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PeeJott17

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About PeeJott17

  • Birthday 10/21/1980

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  • Flight Simulators
    Just DCS
  • Location
    Gemany
  • Interests
    Sports and Simulation

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  1. @Special K Do you happen to know what needs to go into the autoexec.cfg to get the slot-blocker-script to run normally? The cfg-lines you provided fixed the progression-save-script but not the slot-blocker. I know, I'm disturbing your holiday, but if you happen to find the time between sunbathing and lunch, may-be you could just punch-in a few characters via your phone Cheers, PeeJott.
  2. Hi ED. Could you, pretty please, consider making the longer Runways (4500ft and longer) into more straight tarmac runways just texture-wise as an option? Would benefit the map greatly as standin for SEA-Theatre. No rework of the whole map, but just those longer RWs. Or, as an alternative, tell a seasoned texture-artist how that could be achieved so he (really) can make a texture-mod for the map. Both possibilies would be great
  3. In the ME it is almost at the bottom, just above the YAKs, because the objects name is VSN_F104C and "V" is pretty much in the back of the alphabet. If it is not there in the ME, check if the Icon is there (pretty much to the right of the main menu). If both are - the dcs.log should tell you what is wrong. Sometimes when extracting it extracts the mod-root-folder in the VSN_F104C folder. DCS needs the entry.lua in the mods root folder, the next folder in the "aircraft" folder...I hope this makes sense...
  4. It would be awesome to have a little feature in the Future to have the 4500ft and longer runways in a 1960'ish style? More straight and with tarmac? Would be the closest to a Vietnam feeling and even enhance the feeling and the value of the map (usability wise) And with the right Tools not too much work, I guess
  5. Thanks for pointing to that Video. Yep, I see 1/1 as well and it looks a bit stupid...but if it is 1/1... I guess it is 1/1. Spool-times feel quick, but the throttle hand is a bit behind the Pilot. But you are right, even if there is some spooling-lag it is less then we have now. Both things will be corrected in the next Version
  6. Hi there. Great that you like it :-) Regarding the small engine-gauge I have tried to look it up in the manual, but did not find anything whether it shows 1/10 or 1/1 %. Just looking at the moving speed of it and comparing it e.g. to the Mirage F-1 I would rather think 0.1 is right so 1/10 to 10/10 of 1% (one complete 360° turn meaning 1%), but I can't say it has to ber one or the other. Regarding spool-speeds: We have been conducting spol tests with a wider audiance, one of them being a former CF-104 Pilot. The Spool-Speeds that were final were the ones the majority said to represent an early J79 engine best. I will, however, ping our CF-104 Pilot again to recheck it and if I "detuned" it further by accident or wrong info will get it to more consistent spool-times for the next update. Yep, you are right. It should achieve 720°/s but should be limited in that speed to two full roles due to inertial-coupling. The other F-104 Pilot I pinged said, that the "out of plane" rolling was not pleasent in the second roll and got a lot worse if you tried a third. Of course, roll-rate worsened by the nose going "out of plane". I found that the manual said to keep it to one full quick aileron roll, pause, and do it again to prevent the nose going out of the plane. I will test and get it to that rolling-speeds and will check the "special roll ability" as well for the next update. A shaker sound is alread implemented, but will set in earlier in the next version. Stick-Kicker is not really doable. Of course I could make the plane give a big "nose-down-punch" when getting to close to the AoA-Limit, but that will feel quite weird, since the stick will be held back, while the plane pitches forward. Sadly I have no better idea to implement it a.t.m....may be I will have an idea and can make it "feel" right...but I think that would need force-feedback-sticks, which are not that common nowadays. Ah, and I forgot: Yes, lift is to high and drag is to low right now. Have been tweaking and tuning it a lot lately and getting better results. Everything in the next Version ;-) Yep. It had a lot too much lift in the slow-speed-regime. Will be corrected in the next version. That will lead to a more natural AoA on approach...it will be a bit more challenging to fly a good overhead-break as well, though ;-) Ah, and you'll need to use "PTT Radio 1" to talk to anything in the air ;-)
  7. Alrighty. I've researched some more in the manuals and characteristcs and found another former F-104 Pilot. The stability-augmentation-system Was purely to counter unwanted rapid changes in roll (for roll-stability) due to flight-maneuvers. The Pilot I contacted said, the 104 was almost not controllable with the dampening System turned of. And it did not keep the aircraft in it's orientation, but that the Pilot had the job to keep the plane as it should fly in all it's orientations. Since real-life does not always translate very good into the virtual-skies of DCS, the next Update will feature a "dead-zone" of 15° right and left of wings level, where there will be no induced roll. Exceeding 15° will lead to increasing roll until 90° (one wing straight down) is reached. I hope that that will feel better for normal PC-Controller Setups ;-)
  8. @Meringobig thanks again. when I load the splatmap into paint.net it gives me the channels as "real" colors not as black and white. sadly, Affinity-Photo, my go to texture editor, does not like dds... if I convert to png the info gets lost. Which Format keeps the Infos so I can convert back and forth? (Tif may-be) Regarding airfields: My goal now would be to straighten the runways out to have clearer edges. If possible go from Sand to a more grey'ish color. A lot of stuff to do... Btw. I saw textures (in the closeup-texture zip) that had no texture at all? That was astounding...
  9. Been flying a bit more on the retextured Caucasus lately and have to say: Very good job @LucShep Looks really really good and more like a normal environment. The kind of "artificial" atmosphere is pretty much gone.
  10. I will take a look at it and hope to find an answer to it for the next Version;-)
  11. Yes, it does roll slightly to the down-wing-side. I think(and it is not 100% clear from the manual, at least to me) that the stability-augmentation just countered stronger rolling and dampened it. I don't know whether it could completely counter rolling or just set it to a linear slight rolling. As far as I know, the 104 did not go straight through turns if you took your hands of the stick, but I'll look into it Yep, sure thing. But G and S will stay FC-3 dependent...of course, you never know, but it is more looking like "will not happen" than "may-be"...
  12. You can remove it through the custom-args section in the description.lua in the livery-zip-folder. Open the livery-zip with the Explorer, drag-and-drop the description.lua someplace, open it with Notepad++ find the "custom_args =" section, change the value for the arg that us commented with --fuel probe. Save the file, drag and drop it into the livery-zip-folder. Done. Nope. It would be conflicting with AERGES upcoming F104 too much. We do not want to step on abybody's toes. The thing is, that the external 3d-model has the possibility to get "converted" to F-104G. If you use a "G" livery and do not Set the custom_args for "C" in the description.lua, you will get the looks of the G. Systems, Performance and everything else is "C" though.
  13. @Meringothat is an awesome explanation. Thanks a lot. Wow. Just really, really cool. How did you know which Material is used? Let's say, we can't get a good solution turning the runways to a tarmac grey, I've found, that by changeing the green map we can get rid of the scratches in the earth giving it a smooth look. Is there a possibility to change the Layout? Going from this "feathered out" style to a more straight-style with clearer edges for the runway? It does not look to be 3d but pure texture (the Airfield I mean) I guess if we start messing with the splatmap the result will be...well...pretty messy? Or can we find out which "grey" is which Material? Big-Big thanks for your help. Cheers, PeeJott
  14. Pinged you allready. Thanks for the help in advance :-)
  15. Hello Ladies and Gents. As seen here: https://forum.dcs.world/forum/1157-texturemap-mods-for-dcs-world/ We are trying to change that sand-texture of the marianas-wwII map to tarmac. That, together with a "DeForest" rectangular trigger on either end of the runways (through the ME) would achieve a very nice SEA-Theatre that is usable with Jets and looks right. The problem is: Since there are no full AF-Textures but just three different AF-Masks in the vfs-texture-folder, we can't swap anything out. So we are looking for a guide on doing such things and hope, there is something out there or someone who can provide some nuggets of wisdom. Cheers, PeeJott.
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