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About shagrat
- Birthday 12/06/2020
Personal Information
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Flight Simulators
DCS: World - A10C, BS2, P-51D, CA, FC3, DCS "Next"... since Black Shark and A-10C beta
(MSFS 2020)
(I-War2: Edge of chaos)
...the ones in brackets, rarely used these days :D -
Location
Germany
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Interests
Evolve around modern military aviation and DCS these days.
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Es wurde klar und deutlich vom "DCS"-Ordner IM "Saved Games"-Verzeichnis gesprochen. Niemand hat davon geredet, das gesamte "Saved Games"-Verzeichnis zu sichern / zu kopieren. Es geht ja um DCS verschieben / kopieren und nicht um evtl. die Spielstände und Konfigurationsdateien dutzender anderer Spiele in "Saved Games". Und wie schon erwähnt: verschiebt man aus Platzmangel, das gesamte "Saved Games"-Verzeichnis, sollte dies über Rechtsklick auf den "Saved Games"-Ordner im Explorer und dann "Eigenschaften" getan werden. So werden alle Systemrelevanten Verweise ebenfalls angepasst.
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Sollte auch niemand. Btw. egal wo der "Saved Games" Ordner liegt, oder hin verschoben wurde, wenn es richtig gemacht wurde, also über Properties des Folders, verweist die Systemvariable ohne rumfummeln auf den korrekten Ordner. Beim neu installierten Windows, ist "Saved Games" dann eh default auf "C:" oder man verschiebt ihn wieder per Properties.
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Nein. Ziemlich sicher die hier (ersten ausgelieferten C-130J). 55+02 https://de.m.wikipedia.org/wiki/Datei:Hannover_Airport_Luftwaffe_German_Air_Force_Lockheed_Martin_C-130J-30_Hercules_55%2B02_(DSC01156).jpg
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That was exactly my intention. Do not waste $$$ on a clutch/friction based "AddOn", focus on the extension, as it is a big help to get a more "real" feel. Save for FFB, if the goal is a more realistic control, that's close to how a real helicopter with hydraulics "feel". I am sure one can even use a voice commanded Raspberry Pi to "perfectly fly a helicopter in DCS", with some training, but the idea in general is to "closely simulate" the controls, in a simulation. While a centering spring in a simulated jet aircraft is "ok", in a helicopter it's not even remotely, what pilots in real helicopters have, apart from the look, maybe. On the other hand, you can if course start with a normal stick and DCS trimmer modes and learn to proficiently fly a helo in DCS. An FFB base for the cyclic doesn't magically make you a trained helicopter pilot, but coming all the way from a Logitech 3D extreme, through X-52, Warthog, Virpil stuff to the Rhino, in my opinion, if you intend to focus on helicopters in DCS and stick to the hobby it is well worth to save for a FFB base and skip a couple controller iterations in-between.
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If you plan to deep dive into helicopters in DCS, I recommend to prioritize the extension, then safe for a FFB base. I know it's expensive, but along the natural and realistic force trim and hydraulic feel, you get force feedback for telemetry events... or in layman's terms, you can feel the stick shaking if you get through transitional lift, or the onset of a vortex ring state, before it occurs, a bump on touchdown, the blades actually spinning, weapons firing and other stuff. It is definitely a game changer and with now 4 good bases in the pipeline, I wouldn't bother with investing in a clutch/friction based solution, if it's not already integrated. Just my personal opinion, but I did go through the whole path of equipment over the last decades and would skip some steps, if I had to do it again.
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Nope, totally different beast. You want a Force-Feedback (FFB) base, like the VPForce Rhino, or the Moza copy of it. Winwing is going to release a different, but looking very promising FFB design, of their own. Virpil has a FFB-base planned. If your current base has friction ( as in tension screws that add friction, and can hold the stick in place) your best bet for now is removing as much centering force as possible and tighten the tension, so the stick can be moved, but stays in place when left alone. Use this with trimmer settings "for Force-Feedback/No Spring" in DCS! Anyway an extension, 15-20cm is highly recommended for helicopters, it gives you way more granular control per degree of movement on the stick axis which makes the little adjustments much easier.
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Was mir spontan so einfällt: Datenschutz und Verarbeitung von Telemetrie und Diagnosedaten unklar. Die Diskussion um die Implementierung von "Recall". Features wie Defender for Endpoints Timeline. Integrierte Werbung, die man erst abschalten muss. MS Account-Zwang, den man umständlich "umgehen" muss, um sein OS benutzen zu können, falls etwas mit dem Account "schief läuft". Rechtsklick-Menü versteckt "fremde" App-Integration. Kann man natürlich nicht umstellen. Startmenü noch unbenutzbarer, als das dysfunktionale von Windows 10. Gerätemanager nur noch über Umwege, aufrufbar. Und generell mehr sinnlose Klicks durch Menüs, um an Settings zu kommen.
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Schau am besten mal in die aktualisierte Anleitung, es gibt einige Neuerungen bei George. Ist i jedem Fall in der Englischen Anleitung beschrieben, wie bspw. die neuen Scan modes funktionieren.
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investigating mk82, 83 bombs explosion radius too large after update?
shagrat replied to SalakauHeadman's topic in Weapon Bugs
The thing is a metal fragment lodged in your torso won't necessarily "kill" you, but rest assured, you won't be combat effective either. In DCS there is no "incapacitated, but not dead" state, only shooting back unphased, or dead. Interestingly DCS models LOS, so a Mk82 can be survived by Infantry as long as they are situated in cover behind a small ridge or in a ditch. Again, the danger areas are ok, the problem is with blast damage being evenly applied to ALL units in that area with LOS to the epicenter of the explosion. The damage radius is "Ok" (420m currently, from my tests), but the damage is applied to all units and not to the RED percentage. But terrain elevation will shield even infantry in close proximity (see screenshots). The whole checkers quare of soldiers is 1,000m x 1,000m and the bomb impact is on the crossroads in the center. The street N-S is slightly elevated, so is the berm to the north on the western side (shields the troops against the blast). F10 View after impact: In game view:null -
mk82, 83 bombs explosion radius too large after update?
shagrat replied to SalakauHeadman's topic in Weapon Bugs
Correct, but they "can" incapacitate someone within 425m, through fragmentation. The current issue is that blast does damage to all objects inside the blast distance, instead of only a certain percentage. The biggest issue I see currently is, that bombs trigger other bombs in the air through blast damage. This definitely needs adjustment. But the correct approach is to adjust the damage dealt and set distance thresholds for bombs being triggered. Not reverting back to the old damage model where a bomb designed to level a couple buildings barely scratched some vehicles 50m from the impact... As for the concept of Risk Estimate Distances, we need to learn that RED with a PI 10 of 250 meters means you do NOT drop a live Mk-82 bomb closer than 250m to friendly forces and expect no blue on blue casualties, at least in real life. You may drop danger close (inside PI 0.1), if the ground commander takes the responsibility and accepts potential harm to his soldiers or civilians, but that's still a certain risk many NATO countries wouldn't accept... -
mk82, 83 bombs explosion radius too large after update?
shagrat replied to SalakauHeadman's topic in Weapon Bugs
Maybe this visualization helps to better grasp what 425 m of "danger close" to friendly forces actually means. First picture represents a Mk-84 (2.000 lbs) bomb and shows the difference between the direct effects and the fragmentation radius "in the open". The second shows a comparison between the Risk Estimate Distances area. Note the 100m RED of the AGM-65 Maverick in the center, in comparison to the Mk 80 series bombs. Source is this article, PDF direct link: https://article36.org/wp-content/uploads/2016/10/PAX-A36-Areas-of-Harm.pdf -
mk82, 83 bombs explosion radius too large after update?
shagrat replied to SalakauHeadman's topic in Weapon Bugs
It's how a 500 lbs bomb works in real life. That's the reason why those special low yield weapons for CAS employment were developed in the War on Terror with the aim to minimize collateral damage. They even used training bombs (casings filled with concrete) to minimize damage to civilian infrastructure and innocent bystanders. Keep in mind the damage radius is ok, the time for fragmentation to reach the full distance will be slower than the current blast damage, but it will still incapacitate a couple people if fragmentation simulation is implemented later. Unfortunately blast is "hitting" every unit in the RED currently. So now we need to make the same tough decisions for CAS and choose appropriate weapons in danger close scenarios, as finally the "danger" in danger close is real... not ridiculous. -
Analoge Uhr (Ziffernblatt) nicht, aber eine im IFEI unten rechts und mit TIMEUFC unten auf der HSI Page kann man eine im HUD einblenden lassen.
