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peachmonkey

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Everything posted by peachmonkey

  1. @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.
  2. thank you for the details, @Callsign112!
  3. AI is rubbish, not the Anton. There's a way to fight the AI planes but it's so unrealistic that even if you do manage to down them there's zero gratification because it's so bonkers. Don't rush towards the AI fighters, let the wingmen do it, then once it's one giant ball of chaos climb up and then do boom & zoom attacks, point is try not to attract AI's attention. If you see an AI is approaching you then dive down and run on deck, most of the time the AI disengages if you are couple of clicks away. Then there's also the question of the missing A8 1.65ATA boost option, however there's a continuous argument about its historical applicability to A8's simulated in DCS. One thing you can be sure that even with 1.65ATA the dogfights with AI will be exactly the same as they are now, i.e. bonkers.
  4. can you guys possibly post the actual server name?
  5. the higher resolution display of the oscillation definitely makes sense, but then it also means that these Merlins can't maintain the steady RPM's neither in taxiing nor in level flight. I find it pretty hard to believe since all of the engine power specs indicate RPM's down to 50 or even 25, in which case making those specs to be totally bogus and unreliable. But I don't know how Merlins work, so I'm just approaching it from a rather distant objective point of view. Such RPM fluctuations may also negatively effect the variable-pitch prop mechanism itself, just imagine it being jerked like that every half a second.
  6. but of course, absolutely no argument there. I'm just a hobbyist in love with the WWII aviation. I'm just trying to understand the mechanics behind it. DCS simulates a new aircraft, so there's got to be an actual reason behind these fluctuations, i.e. it must be modeled (hopefully? :D) in accordance to manuals and a published expectations of this instrument. I'd love to research it on my own but I have no idea how to even begin to tackle this. I presume we need to get the actual part number of this tachometer to get a full understanding of its operation. Also, does RPM gauge fluctuate like that in the DCS Spit IX? I don't think it does, does it?
  7. I seriously doubt it's due to the vibration as that would reduce the lifetime of such a critical instrument. I'm trying to find the type of tachometer used in Merlins. There's: fully analog mechanical with a flexible shaft from the crank all the way to the needle via gearing analog + magnetic with a flexible shaft from the crank to the magnetized core, and the resultant magnetic field drives the face needle electrical/speed sensor: a magnet is located on a rotating shaft (crank or auxiliary) and a pickup contact that gets tripped by the revolving magnet All 3 of those should be rather precise. Now I wonder if this is somehow tied to the variable pitch propeller? I.e. it constantly tries to adjust towards the steady RPM's but its mechanism has an intrinsic delay and therefore they are never fully in sync. But none of the fluctuations make much sense from the point of normal and healthy operation of the engine. Maybe it's vacuum based?? @NineLine, can you possibly unravel the mystery behind it?
  8. So this is totally normal? I'm just asking... In all other sims (as well as in DCS A8) when the RPM gauges dance like that it means there's a serious problem with the engine.
  9. haven't seen this in A8 (my main plane I fly). Is this something that all allied aircraft have? Seems pretty strange..
  10. it's there already https://www.digitalcombatsimulator.com/en/files/3318349/ cheers
  11. thank you for the video! why do the RPM gauge needles dance so much ? Does the engine RPM fluctuate this much?
  12. Here you go. I've uploaded it to the community files as well, but it needs to be reviewed before it's available. Here's a link if you can't wait: http://www.peachstealingmonkeys.com/stuff/a8caucascold.miz cheers https://www.digitalcombatsimulator.com/en/files/3318349/
  13. what maps do you have? I'll try to muster something up if you've never used the Mission Editor, it's actually not that difficult.
  14. DCS sound design is simply the best out of all flight simulators out there. It's one of the main reasons I love DCS. I've been flying the IL2 BoX since it introduced VR support in 2017. Then I gave the DCS a try about 6-7 months ago and now IL2 to me sounds like some arcade toy. The sound directionality in DCS is spot on. The sound variation due to changing airpressue is amazing. There's a lot of engine detail in the sound and it's also very dynamic. I was watching a replay of my A8 mission from the ground level and after hearing the delayed sound of cannons I had a stupid grin on my face from how awesome it was. The twin-engine Mosquito will surely move the plank even higher.
  15. I'm still in awe from learning the depth measurement has a word "bath" in it and "bathophobia" is close to the meaning of "thalassophobia" rather than being scared of baths. But seriously, we don't have submarines. The WWII asset pack was promising that but never delivered.
  16. as they say there are more airplanes in the ocean than submarines in the sky.. I agree on depth constrains in the harbors, shouldn't be like that, especially if you can't place the carriers there (can you? haven't tried it). But out in the open ocean is this really a big issue?
  17. the sound of hitting a wooden crate comes to mind It'll be quite a departure from a metallic bang.
  18. hello, the awesome modding community! I have a question if anyone has looked at creating (or if it's already out there) a mod for the lingering dust after the bullet hits a stationary object, i.e. ground, or a building, or ground target, similar to the effects seen in the below clip. The current puff smoke effect disappears way too quickly.
  19. got a response on Reddit: Can't wait!
  20. dear, ED, per the Mosquito damage model announcement ("modeling the visual impacts on the airframe and the subsequent effects to the Flight Model. ") can you possibly share more information on the topic? This is the extremely exciting news and would love to know more about the effort: - will the model use the existing damage decals along side the new visual 'precise' impacts? Or only the new model will be used? - will the visual damage correspond with the interior system/part damage? - will the new model be used in MultiPlayer? - are you planning to add any visual damage inside the cockpit? After enjoying the current DCS damage model one starts to want more! - where can we see the large picture of the one posted in the announcement (below)? The download section doesn't have it.. This new development is some seriously impressive stuff. cheerios.
  21. Flying at night over a snow covered winter landscape with a full moon above looks very nice in VR. With any lower lighting it becomes just a grey mess.
  22. not with the current LCD based VR hmd's. Looking at the gray haze at night in VR isn't super inviting.
  23. yes, you're spot on, however it's the French spelling of an English word "milk" and not a translation, that's what's funny about it.
  24. I'm loving this thread, guys. Learning so much! another vote for the word of the day "milquetoast". Funnily enough it's a French spelling of an English bland breakfast "milktoast". Yet we use the French spelling for some odd reason. This language is so backwards.
  25. You must be a protector of the sanctity of the TRackIR then. The head tracking police. The pancake aficionado with a suppressed urge to experience VR. Just pull the trigger and get it. We welcome you in to our open arms of VR misery. witnessed it many times. These people all end up on inventing a VR all over again.
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