

VincentLaw
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Everything posted by VincentLaw
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The problem is you are only raising the collective to about 70%. You should recalibrate your joystick throttle so that it is 100% at the end of its range. You can get to your joystick calibration by searching "game controllers" in Windows Search. After you run that, select your joystick/throttle from the list. If there is not an option for calibration, select deadzones and adjust the edge sliders for your throttle until it detects the entire range of motion. If you are not able to fix the problem that way, your second option is to use Axis Tune inside DCS. From the main menu click Options, select the Controls tab, select Aircraft:UH-1H Sim, select Category:Axis Commands, select Flight Control Collective (you must click in the joystick column), then select Axis Tune. You need to drag the "Saturation X" slider until you are able to get the red dot on the blue line all the way to the top and bottom of the graph.
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After you end your flight, you should be at a debriefing screen showing a log of stuff that happened. At the bottom right of the log table is a "Save Track" button. Click that, then choose a name and location to save the file. By default it gets saved in C:\Users\[user name]\Saved Games\DCS\Tracks. Then attach that file to your forum post with the little paper clip symbol in the advanced posting mode.
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If you attach a .trk file of your takeoff attempt, I'll take a look and try to spot what is going wrong.
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I would be interested in a campaign involving the employment of tactical nukes against the combat forces of a numerically superior enemy to even the odds. Having nukes doesn't have to mean dropping a Tsar Bomba on Tbilisi. The MAD Armageddon scenario would be kind of boring from a gameplay standpoint anyway.
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Multiplayer experience from mainland China are getting worse
VincentLaw replied to overpro's topic in Multiplayer
Have you tried increasing the "network speed" setting in the multiplayer options? I seem to remember leaving that at the default setting made multiplayer unplayable due to master server disconnections. -
I have not really looked into it before, but I believe trains in DCS follow a predictable schedule. If you know what time a train is on a certain portion of track, you should be able to get the train there at the beginning of the mission by changing the mission start time. If you give me the coordinates of the location you are interested in, I will take a look.
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It should be easier the next time you need to make a radar then. :thumbup:
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DCS: Roadmap (unofficial - NO DISCUSSION HERE)
VincentLaw replied to Silver_Dragon's topic in DCS 2.9
Take a look at this post and you will see usage of the word "partner" has not always been consistent. In addition to Belsimtek, that list includes aircraft from Leatherneck, RAZBAM, and VEAO. -
Q: Does skeletal animations for infantry apply to aircraft crew animations or only ground forces?
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Avia TS has a Bagram Airfield map, which happens to be in Afghanistan. That does not necessarily mean an Afghanistan map is being made for DCS.
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Request from Chizh for WWII equipment info
VincentLaw replied to NineLine's topic in Western Europe 1944-1945
If this post is anything to go by, then I assume the cutoff point will be around the liberation of Paris. Basically anything from June, July, or August 1944. http://forums.eagle.ru/showthread.php?t=135412 -
Part 3 of vehicles used in Normandy. France: The primary Free French forces in Normandy were the French 2nd Armored Division. They were armed with US equipment (see my previous post). One uniquely French adaptation is the Bofors 40 mm CCKW anti-aircraft truck. Their vehicles primarily consisted of the following: M5 Stuart M4A2 Sherman M10 Wolverine M8 Greyhound M3 Halftrack M3 Scout Car M8 HMC M7 Priest Jeep Dodge WC GMC CCKW GMC CCKW Bofors 40 mm WLA Motorcycle Some emplacements and towed equipment from Normandy: Germany: Artillery 10.5 cm leFH 18/40 21 cm Nebelwerfer 42 15 cm sFH 18 Anti-tank Guns 7.5 cm Pak 40 5 cm Pak 38 8.8 cm Flak 18/36/37/41 "Flak 88" Anti-aircraft Guns 8.8 cm Flak 18/36/37/41 "Flak 88" 2 cm Flak 30 2 cm Flakvierling 38 3.7 cm Flak 18/36/37/43 10.5 cm FlaK 38 12.8 cm FlaK 40 Searchlights 60 cm Flak floodlight 150 cm Flak floodlight Remember that the area of interest is Normandy, 1944. The 120 mm wasn't deployed in Europe, the Hotchkiss 25mm was not really used anymore, and the Fliegerfaust was not in service yet.
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Part 2 of vehicles used in Normandy. United States: Tanks M4/M4A1 Sherman (+mineflail, Bulldozer, "crocodile" Flamethrower, DD) M4A2/M4A3 Sherman M4A3E8 "Easy Eight" (76 mm) M5 Stuart VI Howitzer Motor Carriage M8 Tank Destroyers M18 Hellcat M10 Wolverine Self Propelled Anti-Aircraft Guns M16A1 MGMC Quadmount M15 Halftrack Self Propelled Artillery M7 Priest Halftracks M3 Halftrack Armored Cars M8 Greyhound M3 Scout Car Soft-skinned Vehicles GPW/MB Jeep DUKW (amphibious) GMC CCKW "Deuce-and-a-half" GMC CCKW "Deuce-and-a-half" (tanker) Dodge WC series General Trucks Dodge WC series light vehicle WLA motorcycle Expand for descriptions:
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Keep in mind that this is ED's first time selling a map to consumers. It might be better to consider $40 more as a test price than their final future pricing policy for all maps (everything is subject to change after all). If it turns out they are able to sell significantly more maps at a reduced price, then something less expensive may become the norm. I would not be surprised if it makes it into a 70% off flash sale within a year of release anyway.
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I compiled a list of vehicles that the Germans would have used during the first months of the Normandy invasion. I tried to incorporate vehicles that would have been used en masse, and vehicles that were still seeing service (no panzer IIIs or King Tigers). The Germans had a habit of building vehicles and then modifying them as much as possible, so there are too many variants of each vehicle to list them all, but I included a few of the most noteworthy variants. (Click the vehicle names for pictures.) Germany: Tanks Panzer IV ausf F2/G/H (+Sideskirts) Panzer V Panther ausf A/G Panzer VI Tiger ausf H Assault Guns/Tank Destroyers StuG III ausf G assault gun StuG IV assault gun Jagdpanzer IV tank destroyer Jagdpanzer 38(t) hetzer tank destroyer Marder III Ausf M StuH 42 Self Propelled Anti-Aircraft Guns Panzer IV wirblewind Panzer IV Mobelwagen Sd.Kfz. 6/2 (+flakvierling variant, 3.7 cm flak variant) Sd.Kfz. 7/2 Self Propelled Artillery Panzer II Sd. Kfz. 124 wespe Panzer III/IV Hummel Wurfrahmen 40 Stuka zu Fuss "walking Stuka" rocket artillery Halftracks Sd.Kfz. 6/7/8/9/11 (+anti aircraft variant) Sd.Kfz. 250 Sd.Kfz. 251 (+flamethrower variant, Stuka zu fuss variant) Armored Cars Sd.Kfz. 221/222/223 Sd.Kfz. 231 8 rad Soft-skinned Vehicles Opel Blitz Sd.Kfz. 2 "kettenkrad" BMW R75 Motorcycle (+sidecar) Volkswagen Schwimmwagen Volkswagen Kübelwagen
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Being dissatisfied won't make it come any faster.
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You just answered your own statement. If developers always waited until their tech was up to date before releasing, they would never release anything! They just need to polish what they have and get it out the door before upgrading to the next iteration.
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If you want a possibly more reliable place to get news and screenshots from the developers, you might try their facebook pages. Then you have to filter past the FSX content though. https://www.facebook.com/RazbamSims https://www.facebook.com/Metal2Mesh.Development
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DCS CPU AND GPU Benchmarking
VincentLaw replied to VincentLaw's topic in PC Hardware and Related Software
Intel Core i7-3770 @3.4 GHz (8 cores), AMD Radeon HD 7500, 24.5 GB RAM, and Windows 8.1 64 bit. I know the video card is the choke point here, which is why I am concerned about people saying that EDGE will shift the load from my CPU to my GPU. -
This is what my computer looks like while running DCS. Unless "much of the load will be going to the GPU instead" reduces the load on my GPU and uses more of the CPU... and maybe it does because I don't know that much about the topic, then I don't think it's going to help me. I would appreciate if someone can help me understand how EDGE is going to affect my performance. If the answer is "It looks looks like you need a new graphics card" that is okay too. Right now I have an AMD Radeon HD 7500.
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Here is an old tech demo of wake effects: Perhaps it would be more feasible in DCS if such calculations were run on a separate core. Over 3/4 of my processor is unused.
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If it's a Zero, the Rufe should be included
VincentLaw replied to Alexander Seil's topic in Heatblur Simulations
Water collisions can be detected entirely in the EFM code and all water interaction physics can be simulated there too. I had a working proof of concept but I never got around to using it. -
He is talking about jet wash, which is only a component of wake turbulence. Wingtip vortices would take more resources to model because they can last for minutes after an aircraft flies past.
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It could be one of their AI only adversaries : P
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Perhaps they were not yet certain about whether they were actually going to go through with it?