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Everything posted by tekwoj
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	  reported GB-6-SFW is incorrectly correcting for windtekwoj replied to Gronank's topic in Bugs and Problems I've launched the replay to see if maybe it was stealth fixed. Nope. Also copying wpt 1 to 36 and launching the bombs in PP mode somehow makes it even worse... But hey, it's marked as reported over half a year ago and soon we can launch an anniversary party for this thread. @BIGNEWY invited. This time I won't go asking on discord why they won't let 3rd party devs deal with weapons.
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	You're bumping it in the wrong forum, the correct place is the weapon bugs forum.
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	  GPS guided munitions - whats going on with precision?tekwoj replied to sarumax's topic in Bugs and Problems JDAM has a CEP of 5m, so 50% chance of falling within 5m and 50% chance of dropping further away. So the question is, how far were the ls-6 falling from the target, and which bombs op was using cause they talk about blast radius.
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	You're not testing that with unlimited ammo, are you?
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	  GPS guided munitions - whats going on with precision?tekwoj replied to sarumax's topic in Bugs and Problems how far from the target are they hitting?
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	  GPS guided munitions - whats going on with precision?tekwoj replied to sarumax's topic in Bugs and Problems Gps guided are not laser guided munitions. They are not pin point precise.
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	  HSD and HUD showing target at different azimuthtekwoj replied to tekwoj's topic in Bugs and Problems SPI was from a waypoint, then pod slaved to it. Here's a screenshot from a bit later when I used WMD pod to set target. HSD situation is still rotated, but less than in the first screenshot.
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	  HSD and HUD showing target at different azimuthtekwoj replied to tekwoj's topic in Bugs and Problems No, sorry, it happened in a multiplayer session about an hour or 2 into it. I tried reproducing it but no luck so far. I don't think so, I'll try to verify, but I think the only thing I did different than usual is during the INS alignment I didn't input heading because it was 000 anyway.
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	  HSD and HUD showing target at different azimuthtekwoj replied to tekwoj's topic in Bugs and Problems There's a lot of bugs with radar, but what does it have to do with HSD data being rotated around 20 degrees?
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	  HSD and HUD showing target at different azimuthtekwoj replied to tekwoj's topic in Bugs and Problems The AG radar was untouched, target was either waypoint with tgp slaved or tgp selected. You can even see the waypoint circle in the correct position on the radar. HSD is the only one not in line with the TGP and HUD indicators.
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	  HSD and HUD showing target at different azimuthtekwoj replied to tekwoj's topic in Bugs and Problems Target was waypoint, radar wasn't touched. I think it was the HSD that had everything wrong.
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	Both HSD and HUD show my heading as 313, but HUD shows my target is right from me and HSD shows it to the left. Can't reproduce it at the moment here's a screenshot from when it happened flying multiplayer.
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	@slghtlystewpid Everything in scripts/MOZA directory. The main script is MOZA.lua, which calls the other scripts for some values. Are you sure it's not a config issue? Because I see in the RotorRPM script this :
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	Normally you get the best feel when you mix both, but in case of Corsair the native FFB actually feels well done, which is a bit surprising considering the state of the other components of the module...
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	Nope, there's difference. at 160kts it's noticeably softer than 200kts.
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	Yes, I've just tested to make sure I'm not imagining things. Engine off - maximum spring force at full deflection is around 1.5k units. Engine on, MAN 20 - about 2.5-3k units MAN 30 - 5k units MAN 40 - 6k units In flight at 200 kts - max force (10k units) was reached long before full pitch up input. About the units - MOZA has a range of 0-16.5k, but they have a bug in firmware which doesn't scale properly direct input signals, resulting in max of 10k for anything coming from games. Yes, because it's direct input only, no telemetry involved, which I have written above.
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	I'ts different for me. I'm on AB9 and while on the ground the stick is limp, in the air the resistance changes with speed and maneuvers, and I'm flying corsair without telemetry because I found the built in ffb good.
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	There's an OH-6 profile so I assumed it's recognized out of the box. But if it isn't, yeah, you just got to figure out how to read the values needed by the script.
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	  Maneuvering On The Ground With Differential Brakingtekwoj replied to AG-51_Razor's topic in Bugs and Problems We would see that in external view during take-off with 0 trim, wouldn't we?
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	  Maneuvering On The Ground With Differential Brakingtekwoj replied to AG-51_Razor's topic in Bugs and Problems I found it very similar to what I'm used to in IL-2, except the break strength being stronger.
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	  Maneuvering On The Ground With Differential Brakingtekwoj replied to AG-51_Razor's topic in Bugs and Problems High rudder inputs, throttle strong forward for a short time and very gentle brake tapping works for me.
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	That's the most comprehensive manufacturing number list I could find http://cgibin.rcn.com/jeremy.k/cgi-bin/gzNavySearch.pl?target=F4U
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	We need that other military game players to use their superpowers
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	Even with 9Nm an extension is questionable. Their base is already too soft in the middle and doesn't center properly.
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	The built in FFB feels pretty good IMO, I would say telemetry is only needed for feedback like mechanic parts moving or guns firing.

 
					
						 
                     
					
						 
                    