13, "F4U-1D_Fuse_01_RoughMet", false}; {"F4U1D_NUM_FUSE_R_USMC_100", 3, "F4U-1D_Numbers_US_v02", true}; ---------------------------------------------------------------------------- -- (VMF-312 1945), "F4U-1D_Wing/RoughMet" (F4U-1 1943 Tri-Color v3) {"F4U1D_NUM_DOOR_L_USMC_001", 0, "F4U-1D_Wing_L", false}; {"F4U1D_NUM_DOOR_L_USMC_001", 1, "F4U-1D_Wing_L_NMp", true}; {"F4U1D_NUM_DOOR_L_USMC_001", 13, "F4U-1D_Wing_L_RoughMet", false}; {"F4U1D_NUM_DOOR_L_USMC_001", 3, "F4U-1D_Numbers_US_v02_Black", true}; -- added "_Black" {"F4U1D_NUM_DOOR_L_USMC_010", 0, "F4U-1D_Wing_L", false}; {"F4U1D_NUM_DOOR_L_USMC_010", 1, "F4U-1D_Wing_L_NMp", true}; {"F4U1D_NUM_DOOR_L_USMC_010", 13, "F4U-1D_Wing_L_RoughMet", false}; {"F4U1D_NUM_DOOR_L_USMC_010", 3, "F4U-1D_Numbers_US_v02_Black", true}; -- added "_Black" {"F4U1D_NUM_DOOR_L_USMC_100", 0, "F4U-1D_Wing_L", false}; {"F4U1D_NUM_DOOR_L_USMC_100", 1, "F4U-1D_Wing_L_NMp", true}; {"F4U1D_NUM_DOOR_L_USMC_100", 13, "F4U-1D_Wing_L_RoughMet", false}; {"F4U1D_NUM_DOOR_L_USMC_100", 3, "F4U-1D_Numbers_US_v02_Black", true}; -- added "_Black" {"F4U1D_NUM_DOOR_R_USMC_001", 0, "F4U-1D_Wing_R", false}; {"F4U1D_NUM_DOOR_R_USMC_001", 1, "F4U-1D_Wing_R_NMp", true}; {"F4U1D_NUM_DOOR_R_USMC_001", 13, "F4U-1D_Wing_R_RoughMet", false}; {"F4U1D_NUM_DOOR_R_USMC_001", 3, "F4U-1D_Numbers_US_v02_Black", true}; -- added "_Black" {"F4U1D_NUM_DOOR_R_USMC_010", 0, "F4U-1D_Wing_R", false}; {"F4U1D_NUM_DOOR_R_USMC_010", 1, "F4U-1D_Wing_R_NMp", true}; {"F4U1D_NUM_DOOR_R_USMC_010", 13, "F4U-1D_Wing_R_RoughMet", false}; {"F4U1D_NUM_DOOR_R_USMC_010", 3, "F4U-1D_Numbers_US_v02_Black", true}; -- added "_Black" {"F4U1D_NUM_DOOR_R_USMC_100", 0, "F4U-1D_Wing_R", false}; {"F4U1D_NUM_DOOR_R_USMC_100", 1, "F4U-1D_Wing_R_NMp", true}; {"F4U1D_NUM_DOOR_R_USMC_100", 13, "F4U-1D_Wing_R_RoughMet", false}; {"F4U1D_NUM_DOOR_R_USMC_100", 3, "F4U-1D_Numbers_US_v02_Black", true}; -- added "_Black" } Save, and they should show up, as named, in the F4U Liveries selection w/in the Load-out screen. Give it a try. Bowie
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F4U DevGru - Check Throttle Curve OEM - is centered on 40" of manifold pressure. Straight Line - does not function well around the boat, as pattern/approach manifold settings are +/- 30", and even a touch causes a several inch change, with associate torque/trim adjustments. And since 30" falls in that 1/4-1/3 range on the joystick curve graph, any std. curve change, slider or axis, only exacerbates the problem. Interim Solution: Custom Curve - centered on 30" of manifold pressure. With a nice +/- 5" sweet zone either side of 30", for around the boat. Suggest relocating the OEM center to 30" as well, so that std. joystick curves can be utilized. Thanks for this great U-Bird. Bowie
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F4U-1D: Throttle Curve OEM - is centered on 40" of manifold pressure. Straight Line - does not function well around the boat, as pattern/approach manifold settings are +/- 30", and even a touch causes a several inch change, with associate torque/trim adjustments. And since 30" falls in that 1/4-1/3 range on the joystick curve graph, any std. curve change, slider or axis, only exacerbates the problem. Solution: Custom Curve - centered on 30" of manifold pressure. With a nice +/- 5" sweet zone either side of 30", for around the boat. Give it a try. Bowie
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It's 52.5 ft. @ 1,000 yd./1° of angle (17.5 MIL), as the former was an oversight. And, as mentioned, any image - is unaffected proportionally by either size or viewing distance. Only relative realistic size. Where, say, a 3" gauge is actually three inches. Standard monitors run out of real-estate pretty fast at that rate. So scaling produces the same image that fits. Bowie
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The problem w/ a new A/C type... is. Having removable pylons isn't. Please, for the Solomons Islands less loonies. Bowie
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An F4U-1D Cockpit that Looks and Feels... Right (56° FoV) This is particularly important in several flying environments for prop fighters: - Around the Boat/Field: judging pattern distances, turn radius, and glideslope. - Low-level Dogfighting: the ground/water should be flat viewed and pan smoothly, through rolling scissors. - High/Low Side gun passes and Ground strafing: requires identification and telemetry at range, accurate judgement of approach arc, and arrival at engagement point, with a stable gun platform, at gun range - all visual. The Mk.1 Eyeball - is a 1X instrument. It sees 52.5 ft. @ 1,000 yd./1° of angle (17.5 MIL). 20/20 vision. 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 52.5 ft. @ 1,000 yd./1° of angle (17.5 MIL) regardless of the image size, postage stamp to jumbo-tron, or viewing distance, 30" or 30'. 52.5 ft. @ 1,000 yd./1° of angle (17.5 MIL). 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 ft. @ 1,000 yd./1° of angle (17.5 MIL), 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 ft. @ 1,000 yd./1° of angle 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 ft. @ 1,000 yd./1° of angle (17.5 MIL) view, if desired, from a user perspective. Subjective analysis - of how known things should look, in relation to other things, at understandable distances. The F4U has a fairly close cockpit: 'Eyeball' location (x/y_trans), is set to '0.0' Magnitude 3 model forward, and top of gunsight 50 MIL's above pipper up. F4U-1D: (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 "F4U-1D" section. Change (copy/paste): SnapViews["F4U-1D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 56.000000,--FOV Cockpit Zoom 56.000000, OEM 85.000000 "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(56°), OEM 0.150000 y_trans = 0.037000,-- Cockpit View Up_Trans 0.037000, 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 = 41.000000,--FOV Cockpit Zoom 41.000000(56°), OEM 85.000000 "F4U-1D" viewAngleVertical= 0.000000,--VFOV OEM 0.000000 hAngle = 0.000000,-- (View Center)/(Camera Snap View Down)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.000000, OEM -11.500000 x_trans = 0.000000,-- Cockpit View In_Trans 0.000000(56°), OEM 0.150000 y_trans = 0.037000,-- Cockpit View Up_Trans 0.037000, OEM 0.030000 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 ft. @ 1,000 yd./1° of angle (17.5 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 F4U-1D Cockpit: (56° FoV) Give it a try. Bowie
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Wing Pylons Optional: - 1A As w/ other modules, wing pylons are removable in the Armaments/Loadout screen. You have provided the centerline fuel tank and bomb carriage, a-la '-1A'. Please, for the Solomon Islands loonies, make the wing pylons removable. Thanks for the great U-bird. Bowie
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F4U DevGru - Directional Gyro Course (+/-), and Cage Am sure that the issue is being addressed, as the Course adjustment function is inop. While in there, could you put a key-bind so that the Cage function is on a toggle? It's already a button, and the extra key can be re-tasked. Thanks. Great U-bird. Bowie
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Who Likes F4U-1A BORT Numbers...? All the Credit... goes to the DevGru at Magnitude 3, as it is their good work. Am but a humble mad scientist. If there is any interest, will post up the Frankensteins for the 'description.lua's. Bowie
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Update: After further testing, revising this recommendation down 20%: '895 kjz = 0.08125,' Just as stable a gun platform, requires a touch rudder lead for a coordinated turn, and very nice in field combat landings. And behaves much nicer around the boat, which drove the reduction. Same Joystick Curves: Y Axis =33 X Axis = 11 Give it a try. EDIT: The increase in longitudinal inertia - would also require an associate increase in yaw dampening, from the vertical stabilizer. P.S. The 33/11 Joystick Curves - make the OEM FM flyable, both in combat and around the boat. Bowie
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Guns, (Left/Right), Charge toggle (Keybinds) The Charge On - Unsafes and Charges. The Charge Off - Safes No need for anything more complicated, just doubletap the toggle to recharge. Thanks. Bowie
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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
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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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Recent updates make the Corsair unflyable with force feedback
Bowie replied to tekwoj's topic in Bugs and Problems
DCS OPTIONS (Main Page/gear wheel)/SPECIAL/F4U-1D tab/COCKPIT SHAKE LEVEL Like '60', for all A/C so far. Bowie -
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
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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
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Community A-4E-C v2.3 (May 2025)
Bowie replied to plusnine's topic in Flyable/Drivable Mods for DCS World
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 -
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
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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
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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
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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
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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
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Community A-4E-C v2.3 (May 2025)
Bowie replied to plusnine's topic in Flyable/Drivable Mods for DCS World
Of course. Thank you for the spell-check. Bowie -
Any acknowledgement on this issue? #3 CAT still sends'em swimming. Really enjoy the boat, otherwise. Bowie
