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Everything posted by 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
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As stated, there is no physiological feedback to the pilot in DCS, so it's brake application by mail. An IRL pilot feels the deceleration and the foot pressure, both absent in DCS World. An IRL pilot would apply brakes up to the maximum Usable force. The repeater brake key does not, it goes from 0 to 100% mechanical braking force in way less than a second, like some idiot stomping on the brake pedal. On the other hand, reducing the Max mechanical braking force, to the Max Usable force, resolves the issue, as the repeater brake key will not exceed that threshold. So, a little brake, or a lot of brake, up to the maximum Usable force. Bowie
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No curves for the keyboard button. 3000 - gives full useful breaking when hard down, and less for shorter durations. Clean and snappy taxiing. 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... Just no risk of sticking the prop, unless nearly empty. But then, IRL, lots of physiological indicators to over braking a tail-dragger, that don't exist in the DCS World. So, settle for the equivalent - competent pilot skill. Bowie
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So, What's a Fighter Jock Have To Do to Get Promoted Around Here?
Bowie replied to Bowie's topic in Western Europe 1944-1945
Apparently, it's 15 Hrs. "Stick-N-Rudder" time for 1LT. Bowie -
Have limited experience w/ DCS WWII A/C, namely the P-51D/Bf-109K-4/Fw-190A-8. Pretty pleased w/ the P-51D, but the other two seem to lack rotational inertia, as if the mass of the A/C was very low, or concentrated too near the center. Not enough to slow down the acceleration due to control surface deflection. Makes them twitchy. Please advise. @NineLine Bowie
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P51 L/R wheel brake sensitivity (non axis setting)
Bowie replied to Rob Forsyth's topic in Bugs and Problems
Yeah, it makes taxiing very nice. Stick forward and brake to initiate turn rotation, counter-brake until the rotation stops while neutralizing stick to allow roll-out and tail-wheel to lock, and then back stick and steer. The biggest improvement is taxiing to T/O position behind another section. Used to be, they were long gone before getting stopped and ready for launch. Now, advancing throttle as the airplane ahead is lifting off. Bowie -
... like the DCS P-51D. FMOptions.lua Edited the C:/Program Files/Eagle Dynamics/DCS World OpenBeta/Mods/aircraft/FW-190A8/FM/FMOptions.lua file. 15 mainWheelBrakeMomentMax = 3000.0 -- Wheel Brakes - Max 3000.0, OEM 8000.0 The DCS Bf-109K-4 has this correct, but both the DCS Fw-190A-8 and DCS P51-D need correcting. Please advise. Bowie
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reported already Main Gear Wheels Cross Wired!
Bowie replied to mytai01's topic in Bugs and Problems
Yeah, Just noticed this as well, testing the new Brake Force Max .ula setting (3000, down from the OEM 8000). Please advise. Bowie. -
Yeah, the new settings have driven me to improve pilot skill. Initially thought it was random failures. But judicious trim/rudder control on take-off has resolved the issue, and resetting the brake force max to 3000, from the OEM 8000, has alleviated the tail-wheel malfunctions due to hammering while braking. Stick forward, rudder, and differential brake keys. Differential brake the A/C into a straight roll, neutralizing the stick to allow the tail-wheel to trail. Then back stick to lock the tail-wheel to steer. This includes squaring the taxiway corners, and pirouetting on the hard-stand to face the plane out. Fidelity - can be a paradigm shift. Bowie
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P51 L/R wheel brake sensitivity (non axis setting)
Bowie replied to Rob Forsyth's topic in Bugs and Problems
Yeah, Used this, except set it to 3000, after testing. 4000 was still hammering the tail-wheel a/o catching the prop with a combat-loaded (41% total fuel) A/C, and 2500 wouldn't hold on an engine run-up, and was sloppy while maneuvering. 3000 - Good firm braking and crisp handling using keys, even pirouetting on the hardstand to leave the plane facing out. A little tail-wheel tap with full application while near empty of fuel and ammo, end of mission, but easily managed compared to the nightmare OEM setting. Can we get this .ula file line item corrected in the next update? @NineLine Please advise. Bowie