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Everything posted by Bowie
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Can get the A-20G AI to bomb all right, but not Strafe. Any thoughts on this? TIA. Bowie
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This gives an "in the cockpit" feel, and improved spotting and tracking. 4K 3840x2160. The detail is outstanding. Bowie
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A P-51D Cockpit that Looks and Feels... Right. Bowie
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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
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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
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They are reporting this fix in the last big update. Is it, and how is the drag? Bowie
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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
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... 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
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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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Found an interesting tidbit while rebuilding the Omni-Mission set to the 24 v. 24 standard. In the Bf 109-K4 "Load-Out" screen, there is a ellipsis (three dot) tab for additional items. The WM50 boost tank - with an option for "Empty" Voilà! G6 performance. Bowie
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Situation: Am running a modest system currently, 7700K/1080/3840x2160x4K. Object detail is high, while scenery and player bubble are low. Come to DCS to fight in the air, and strafe/rocket/bomb the occasional ground target. My mission plan starts w/ an Omni mission, that has everything interesting and desired possible on it, with no player designated. Then, boolean, remove/delete those things not wanted, Test, set date/time, designate a player pilot, and a unique flyable mission is made. This led to AA/FLAK batteries of generally 10 unites (1-Director, 2-AA, 4-FLAK, 3-trucks), w/ the Axis field batteries also having 4-1/2Tracks for the FLAK guns, with one/each on the active Airfields (1 or 2 per side), as well as each having a battlefield battery in or around the combat zone. Reasonable - good for bomber missions and FLAK traps for fighters along the front. Was struggling w/ 12 v. 12 fighter missions, and really wanted 16 v. 16, which creates a full court environment, as there is neither fuel nor ammunition to "run the table," even on a great mission. There are always "sharks in the water" until you are back on the ground. Discovery: As the 3.7" FLAK guns have been on the fritz of late, decided to remove them and create 4-AA gun batteries instead, as most missions are fighter anyway. Frame rates went up. So removed the secondary airfield batteries all together, and frame rates went up some more. Long story short - now have a 2-AA gun, 1-Truck battery on the home field, in case an enemy fighter shows up in the pattern, and that's it. Am now able to run 24 v. 24 fighter missions, at 12 v. 12 or better frame rates. Absolute "bar-room brawl" heaven. 16 v. 16, w/ or w/o ground targets, or 24 v. 24 ACM, is outstanding. So, beware the WWII Asset Pack drag. Bowie
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Is this a Bug? Have been making Player Second Flight missions w/o a hitch. Then tried Player Flight Leader missions. This fails both as Player Mission Lead and Second Flight Lead. Attached please find Player Flight Leader "Anvil," and Played Second Flight Leader "Cactus" missions. Both their Second Section Flights fail to "Follow." Please advise. @NineLine Bowie CRI-0530-1600v0808-ML - Anvil Flight Disp-F2.miz CRI-0600-1600v0808-FL - Cactus Flight Disp-F3.miz
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Yeah... that would be flat Awesome as a DCS module. Bowie
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Have been running this "G6" Weapons.ula for over a week, now. Big improvement on both sides of the muzzle. Have not had the empennage of my P-51D-25-NA blown off once, but have suffered a much higher amount of mauling, generally. And dogfighting in the Bf 109K is now possible. Won't be going back, unless it is (required) for an on-line engagement. Can this be added as an OEM Armament Option for the Bf 109K? @NineLine Please Advise Bowie
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This is what works for me: A P-51D Cockpit that Looks and Feels... Right. Takes some Situational Awareness upgrade to deal w/ the smaller view window, to maneuver and track things that you can no longer see, until you can again. But, after that, it is awesome. Bowie
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Call it a Bf 109G-14, a late production G-6 with most of the performance upgrades and right for the Normandy AO. Although, have found that, in my opinion, only the "Ace" AI pilots use the WM boost. And they are very good, especially with a "Veteran" wingman, as are slated in my missions. Beware of Hans. Bowie
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Am using it now, on all the WWII Fighters. For the P-51D-25-NA, 3000: Stick back/steer -> stick forward/differential brake/initiate rotation -> turn -> stick neutral/opposite differential brake/arrest rotation/roll-out/tail-wheel lock -> stick back/steer... Simulating IRL. Bowie
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DCS World\WWII\ETO\Normandy...? Needs this North American P-51B-5 Mustang. 356th Fighter Squadron, 354th Fighter Group, out of A-2 Cricqueville-en-Bessin (Cricqueville), Normandy, France, JUN-SEP44. Bowie
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If anyone is interested, this is the Bf 109G-6 "Weapons.lua" C:\Program Files\Eagle Dynamics\DCS World OpenBeta\CoreMods\WWII Units\Weapons\Weapons.lua file. Rename "Weapons.lua" to "Weapons - OEM.lua", or something else. Import and rename attached file "Weapons.lua". Notepad++ Administrator required. MG 151/20 "Motorkanone"/200 rounds, and OEM MG 131 w/ 300 RPG Bowie Weapons - (Bf 109G-6).lua
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W/o Physiological Pilot feedback, "rudder peddles" are just another fake solution to the Max Mechanical Braking Force issue. On the other hand, Useful Breaking Force, which is ~ 3000 in DCS WWII fighters, allows me to simulate Competent Pilot Brake Application in a taildragger, as IRL. Run-up/Taxiing/Braking. even with the differential repeater keys. So, no. Thanks. Bowie
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If anyone is interested, this is the Bf 109G-6 "Weapons.lua" C:\Program Files\Eagle Dynamics\DCS World OpenBeta\CoreMods\WWII Units\Weapons\Weapons.lua file. Rename "Weapons.lua" to "Weapons - OEM.lua", or something else. Import and rename attached file "Weapons.lua". Notepad++ Administrator required. MG 151/20 "Motorkanone"/200 rounds, and OEM MG 131 w/ 300 RPG Bowie Weapons - (Bf 109G-6).lua
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Useful Braking Force - is modeling Competent Pilot application of the braking system. That's it. In DCS WWII fighters, that's ~ 3000. An Idiot stomps on the brakes in a taildragger, a Pilot applies Useful braking force. Bowie
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You appear to be hyper-focused on yourself, and inclined to spent other peoples money. Max Mechanical Braking Force is a useless value w/o Physiological Pilot Feedback. Fly a taildragger IRL, use Max Mechanical Braking Force and find out, once. Useful Braking Force is what you will use, and in DCS WWII fighters, that is ~ 3000. It allows taxiing and braking, and engine run-up, with differential keys, as IRL. Bowie
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Random Waypoint Selection function. CFS2 had it in their mission builder, and it was extremely useful. Could be as simple as "A" or "B", but a "C" and "D" would be even better. Having a random IP, and subsequent route from that IP, allows for a enemy to approach from random different directions and altitudes, and attack different targets. Currently, am building Four(4) mission groups, using two different each Altitudes/IP's/Egress points . - Low/Left/Left - High/Left/Right - Low/Right/Left - High/Right Right Each creates a different engagement for the patrol flight, This could be done in one mission, randomly, with Eight(8) unique mission possibilities, with a Random Waypoint Selection function. Please advise. Bowie
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You limit the max braking force to max usable braking force - in this case, 3000. That way, the pilot, with a key, applies braking force up to that point, just like IRL. Bowie