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Bowie

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Everything posted by Bowie

  1. Thought this was addressed in the recent update - but apparently not. SHOULD AI Flights follow Player flight? Inquiring minds ponder. @NineLine Bowie
  2. Had an interesting turn of events on this project. Was thinking that a "look down" button would be useful, as there are the fuel switch/gauges, as well as the side panels to deal with. So switched settings/assignments for the two upper snap view buttons. ... and, with the other corrections, the views were the same, as 30º view angle change w/ the "40" zoom is native. Zeroed the "vAngle", and tasked, instead of "Camera view up slow", "View Center" to the upper right(JOY_BTN6) button. (gunsight view) And tasked, instead of "View Center" w/ the - 30º depression angle, "Camera view down slow", to the upper left(JOY_BTN5) button. (panel view) So, now, the upper right button is all/only "gunsight view", without the annoying double-clutch higher views from the "Camera view up slow" function. And, the upper left button is "panel view", and "lower panel view" with the second push, and pan from there. Also, once the lower panel view is altered, even by just bumping the pan hat, the upper left button will bring back the "panel view", moving the view back up. This also effects panning in the "panel view" itself, as the upper left button will reset to initial "panel view" as well. This is very fast for in-cockpit work, like start-up and monitoring flight parameters and fuel. Really Good - got better. Bowie
  3. Yeah... Really likin'it. Bowie
  4. No, actually. It is you who have failed to understand the difference between Scale and Perspective. But don't let that interfere with your pantie-bunch. Enjoy. Bowie
  5. Disagree. Look at the center of this view, and then tell me if you can read the span gauge on the Mk-14. You won't see a speck in the sky, either. One is required to look, or point their nose, at the target to see and track it. Not perfect, but leaps and bounds ahead of this "arcade" nonsense. Requires Situational Awareness, and snap view/panning skills. Am fighting and beating Veteran and Ace skill level Bf 109-G6's in multi-plane combat, usually 12/12 or 16/16. Absolute fur-balls. Head-on-a-swivel is the only way to survive. But, with the improved view, spotting/tracking is possible out past a mile. And no cheats, like zoom/map/labels. Just pilot skill and the Mk.I eyeball. Bowie
  6. An Essential Mod for the P-51D-25, in conjunction w/ the new View configuration: Authentic_K-14_Gunsight_1.0_by_Magic_Zach This is simply outstanding. The gunsight is the focal point of a fighter. This one is immersive. Thanks, @Magic Zach Bowie
  7. Problem: There are none. Solution: 1. Cut-n-Paste the "gun" section from the "P-51D.lua" to the "A-20G.lua". 2. For each "BrowningM2": - Relocate the "muzzle_pos" to the A-20 G model. - Increase the "count" to 350. - Relocate the "azimuth_initial", "elevation_initial", "supply_position", and "ejector_pos" to the A-20 G model. Strafing. Bowie.
  8. Don't know where this is coming from. Generally fly 16 v. 16 fighter missions. - 12 P-51's, and 4 P-47's or Mk. IX's - 12 Bf 109's and 4 Fw 190's Skill Level per flight: American/British/German/Flight(8): (Leader/Wingman) 1st Section: (Ace/Veteran) - (Veteran/Trained) 2nd Section: (Veteran/Trained) - (Veteran/Trained) Knife fight in a phone booth. Bowie
  9. Into the wind. (at least on the Normandy '44 map) Bowie
  10. Check-check... Have the AI Flights EVER followed the Player Flight? Please advise. @NineLine Bowie
  11. Here ya go, @NineLine Cowling Gap.trk Bowie
  12. FMOptions.lua/mainWheelBrakeMomentMax = 3500.0 This is down from 8000.0, which was the problem. A little touchy, especially when light, but manageable, and better than 3000.0 for big swing corrections. For general runway braking, taxiing, and hardstand pirouettes, 3000.0 is pretty sweet. Bowie
  13. It appears that, in someone's haste, the generic P-47D\61st FS liveries, both D-Day and July, 1944, are sporting Lt. Col. FS "Gabby" Gabreski's 27 "kill" flags. This is a great skin, and Gabreski has tribute liveries for both. But it is unusable with an entire flight sporting 27 "kill" flags each. Any chance one of you livery-smiths could rectify this problem with a mod to the: DCS World OpenBeta\CoreMods\WWII Units\P-47D-30\Liveries\P-47D-30\61st_FS_1944 and 61st_FS_D_day\ "P47D_Fuz_Front_61st_FS_1944" and "P47D_Fuz_Front_61st_FS_D_day.dds" files, removing/painting over the flags, w/ the camo pattern underneath? TIA. Bowie
  14. Allied planes hit the German Rangefinder Kdo.G40 first thing, and the flak is impressive. On the other hand, German planes do not attack Allies Rangefinder (DRT) at all, and the flak is late and sporadic. Therefore, assume Allies Rangefinder (DRT) not functioning. Bowie
  15. Missing the point. Scale, not size. Perspective View... not actual Size. What the Pilot in the cockpit would see, not what you should see recreating a cockpit at home. No "arcade" panorama. This is head out the Left side, taxiing, looking back at the panel. Bowie
  16. The External View for this setup: OPTIONS\SYSTEM\External field of view = 55° Almost an exact match. Bowie
  17. Can get the A-20G AI to bomb all right, but not Strafe. Any thoughts on this? TIA. Bowie
  18. This gives an "in the cockpit" feel, and improved spotting and tracking. 4K 3840x2160. The detail is outstanding. Bowie
  19. A P-51D Cockpit that Looks and Feels... Right. Bowie
  20. The cockpit at 0.160000 felt a little too tight, and was a little difficult visually to get in and out of in a rolling scissors. Solution: Move the "eyeball" back a little, from 0.160000 to 0.150000. Not much, but made a noticeable difference. 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 "P-51D" section/[13] (mine is row 5192) Change (copy/paste): [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = -30.000000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.150000,-- Cockpit View In_Trans 0.150000, OEM 0.120000 y_trans = 0.0600000,-- 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, The instrument panel still fills the view, and it feels like inside looking down, but not as harsh and dramatic. Smoother transition between Gunsight/Panel/Outside. Gunsight, Panel, and Oblique views of the new setting: Bowie
  21. EDIT: Adjusted this down to 0.150000. See following post. Bowie Was getting the feeling that, even though the pilot's "eyeball" is in the correct location, the view was still a tad panoramic, like being in the back seat with the gauges out of reach. Solution: Move the "eyeball" forward, from the OEM 0.120000 to 0.160000. This equates to only ~ 1.5 inches, but makes a considerable difference. 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 "P-51D" section/[13] (mine is row 5192) Change (copy/paste): [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = -30.000000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.160000,-- Cockpit View In_Trans 0.160000, OEM 0.120000 y_trans = 0.0600000,-- 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, This gives a nice "in the cockpit" feel, gauges at arm's reach, and the canopy bow looks substantial. Gunsight Mil Ring does not change. Gunsight, Panel, and Oblique views of the new setting: Really liking this. Bowie
  22. They are reporting this fix in the last big update. Is it, and how is the drag? Bowie
  23. This may be coincidence and subjective, but, in 3840x2160/4K...? The Options/GamePlay/Improved Spotting Dots On/Off Button appears to be working. The testing in "Instant Action" seems to support it. And flew several missions w/ an initial climb and join-up leg, some w/ the Button "Off", some w/ the button "On". Then, when A/C were acquired joining, as "tail-end Charley" Section, the program was paused and the F10 Map ruler was used to measure the distance. For the "Off" missions, 1.2-1.3 NM was typical. For the "On" missions, ~ 3.6 NM, even on a late pause, was noted. And this is for tail view P-51D's, just above or below the horizon. Bowie
  24. ... is Great. Instead of joining up, trolling, hitting the IP for minimum climb, and then climbing to intercept the next waypoint... They now join up, V-Max climb to altitude on speed, and then cruise at altitude to the next waypoint. W/ the P-51D-25-NA set to 160 MPH (139 KTS), this results in a V-Max climb at Max Continuous Power (46 in./2700 RPM), and then an economy cruise at altitude, at the bottom of the "Green" (26 in./1600 RPM), to the next waypoint. Outstanding. Bowie
  25. Well... 3840x2160/4K...? Reporting "speck". In testing in the Instant Action/Normandy map, am now getting a "speck" at 4.5 NM, resolving itself into a Bf 109 fighter as the range decreases. This is up from ~ 1.5 NM. 5-Mile visibility w/ WWII fighters? Outstanding! Thanks DEV for a solution to a 'Uge DSC/WWII problem. Bowie
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