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peachmonkey

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Everything posted by peachmonkey

  1. hi, guys, @BIGNEWY@NineLine there seems to be an issue with hard landings in P47, the aircraft blows up instead of bending the gear(s):
  2. to learn everything about it join their discord: https://discord.gg/sQWnQTBQ check the FAQ section, the owner is walmis (you can ping him/ask questions directly in discord, he is very active) To pre-order one there's a website: http://order.vpforce.eu/
  3. yup, I do. - Rhino itself has a very tall gimbal compared to standard joysticks, i'd say it's about ~10cm - I added another 10cm extension - then I added another 20cm curved S extension on top of it. So in total it's about ~42cm (measured with the tape, it's at 17") between the pivot points and the base of of the grip.
  4. indeed, that would be lovely, and judging by the convo's in IL2 forums about this feature 1-2 years ago it's definitely a topic with widely spread opinions and suggestions, that never seem to culminate in any manageable solution. But I can tell you in my 1:1 VR experience (with FFB mind you, using the 3d printed Vpforce Rhino unit) it's pretty close to 'reality' when I'm trying to figure out where my opponent is, trying to judge the resistance of the FFB when doing all sorts of chandelier maneuvers, and bumping my head against the sides of my chair (i got a car racing chair), it is a serious fight. Especially, when I'm trying to survive in my meager Anton vs a Spit. I know I'm doomed, but I just want to put up as big of a fight as possible, even annoy the spit pilot to the extend where he just almost rams me (happened oh so many times) just to be done with my shenanigans, lol.
  5. @NineLine @BIGNEWY Are you going to evaluate the player's feedback on the .50 cal sound effect? To me, the .50 cal sound is impressive. However, there is a trailing "echo" or "reverb" effect that makes it sound like the recording was done in some large underground shooting range bunker, which renders overall sound completely out of place inside the cockpit. Maybe ED dev team can look into it and possibly roll-off the last 100-200ms of the sound, or turn down the echo/reverb effect? If I happen to be way off I understand, but to me that's how it feels right now... The cannons sound fantastic, the new sound effect for them is perfect!
  6. yup, concur with your assessment. One thing to add, and I think it's the 80% reason why such stick pumping is possible: owl head flying. With track-ir/snap-to-six views it's very easy for a monitor player to look back and stay in 180 reversed position for prolonged times. That allows the play to watch the trajectory of the chaser and quickly react just in time when his/her guns line up. with VR neck-saver, it's a similar story, but it's a lot more disorienting due to the depth perception/equilibrium, however I'm sure one can spend enough time and train him/herself to fly backwards. with 1:1 VR (without necksaver) it's much much harder to keep your eyes on the enemy, mostly because you see him out of the corner of your eye where it's blurry and staying focused on him for more than 2-3 seconds it's just plain painful. However, one can cheat here as well via a swivel chair... Any way you look at it there's not a single solution that could prevent this behavior. If ED introduces a limitation to such snap-6 views, not sure how, maybe limit amount of time a player can keep the 180 degree pan position, or some other creative ways. And for the swivel chair cheat it'll have to be some intelligent recognition from the game that resets the VR view back to the front and center after 3-4 seconds, or something like that. But I'm 100% it will never happen, so I suggest we just drop this conversation altogether and don't waste our time on gaming-the-game aspect of DCS.
  7. To me, the .50 cal sound is impressive. However, there is a trailing "echo" effect that makes it sound like the recording was done in some large underground shooting range bunker, which renders overall sound completely out of place inside the cockpit. If ED can suppress or roll off the last 150-200ms of the effect it will sound Much better.
  8. when will you finally set this magnificent pearl free into the world of geeks and nerds? Wheeeeennnn? My heart beats flat for all other maps.
  9. @NineLine @BIGNEWY is there some sort of a new combat damage effect that leaves no traces of the fuselage/wings after the fuel tank explosion? Or .. a bug? https://forum.dcs.world/topic/323671-finally-saw-a-warbird-explode/
  10. puff pastry.. ... something's super odd with this one..
  11. welcome to the forum, @Flootsch 1) search up the "AI behavior when damaged" or similar and you'll quickly find out why it's happening. In short: - AI flight characteristics don't match those of a human operated aircraft. The AI follows a 'simple' FM that either disregards or reduces a lot of variables affecting human pilots, such as vertical speed, acceleration, damage (to some extent), etc. - if you pepper an AI with bullets, it's full of holes, and it's still flying, don't assume that it's undamaged. The reason it continues to fly is because of the simple FM (point above). However, the systems damage has indeed happened and the aircraft is pretty much out of combat effectiveness, however it will continue to evade your shots like as if nothing happened. Give it time and the AC will go down either due to coolant/oil/fuel leaking out, overheating, and other system failures. But even when it "goes down" it can still continue to glide for an unimaginable distance - ED is currently trying to rectify the above points, however it's not exactly clear when we will see those improvements materialize. Maybe this year,.. maybe. 2) There's a global "battle damage assessment" setting in Options -> Misc (if I remember correctly), it enables/disables the overall BDA window in the cockpit. You can also assign it to the joystick button if you want, search for battle damage assessment in Controls. However, I don't know why it's not registering individual hits, maybe it's a bug introduced with the latest release. cheers.
  12. undoubtedly, I've experienced what you describe, however I've had plenty of situations where I was able to baby the engine enough to pro-long the flight for another 10-15 minutes desprite the metal chirping/rubbing sounds. Usually I drop the rpm's to ~2,000 and manifold at the ~30". BUT: - the initial damage conditions for 'babying' the engine use-cases are mostly (if not all) external (i.e. AA, ground fire, etc). - when the engine gets overboosted for a prolonged amount of time, when the metal-chirping comes on, a pretty quick engine death follows withing less than a minute. In other words there's a variance in survivability for the metal-chirping "indicator".
  13. you should look into a VPforce RHINO FFB then (nothing to do with Saitek/Logitech). It's pricey, if you want a complete unit it'll cost ~$800, but it's so worth it. Or the project owner (walmis on discord) can hook you up with a kit (motors + board+ software) that you can use to build your own at ~$300-400, although you do need to build your own gimbal/enclosure https://discord.gg/FJKKDjbv
  14. Simply magnificent, don't have any other words! All I'm interested in now is "when????"
  15. I agree with you in general, but this is DCS, not DCR, i.e. "replicator" and definitely not a historical replicator indeed. Apart from the static configs everything else in DCS is allowed so it actually follows the 'simulation' aspect, meaning that if you could try an unconventional approach to see the results you can freely do so. So why not introduce more plasticity to otherwise rigid configuration regardless if it's historical/was real/or not? edit: on the other hand, if the cannons/guns are developed to be in a certain position/degrees in respect to the fuselage, and changing those angles require a re-development of the wings/nose to introduce the said plasticity, then the cost/benefit analysis may indicate that it's just not worth it...
  16. for ID'ing in VR it all comes down to the resolution. With Varjo Aero, dynamic foveated rendering, and 37/39ppd resolution in the sweet spot (central focus) the IDing is pretty easy, but it does need a 4090 and .. well, Aero headset.
  17. with human piloted planes this never happens, but with AI it happens to ANY plane, be it fighters or bombers. In a single player It is a downer for sure, especially during the campaigns. anyhow, we've gotten off topic. LA-7 is gonna be the bomb!
  18. you're being cheeky, you know AI doesn't play by the rules and has nothing to do with DM when the plane continues to fly on its own without a working motor..
  19. thank you for the troubleshooting/explanation, @Art-J, I definitely learned something new Just as a reference, this is where the MW50/Fuel selector is located: null
  20. Did you try destroying them with the 50 cals, were you able to ? there's something wonky going on with some static objects. In certain MP maps where there are static planes on the ground it takes 50+ cannon shots to destroy each, or something like that, same story if you drop a bomb next to one it still takes another 10-20 cannon rounds after that to kill them, I assume the ground guns follow suite. I.e. it's not an issue with the splash damage as it is with the hardness of the object itself.
  21. thank you for the link to the document, I'll need to translate to get a better understanding of the systems. So, would you know how we can use the Vz delay in DCS A8?
  22. yes, I understand the oV and mV function delays, those are clearly selectable in the cockpit using the bomb switch panel. But setting the Vz mode (i.e. Vz Mode Function Delay (Vz = retarded mode) = 8.5 sec) isn't anywhere to be found. I wonder if it were a mode that could only be set by the ground mechanics team.
  23. one thing I don't quite understand is the purpose of: Vz Mode Function Delay (Vz = retarded mode) - Where is this actually being used? - How does one select it when variable setting is used? Is this even simulated? null
  24. simply beautiful! Can't wait for the release!
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