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average_pilot

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Everything posted by average_pilot

  1. Best glide speed is actually an angle of attack. https://www.av8n.com/how/htm/aoa.html The problem is often finding information about those AoA's for the different airplanes because aviation pilots are obsessed with IAS and rule of thumb mental calculations.
  2. If the final tuning is going to be ultimately based on the 'taste of the majority' I hope that any sort of individual adjustment will be provided for those who tend to disagree.
  3. That's unfair,this is a web site, it can't be accessed by any other means. What many people find shocking is that web technologies are used for a graphical interface instead, but the reason is that it provides lots of tools that developers don't need to develop themselves because the www already evolved to be very interactive and multimedia. That saves lots of resources to anyone building any sort of rich graphical interface.
  4. Between the ever increasing laptop users and then quite a lot of greenwashing everywhere, configuring a PC for max performance has become a nightmare. Computers are made to NOT want to work to their full capability.
  5. It's a type of AoA gauge and that's all it shows. So you have to use the pitch trim as you slow down until the AoA is right. This is obviously done in combination with the throttle to set your vertical speed how you need it to be for a proper glideslope, which in this airplane is quite challenging due to the lag between power changes and the effect on your VSI.
  6. I have now tested it and that they've been tone down is an understatement. Those reflections had become a very important part of the experience for me since their introduction in DCS, I love them. I hope that slider is weeks away rather than years. Could you point me to the mod, please?
  7. Then that gives me some hope of an eventual new implementation.
  8. There is little incentive for a more correct implementation because they look about fine in normal displays.
  9. To be honest I'd be fine with 2D mirrors as long as the camera is placed dynamically at the correct position. Although that would need some culling of parts that shouldn't be rendered. Maybe that's the difficulty for a better implementation.
  10. I haven't tested it myself yet. I enjoy reflections and dirt in canopies. Not a popular opinion it seems. BTW, I'm a VR users and always had the perception that it is monitor users that suffer more from visual clutter since it is known that binocular vision helps in seeing better through clutter.
  11. That's the bit I thought it worked with replays, but don't.
  12. I thought it was default behaviour since replays are basically the simulation but with control inputs being fed from a file. But no it is not. It would be really cool.
  13. You found it out by yourself. DLSS is a really convoluted way of degrading the visuals in exchange of some performance. That you can achieve by reducing the resolution with much better results in both performance and visual quality.
  14. Oh yes, totally agree! I think it could be somewhat alleviated making the those two adjacent LoD of the airbase walls more alike.
  15. 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.
  16. 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"
  17. 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.
  18. 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.
  19. Honest question. Shouldn't it be standard by now to do it with shaders rather than sprites? I mean, industry wide, not only DCS.
  20. It makes sense they use Celsius for engineering stuff and Fahrenheit for temperatures you can feel.
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