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average_pilot

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  1. Oh yes, totally agree! I think it could be somewhat alleviated making the those two adjacent LoD of the airbase walls more alike.
  2. I think the OP is asking about using a bit of rudder right before even starting the roll to help initiating it, not turn coordination.
  3. Yes, AFAIK is an aerodynamic effect. One wing is generating more lift that the other to induce the roll but also the one generating more lift becomes more draggy. EDIT: A proper and more complete explanation in "See how it flies"
  4. The natural reaction of an aircraft when starting a roll is to yaw in the opposite direction introducing some lag, so that preemptive compensation with the rudders helps reducing that. My instructor used to tell me to do that little bit of rudder before rolling. I think I didn't remember to do it not even once.
  5. I don't play anymore save for DCS and from time to time FS. In both cases I find the way lights are rendered very unsatisfactory. In my mind, without really knowing about it, it seems that a pixel shader that calculates the size of the spot "in the sensor" based on the distance to the camera and the size of the light source with some fast approximation of light diffraction may do a much better job. Incidentally the same approach may apply to the problem of the visibility of far aircraft. AFAIK any modern engine already have dozens of shaders than models some aspect of light behaviour to achieve visually appealing results, so I thought this may be solved the same way. I'm as well speculating. From time to time I leave this questions somewhere in the hopes that some expert may come across and have time to explain this.
  6. Honest question. Shouldn't it be standard by now to do it with shaders rather than sprites? I mean, industry wide, not only DCS.
  7. It makes sense they use Celsius for engineering stuff and Fahrenheit for temperatures you can feel.
  8. Can we still hunt down those goofs still using HAGS in 2024?
  9. Do you know about the free camera (LCtrl+F11)? It can be controlled with WASD controls, plus Q and E to move vertically. Not the same as walking with your character but still pretty cool. I use it a lot. You can also lock the height with LAlt+K and control the speed of the camera with Page up and Page down. I can spend stupid amounts of time admiring the external models with it.
  10. No, sorry. It's a script for Glovepie, an ancient program to do all kind of shenanigans with keyboards, mouse, joysticks and some exotic etc., but it's been abandoned for ages and doesn't support current VR hardware. And I don't think that even the concept would work in DCS for reasons I confusedly commented in the edit of my post. Let's hope someone in ED finally decide that is time to finally try that very long requested feature and test for themselves how much better and natural the interaction with the cockpit becomes.
  11. The mouse cursor isn't really coupled to head movement. What happens is that it lives in screen coordinates so as we move our heads the 3D scene pans below the uninterested cursor that stays at the same spot of the screen. So it's not as easy as de-link it from head movement because it is not. The two solutions are: Moving the cursor around the screen just the right amount to compensate for head movements creating the illusion that is decoupled. I made myself a partial solution that worked pretty well with what I was using for headtracking a few years ago before the VR era. Quite a few years ago indeed: Making it a 3D object that lives inside the 3D scene. This has the extra benefit that it would allow to manipulate switches that are not in view. Once you put the 3D cursor on a switch you can look elsewhere but the mouse input still goes to that switch. Pretty cool if you ask me. Edit: Just realized that this is not entirely true. With click&drag controls like some levers and knobs the cursor stays over the control during the time the mouse button is held down. You can even lean to the sides and see how the image of the cursor is projected onto the surfaces of the 3D objects. So, I don't know, maybe the current solution is some sort hybrid 2D/3D cursor already? Perhaps that means that it is indeed easy for ED to decouple mouse cursor from head movement. They are just one step away from providing that functionality from how the mouse cursor is already implemented.
  12. I feel exactly the same. I usually stay in the cockpit for a while trying to compensate for that "incompleteness" feeling, wishing so much to be able to step out of the cockpit and behold the magnificent machine in which I have just lived such a nice little adventure. I mean, I can use the external cameras, which I do, profusely, after that staying in the cockpit ritual, but somehow it's not the same if it's not part of the game mechanics.
  13. It was fine when there were like 3 modules in DCS. Now it needs some re-design.
  14. Oh my... this is really exploding!
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