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ViFF

ED Beta Testers
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Everything posted by ViFF

  1. just a small note: trimming has nothing to do with endurance, but I agree with you that a well trimmed spitfire will be able to fly farther than a poorly trimmed one... :book: Another item to note is the best altitude for cruise, which if I remember correctly should be around 24,000 feet for the spitfire, where you can make use of the supercharger stage and lean out the mixture to benefit from less fuel burn in the high alt cruise. S!
  2. I am confused now. We (The Israeli community) have the 24/7 dedicated server "DCS ISRAEL" that is hosted in a data center. The server's raison d'etre is for us to have a stable platform with a good cpu and good bandwidth to host online the missions the community designs so we can meet up online and all fly together, invite friends from other communities and have a good time overall. In order to have the WW2 experience in Normandy, must we purchase both the map and the asset pack for the server? S!
  3. Hi, Sorry for late input on this but RDP = Windows built in REMOTE DESKTOP CONNECTION and yes, we are able to manipulate the menu using the RDP. We do have a graphic card on our root server, its an old 4GB NVIDIA GTX 550 Ti but it gets the job done without problems since there's only minimal graphics involved. S!
  4. Thanks for the notification. The BuddySpike TS will be back up in a few minutes. Please standby. S!
  5. hmmm.. So similar to the typical problems and limitations of UHF and VHF sets of the 1990s? To me it seems much more realistic then the crystal clear comms of TS. Might as well also be on Skype with you wingman... Cheers mate :smartass:
  6. Yes, using scripted conditions like the one posted above by xcom, essentially using those conditions to "kick / not kick back to spectator" clients when they click those slots. Unfortunately no method AFAIK. You have full visibility what slots are being used/held by the opposing side, and any further information available depending what the mission author has written in the text fields of the slot, group name, etc. Cheers
  7. Although the dynamic campaign of BMS is not really dynamic, and offcourse I would love to see modules for F-16, AH-64 and Mi-24, but in my opinion the last sentence does have tremendous merit because it highlights a couple of underlying issues that are creeping up on DCS, being the self proclaimed "Sandbox Simulation" that it is. IMHO there are two underlying problems with focusing on high fidelity modules at the expense of fleshing out the core engine/systems that exray mentioned above. The first underlying problem is that at some point there will be so many high fidelity modules that many virtual pilots will reach their limit of how many modules they can enjoy due to the amount of time needed to become reasonably proficient at flying and fighting and utilizing the systems of these highly technical simulations of airplanes. I don't know who has the time but I can hardly imagine myself being able to hop in the F-16, then the F-18, then the Viggen, then the A-10C, then the MiG-21, then the F-5E, then the Ka-50, etc... Each with their 300 to 400 page manual... At some point even the most proficient virtual pilot who has no life outside his PC living in his parents basement will reach their saturation point where they simply don't buy new modules because the alternative is having purchased everything and sucking at everything. The second underlying problem is that while concentrating on creating modules the sandbox part of the simulation remains just that: a barren sandbox, albeit with the tools to create scenarios in the virtual world, but without continuity and without any simulation of the rolling and manipulating the underlying logistics and dynamics of a virtual battlefield. I think the most striking example is the slot based GUI that limits all content creators to a very narrow scripting of content. Trying to reach above this requires learning lua code, a curve way to steep for the general user. IMHO there should be more focus on tools for creating content with built-in real world dynamics. Finite state machines that have the ability to run persistent world virtual battlefields containing Order of Battle (OOBs), tables of equipment that get updated, logistic movements of equipment and energy and supplies and reinforcements, squadrons and units on the battlefield aggregating and de-aggregating into and out of FRAG lists, Air Tasking Orders, etc. For example I don't want to choose a pre-scripted "slot", but rather choose an aircraft squadron that is currently based at airbase "x" look at the list of missions that is constantly being generated for that squadron, choose an appealing mission and fly it, and finally in the de-brief see how the actions and accomplishments of the mission has affected (and will affect) the battlefield. Sorry to derail, but in my opinion this is becoming important for DCS.
  8. Question @BillyCrusher: What about relaying forces from the other client's trimmer position? If both clients have FFB stick the trimmer position can possibly be constantly updated for both? This is good for the moment when the transfer of controls between clients is actioned, the client that is receiving (or "taking control" depending on the ME bias option) will receive the trim position (and stick forces) that was last enacted by the client relinquishing control. The benefit will be that the airplane will not "jump" due to a new trim position. Cheers
  9. What is the status of the EFM? There should be some updates what is going on, how far you are progressing, what still needs to be improved, ETA, etc. It is not an "ON/OFF" switch. Thanks in advance for sharing information...
  10. Hi Grimes, from my perspective and experience I can provide some examples: 1. In "persistant world" type of missions where airfield capturing is part of the objectives. Slot blocking for airfields that become captured and fall under the control of the opposite side, and removing of slot blocking when airfields are re-captured. I believe this is the method being used in Blue Flag. 2. In "dynamic spawning" type missions where the slots become available based on a dynamically created frag list based on certain events occuring. For example: the slots of a SEAD flight are unblocked when a recon function discovers a SAM in the AO. There was an example of how to create this type of dynamic frag list using MOOSE. 3. As mentioned previously on this post (what I understand as to the reason): slots blocked for a particular squad or VIPs on popular servers that normally are very full. This to ensure that there will always be slots available to clients that the server owner considers them VIPs, for example people who contribute money to support the cost of the server hosting vs guests who just come to fly. S!
  11. anxiously waiting for the weekend sale update! my bet is on a bundle that we have never seen before! F5-F5-F5-F5-F5-F5-F5.....
  12. +1 for allowing changes in convergance on both the spit and the mustang. Will settle for presets instead of slider. S!
  13. Thank you so much for this Sven!!! you created for me so much interest and motivation to learn the mission editor and lua script!
  14. Sorry to digress, but I have a question about the attached graph: Is there a reference in the pilot's handbook regarding what is the minimum RPM that should be used at the higher boost settings? From what I can see in the graph I have a hunch its hinting that from +7 to +9 boost the RPM should be at least 2850, whereas from +9 and upwards you should be a max RPM (3000) Is there a reference for this in the pilot's operating manual? S!
  15. Bongodriver, take a look again at what Yo-Yo said: In other words, it is a very bad idea to be in this power regime (3000 +18 ) while in a flight regime that does not provide good airflow for cooling system (slow turns fighting) He never said that 3000 +18 does not provide the greatest output from the powerplant. S!
  16. not my opinion, physics mate. you can try yourself at full boost see how flat out fast you get with either 2700 or 3000 rpm
  17. CORRECT the part i marked in bold is NOT CORRECT
  18. Actually, Sith requested that the thread you pointed out stay on the F-18, so in that respect that is NOT the place to discuss the latest newsletter. Regrading the latest newsletter which shares news mostly about what is planned for DCS WW2: It would be nice to hear from ED not just about the plans for DCS WWII and the F-18 but also how are they progressing with their other big projects: DCS World v2.5 NTTR update Caucasus Theatre terrain update Improved multiplayer with dedicated server support These are items published by ED as their plans for 2016: https://www.digitalcombatsimulator.com/en/news/2016-01-29_DCS_World_Future/ S!
  19. Silver, The follow me jeep would also be obscured under the nose. This is how they solved the visibility problem on WW2 fighters: S!
  20. +1 and plus deja vu from a similar bug that existed for quite some time in IL2 Sturmovik...
  21. Got it. We will test this week. Thanks!
  22. This is very useful information, I have both modules and was always curious what is the optimum tactics that should be used by each. I have just one question: will the F-5 not better retain energy in the turns if you keep your speed up but also use FXD instead of AUTO for flaps? Thanks in advance!
  23. Looks very good Eekz! Could you possibly share the "Air Format =" lines of code in your labels.lua that you are using on your server? I would like to check and perhaps use the same on DCS ISRAEL server for our WW2 missions. Thanks in advance!
  24. Amazing thanks for sharing! Allison engine instead of Merlin Prop from a DC-3 wow.... that man is a brilliant engineer and a good business man! Cheers!
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