

King_Hrothgar
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Everything posted by King_Hrothgar
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I did a bit of tinkering with this last night and found that it is possible to manually control the nosecone and an improper setting does cause problems. However, what I found didn't match what that particular section of the manual says. I couldn't figure out exactly what AUX 2-Pos Nozzle CTRL (LV12) does in game but the nose cone control switch (LV7) does allow for taking manual control of the nosecone. Control of it is done via the little knob at CU9. Unfortunately, I had a tough time using it as I didn't have a way of knowing the proper position. I ended up guessing based on trying to get rid of the popping sound. What I ended up with did get me off the ground, but I had a top speed of about 500km/h and I only barely got off the runway in time.
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Things I'd like to see: Hoover Dam and a bit of valley flying through some mountains. I'd prefer it in a chopper so we can get a good look. A few explosions would also be interesting as I'd like to see how various effects look in the new engine. So yeah, Ka-50 vs M1's parked on top of Hoover Dam please. :D
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1) That switch turns the afterburner system on and off just as the English tool tip and manual say it will. That's all. 2) The general idea seems to be that if the AB glitches during takeoff, turn it off and continue without it if you don't have enough room to stop. If the engine fails completely on takeoff and you don't have enough room to stop, eject.
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This is a good sign as no one in their right mind live streams a game that isn't reasonably stable. So it may actually be fairly close to release.
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The MiG-21's first training mission is a joke, they are poking fun at the A-10C's training while also showing how to cold start the plane. It's something you'd have to play the A-10C's training missions to appreciate. In any case, welcome to the addiction. :)
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The MiG-21 does not have a steerable nose wheel, you must use the differential brakes to steer instead. To do so, apply brakes and rudder in the direction you wish to turn. The more brakes and rudder you use, the faster you will turn.
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It's directly related to how the plane flies, thus I consider it a component of the flight model just like negative G engine stalls on some planes. Either way, it's clear why I rated it lower than other PFM/EFM planes. Edit: ninja'd, I rated flight models in that list as they exist today. There is no way to judge things that haven't been made yet.
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Not all PFM's are created equal. The Su-27 doesn't have over stressing damage for example. That's kind of a big deal when someone can switch off the FCS and do a 50G turn at mach 2 without negative consequences.;) Even some of the older AFM standard planes like the A-10A suffer damage in those kinds of cases.
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This is somewhat a matter of opinion as not everyone places the same emphasis on different aspects. So I'll simply rank them based on flight modeling, systems modeling and overall complexity individually. Flight modeling: High fidelity: P-51D, Fw-190D, Bf-109K, MiG-15, F-86, MiG-21, Ka-50 and A-10C. Medium fidelity: UH-1H, Mi-8, A-10A, Su-25A, Su-25T, Su-27 and F-15C. Low fidelity: MiG-29A/S/G, Su-33, Hawk and C-101. Systems: High fidelity: P-51D, Fw-190D, Bf-109K, MiG-15, Ka-50, A-10C Medium fidelity: MiG-21, Mi-8, UH-1H, Hawk, C-101 Low fidelity: All FC3, Su-25T. In terms of overall complexity: 1) A-10C 2) Ka-50, MiG-21, Mi-8 3) UH-1H, WW2 stuff, F-86, MiG-15, trainers 4) FC3, Su-25T
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Pre-Purchase questions multiple products
King_Hrothgar replied to uniform's topic in DCS World 1.x (read only)
Features of BS2 that BS1 does not have: 1) Not sure on this first one but I think BS2 has 5 additional campaigns over BS1, those being 4 incarnations of Georgian Oil War and Operation Medvedev. 2) Improved flight model 3) Improved graphics (both for the Ka-50 and the world around it) 4) Compatibility with DCS2 when it is released 5) Compatibility with all other DCS modules, thus you don't have to exit the game and start a different game to change planes. 6) User content support, most importantly HD cockpit textures by Ricardo. -
Meandering thread best thread. In any case, in general you should study the mission planner map to get an overall feel for where stuff is. Exact locations of various units aren't important since many will move, but knowing where the lines are is important. The key to survival is to stay over friendly territory, don't over fly your target. On the first campaign mission in the Georgian Oil War campaign, swing 10km+ out to sea and line up on the valley coming in for your attack. Locate the front and search for enemy units defending. To increase the search and attack time you have, slow down. I often putt about with my flaps down just below the clouds. Once a target is spotted, fire from as far away as you can and then turn back to sea as soon as the missile hits. Your goal should be to snipe them from friendly airspace, ideally never actually crossing into enemy territory where manpads and AAA might get you. On that particular mission, you can completely ignore the SAMs so long as you stay over friendly troops. The only radar guided SAM is at the enemy airfield, well out of range of the frontlines. On the recon missions, you can cheat a bit and simply fly above all the short ranged SAMs and AAA. This is because you only have to reach the target area, it doesn't account for cloud cover and such things. That leaves only the longer ranged radar SAMs to contend with, which are easily dealt with via KH-25MPU's and the ELINT pod.
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Possible Future Weapon Loadouts?
King_Hrothgar replied to RAZBAM_ELMO's topic in DCS: Fw 190 D-9 Dora
Been a few months, just wondering if there is any news yet on this. -
Same, just picked up these two modules and I'm really surprised these still don't work.
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They fixed the FPS crushing cluster bombs finally in the last update. Feel free to spam CBU's again. On a related note, I wonder how the buildings on the NTTR map will look when bombed. Building damage graphics are one thing we haven't seen yet.
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2015 DCS Summer Sale - Steam Summer Sale 6/11/15
King_Hrothgar replied to uboats's topic in DCS World 1.x (read only)
I went ahead and picked up the Bf-109 and Fw-190. DCS isn't a WW2 sim, but for so little I decided to give them a look. I now have everything except the two trainers. -
$252 not counting hardware, LOMAC, FC1 or BS1. I have all DCS modules except the two trainers. You can see my hardware in my signature, but it isn't purely for DCS. I also play RoF, BoS and non flight sims too.
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To engage the JATO system (auto mode): 1) Load the JATO system either in the mission editor, briefing screen or with ground crew (yes, ground crew works just fine). 2) Normal plane startup procedure or start mission with engine running 3) Activate the two JATO power switches on the right side of the cockpit just below the battery switch. 4) Takeoff, they will automatically fire at around 120-150km/h and should burn until a second or two after you leave the runway. 5) Jettison the pods using the flare/chaff button under the throttle slider Important note, you must engage the two power switches prior to rolling down the runway in order to use auto mode. If you pass the auto ignite speed, then you can only use manual ignition (covered button on the instrument panel).
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Calling games back then flight sims is a bit of a stretch by modern standards, but my first flying game was MSFS 1.0 on one of those big floppy disks. I was 4-5 years old at the time and both the computer and the game were older than I was. First one I played with a joystick was the Aces collectors pack (Red Baron, Aces over Europe, Ace of the Pacific, A-10) around 1990.
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Favorite part of Fallout 3: walking up to the Republic of Dave for the first time and when asked who I am, reply "I'm the king of the wastes, your republic is forfeit!" or something like that. Such a wonderful game to be a really awful person in.:devil_2:
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TrackIR Conundrums
King_Hrothgar replied to Pineapple Pete's topic in PC Hardware and Related Software
You can use a single profile for all games, that's what I do. I think I simply overwrote the default. The jitteryness can be solved with the "smooth" slider. This is similar to a sensitivity setting in most games for joysticks. What it does is add a small delay to the movement and average the movements over time. The lower the smoothing, the more immediate the movement but also the more jittery. Finding the right balance between smoothness and responsiveness is a highly personal thing. I have mine set on 2 but my face is fairly close to the sensor. The speed setting is a global multiplier. The higher the speed setting, the more your in game head will move relative to your real world head. Given that the sensor can't see the backside of your clip and you can't see your monitor from behind, you can't have a 1 to 1 ratio. I found that I couldn't get a satisfactory setup like this so I ended up altering each axis curve individually. My yaw is about 15 degs/deg with a deadzone of a few degrees in the middle. Most of the other axis are setup like this too. -
I bought Skyrim the day after release, I immediately wondered why all the textures were so horribly low resolution. Even with their official HD textures pack, it was still relatively low res. It looked like it was designed for 800x600 or something silly. Don't get me wrong, I love Skyrim but it isn't amazing graphics that made the game. I had similar thoughts on Oblivion when it came out. lanmancz, probably.:P The market for that kind of game is rather small outside the phone/tablet platform. I don't have any interest in them.
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They certainly aren't pushing the boundaries graphics wise but they aren't crap either. I'd rate them as industry standard 2010-2015. Truth be told, Bethesda has never gone nuts on the graphics. They've always done average graphics with amazingly gameplay. I don't think Fallout 4 will disappoint. :)
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Assuming you aren't interested in the Flaming Cliffs planes (which automate navigation and such), I would recommend either the MiG-21Bis or Ka-50 (Blackshark 2) as your first module. Both aircraft are relatively simple, have ample tutorials available and well made campaigns. The A-10C also has loads of content, including tutorials, but is far more complicated than the other two. I advise against the two trainer modules as they are currently using the simple flight model used by the AI. The WW2 and Korean war fighters also leave a bit to be desired. This is due to a lack of content for them though the aircraft themselves can be fun to fly and are easy to learn.
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It's not just the cockpit that gets changed, though that might be the most labor intensive part for DCS. In any case, I'd love to see a few MiG-21 variants. An early PF or PFM for 1960's, the current Bis for '70's and 80's and a 93/97/2000/Bison/Lancer for modern.
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1) Both, pulling back causes you to trade speed for altitude (until you go backwards anyways) and reducing collective typically causes you to descend. The two can be balanced to maintain level flight while slowing down, but only when slowing down slowly. Any sharp pitch up will result in upwards movement relative to the aircraft. If you roll to the side before doing a sharp pitch up, you can avoid the altitude pop up as the pop up will be in the horizontal rather than the vertical. It does cause you to go off to the side though, so which is preferable varies. 2) On a helicopter, your thrust is adjusted by blade pitch, not engine RPM. Compared to a fixed wing plane, you can think of collective as your power and throttle as a constant speed propeller setting. It's not a perfect analogy, but it works.