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MoleUK

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Everything posted by MoleUK

  1. Ultimately DCS is still the best helo sim there is, wouldn't be here if it wasn't. But yea it's a little worrying. I know many wouldn't like the idea of unrealistically aping the gunship chinook variant a bit, but it would give a bit more of a fallback to rely on re: features while we wait. Though it's likely too late to pivot a bit in that direction maybe, even if ED was open to the idea. I'll never stop banging that Guns-A-Go-Go drum though.
  2. Relying on CTLD features to flesh it out while we await the arrival of logi features is not ideal, given that we've seen DCS modders get fatigued/burnt out and drop support for their projects in the past. Modders have been a lifesaver for DCS, but they should always be additive not core/necessary to the experience.
  3. ^ This is the dream, much as I know it won't happen. Letting us ape it a bit with some pod loadouts would go a long way to adding some functionality to the module, especially if the logistics features take longer than expected to rollout. If the development of the logistics stuff hits unexpected snags (as new features sometimes do), then it's going to leave the chinook in a bit of an odd space in the meantime. Even .50 cal sidegunners would help, but M134's are a start.
  4. VD is a seperate app that runs on the oculus and pico wireless headsets (and bought on their relevant stores), it's an alternative to oculus link entirely. Think of it like the recently released steam link, both steam link and VD operate as alternatives to oculus link, but both are wireless only. There is another app called VD on Steam but that is a different program entirely.
  5. I don't personally use the steam version, but you do not need to run DCS from the games tab. For most/many other games yes, for DCS no need. Try having VR ticked in the actual DCS settings then just launch it via steam as if you were going to play flatscreen, VD should pick it up. And it shouldn't be launching into SteamVR either. If it is you've got the wrong runtime selected, that was a relatively recent change as VDXR enables bypassing SteamVR in compatible titles.
  6. Try setting the gunners to short. Long has occaisionally been broken in the past on the Huey and Mi-8. Also, sometimes you do need to cycle the ROE if they get stuck as well.
  7. +1 to this. The missiles are all on ED's modeling now, and the absence of the R60 is a little odd. I know the FC3 Frogfoot recently got the option to start loading it.
  8. Yeah currently it gets faster the heavier you load it. Obviously it's not meant to but it's the way it's been since the engine update, to reach that sort of cruise speed you want to weigh around 12,500lb's. Though you can get closer to 14,000 iirc and still hit it fine. There is no overspeed for the Huey anymore, at least as far as i'm aware. Haven't seen how fast it can go in a dive though. Seems fine in excess of 300 kph. But it flies surprisingly well at those speeds, so for now i'm going to continue flying it that way until there's another pass on the engine/flight model. It's been a fun time flying her while she's fast. Though there are plenty of charts listing the top speed at 140+knots in low level flights, just not when you're seriously overloading the weight. And as ever there is what the frame is actually capable of and what the documentation suggests not to exceed for maintenenance and safety reasons etc. Neither of which we necessarily have to abide by. Regardless, the old engine model seems to have definitely been severely underpowered. And I will enjoy the current engine power while it lasts, as lopsided as it may be.
  9. You're still being way too aggressive going from one end to the other, and it looks like you've still got something going on that is exacerbating the excessive movement on the axis. Either because of a curve or because of saturation or both.
  10. I hadn't seen the beginning of the video. No wonder your inputs are over the top, you've messed with the axis saturation in a way that isn't helping at all. Small movements are going to max out your pitch and roll axis. I'd undo that to start.
  11. I don't think lowering collective will stop this. You're barely using any. You don't need that much left input, you're going from almost full right to full left within 1-2 seconds. When in that hard right turn, you're just starting to tilt over into a position where you'd be in negative G. If you keep pulling through it you avoid popping. If however you suddenly yank the stick all the way left, I suspect it thinks (or you are for a moment) you're hitting negative G and pops. This does explain a few odd bumps I've had that I assumed was because I was pushing the collective too hard. That's a Huey i'm flying, not a hind. I'm usually cruising at 140-150 knots. You can generally push the collective very hard and run very heavy. But if you yank left/right like that in a turn you will most likely keep popping. Use gentler movements, and use your pedals. Oh, and don't run the Huey light. You really want to be runnning it very, very heavy atm.
  12. Hah. this actually explains a mast bump I had a few weeks back I think. Wasn't entirely sure what I did there as it was the first time it'd happened in months. Unfortunately the controls aren't captured at the moment it bumps, but it looks the same. In a hard right bank but not pulling hard enough into it, and then a quick hard left on the stick. This is not the way you want to turn, here I was just trying to get out of the rocket splash and continue forwards so I probably pulled left stick instead of continuing into the right turn.
  13. 4:46 to 4:48 is fairly distinctive. He's just about to start going into a negative G situation which you can obviously get through if you keep pulling through it. But if you totally reverse the stick in that situation from right to left (and with no torque adjustments) it's going to cause problems.
  14. It's not just that you're being aggressive, you're yanking from one end entirely to the other in a pattern that doesn't make too much sense in flight. You can bank at hard angles, but you don't want to suddenly yank the stick from full right to full left without torque and collective adjustments while in a right turn. Are you using keyboard controls?
  15. Definitely double check and get a track if you can, will take a peek. I've been throwing about the huey pretty aggressively ever since the engine update and almost never mast bump unless I pull way too hard with too much collective.
  16. I have no idea how you're pulling that off honestly. I have had the complete opposite experience, mast bumping is far, far rarer than it used to be when pushing the engine limits. Are you running at 100% collective or something?
  17. Рад видеть, что исправлены заикания в многопользовательской игре, теперь намного лучше. Эта проблема с разметкой карты F10 все еще существует. Я не знаю, насколько это влияет на производительность в целом, и я думаю, вы уже знаете об этом, просто чтобы убедиться.
  18. Я изменил дорожку, чтобы работал вид с внешней камеры. Я думаю Заикание на Т:4133-37 на самом деле произошло из-за того, что МиГ-21 врезался в наземные части и взрыв повредил их. Понаблюдайте за игроком Kiwi 1-1 Pgee, чтобы увидеть эффект заикания. Может ли это быть связано с эффектом ударной волны, который вы реализуете? Один заикается, когда волна взрыва касается наземных юнитов, другой - когда волна преломления касается наземных юнитов? Я спрашиваю об этом только потому, что нашел ссылки на ударные волны в файлах lua, обновленных в версии 2.9, и урон от пушечных выстрелов, похоже, не вызывает заикания, как это делают ракеты или взрывчатка. https://www.dropbox.com/scl/fi/ja28e7el5i6th870s1685/Cold-War-Caucasus-SPLIT-v62_DME1-20231116-170150.trk?rlkey=m6evomlhvqxm3bqvvymrw5rj1&dl=0
  19. Патч ломал реплеи. Вот новый и еще более короткий. T: 4091 Небольшое заикание T: 4133-4137 MiG-21 поражение наземных частей? T: 4187 падение войск убить заикание T: 4400 падение войск убить заикание Cold-War-Caucasus-SPLIT-v62_DME1-20231116-170150.trk
  20. Второй трек меньшего размера с двумя видео, если это поможет. Указаны временные метки. Т: 7763 маленький, первое видео на YouTube на 12-й секунде. T: 7927 десантное падение, убийство, заикание, первое видео на YouTube на 2:57 T: 8032 высадка войск, убийство, незначительное заикание, 4:40, начало первого видео на YouTube T: 8099 большое заикание, первое видео на YouTube на 5:59 T: 8158 сильное заикание, первое видео на YouTube на 6:45 T: 8174 Среднее заикание, первое видео на YouTube на 7:04. T: 8245 среднее заикание, первое видео на YouTube на 8:15 T: 8636 среднее заикание, 9 секунд после второго видео на YouTube T: 8672 Большой отряд заикающихся, 45 секунд после второго видео на YouTube T: 8677 большое, 49 секунд после второго видео на YouTube T: 8736 большое заикание, 1 минута: 48 во втором видео на YouTube T: 8739 большое заикание, 1:51 во втором видео на YouTube T: 8741 большое заикание, 1:52 во втором видео на YouTube T: 8802 среднее заикание, 2:52 во втором видео на YouTube T: 8804 среднее заикание, 2:54 во втором видео на YouTube. Cold-War-Caucasus-SPLIT-v59_DME2-20231115-162533.trk
  21. https://www.dropbox.com/scl/fi/xbzgh3w8ya4l9s9ehl8wa/Cold-War-Caucasus-SPLIT-v59_DME1-20231114-134746.trk?rlkey=zjas0svh6rmudsq5p5i6o9mu8&dl=0 Трек длинный, записывается много заиканий. Включены временные метки. Заикание видео на YouTube начинается с 3147. Я считаю, что все это заикается из-за повреждения наземного блока T: 1065 T: 1071 T: 1098 T: 1342 - Большое заикание T: 1355 - Большое заикание T: 1400 T: 1435 - Большое заикание T: 1442 - Большое заикание T: 1488 - Большое заикание F10 T: 1999 T: 2122 FARP T: 2148 T: 2188 T: 2209 - Большое заикание FARP T: 2216 - Большое заикание FARP T: 2279 T: 2294 Большое заикание T: 2392 T: 2408 T: 2411 Большое заикание T: 2417 Большое заикание T: 2421 T: 2422 T: 2441 Большое заикание T: 2900 T: 3065 Большое заикание T: 3115 T: 3144 T: 3147 T: 3182 заикание урон наземному подразделению T: 3185 заикание урон наземному подразделению T: 3210
  22. заикание урон наземному подразделению:
  23. On asking around the consensus seems to be that hit reg is client side, if it impacts and explodes on the client screen it should register. Hits to the canopy/nose with hydras often seem to result in little to no effect, at least in my experience.
  24. It's a MP recording, I always thought hit reg was client side however. The Hind has always been this way re: hydras, at least to some extent. Some areas are vulnerable, others are incredibly resistant.
  25. Small arms impacts aside, I will say sometimes it feels like the Hind can tank more rockets than it should, depending on where it's hit.
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