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peachmonkey

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Everything posted by peachmonkey

  1. Is there any way in ME to script the initial ship damage? I.e. have it spawn with 90% destroyed so then it's only a single bomb/missile that takes it out? I've been trying to figure this out to no avail.
  2. this is how you engineer a viral video. Introduce something controversial yet completely unrelated to the topic. Voila.
  3. thank you for all the work you put in to it! I will surely check it out. Lately I've been hanging around on the growlingsidewinder MP server, which is also Channel based, and I find it a lot easier to orient myself on this map vs. Normandy. thank you again! p.s. Yeah, what's up with the CGI blur effect at 2:23? Doesn't look like it's showing Mossie's underwear...
  4. hi, all, my apologies if this was discussed before, I tried to search for it but couldn't find anything on this topic. My interest is in WWII birds hence the low level flying and ground object attacks are all up close and personal. I came from that other WWII sim (the one starting with IL and ending with 2) and the first thing I immediately noticed in VR is how ground objects/targets appear so much smaller, talking about 50% less in size in comparison. The size of the object makes it extremely difficult to locate the targets on the ground, especially if they are positioned in close proximity to the buildings, or trees, etc. I found an interesting post where the blogger is bringing up two distinct factors: - IPD (inter-pupil distance) - ICD - distance of the 'virtual 3d camera' from the scene. This one is new to me. https://forums.flightsimulator.com/t/bug-feature-cockpit-size-and-world-scale-in-vr/338584 I've been flying on the SOW server in MP and it's damn nearly impossible to find anything on the ground unless some AA unit starts shooting at me, and even at that point it's still very difficult to locate the source, and once found it's extremely difficult to get any positive ID even from 500m height. Is the object size in DCS correctly represented when compared to the real life? Is there any way to change the scale? I feel like it'll impact everything, not just the ground objects. It's just a discussion, guys, looking for some feedback... S!
  5. too much immersion, I'm afraid!
  6. I appreciate the write-up and everything. But I have a general question: how do you confirm that moving the game files to a symbolic link frees up RAM for DCS to use?
  7. no such issue with VivePro2, i clearly hear "copy"...
  8. if that's the case then there shouldn't be any perceived delay since the firing pin is controlled by the electrical system. However the manual isn't super clear about it. Here it lists #14 as the firing control mechanism controlled by air But then also lists the firing mechanism as part of the electrical system as well: @NineLine can you possibly provide the clarification to the current 1-second delay for firing cannons?
  9. since nobody bothered to post the actual fix:
  10. I think with DM being a WIP and stressed so by ED these are the kinds of gremlins they'll need to focus on ..
  11. Per the manual the electrical generator is located on the right (starboard) engine. Maybe what you're experiencing is caused by its damage?
  12. @stoop make sure in ME the airport is configured with the proper coalition. - Double-click the Airport name - on the right side make sure the Coalition is set to Blue. the ground-crew text will still be 'black' or grayed out but the priming commands will work just fine.
  13. Mossie's DM. It's in the works. Anyhoo, it's an awesome addition to our WWII lives!
  14. the first pass was hilarious how you lost your tail/rudder structure, almost like a snake shedding its skin lol... you've got a new tail underneath !
  15. yesterday I was fighting the AI Mosquito in my trusty Fw190 A8. The amount of acrobatics that Mosquito did was amazeballs. And I have pretty much the same sentiment: I can only win if I damage the Mossie AI on the first pass... after that it's all about vertical yo-yo's and in the end my A8 ends up in flames.
  16. awesome! that's exactly what we've all been waiting for ! Thank you!
  17. stuck at work and salivating.. Are those torpedo's ??? Wow.. Can you actually launch them? Per the 'known issues' it says the wing bombs can't be released, but maybe torpedos will work ?
  18. @Sydy was kind enough to create a checklist, I think it's self-explanatory . That's the only 'manual' I found.
  19. known issue, posted in the fAQ,
  20. DCS A8 is something in between at the current stage. It's not armored (except for the front oil cowl hood), nor does it have 30mm, nor C3 boost. But you can still take on a noob-to-average P51 player in SOW, I've done it and it's an interesting experience. Spit players not so much, mostly due to Spit's higher acceleration and a tight turn radius. IMHO most of the wwII single engine birds excelled at one thing only, you just need to find what it was. For our DCS A8 it's the ground pounding. Even without the 30mm you can still cause some serious havoc attacking the soft target convoys, troops, and bombers.
  21. don't you need the opposite rudder only if you want to maintain the same altitude during the turn? Otherwise it starts to slip in to the turn and the ball moves in to the roll side. I'm just a noob.. don't hit me too hard..
  22. yes, A8 definitely has it, but the gauge's needle vibration is due to the engine vibration resulting in a very high rpm fluctuations within the range of ~650rpm - 1200rpm. I've read somewhere that all 7 and 9 cyl single row or 14 and 18 cyl double row radial engines suffer from it while operating at low RPM's, it's their intrinsic weakness. The Merlins are in-line v12's, it's a completely different beast. anyway, this was an interesting topic to discuss and we've completely exhaust it imho. The only thing left is for ED to comment on it
  23. @Dusty44, @Ala13_ManOWar thank you guys! You've come to experience my learning process. Or should I say "unlearning" process of the information I've absorbed through the computer flight simulators.
  24. thank you for the details, @Callsign112!
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