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Everything posted by Xxx
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Yes, I was attempting to simulate RT through a pair of Bakelite Marconi headphones!:D They never herd any base through those.:smilewink: No sir, for Umph read "punch, impact, not boring, exciting, interesting, characterful, definitely not imature and featureless"! I doubt you have ever watched British TV's Blackadder Goes Forth? In that a character called Lord Flashart is a WW1 fighter ace, played by the late Rick Mayall, who inspires the voice of your wingman in #2. Tally Ho! Best regards David
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Available to download from DCS User Files, my updated mod for the AI Wingmen. https://www.digitalcombatsimulator.com/en/files/2646526/ JSGME ready and can be used with my "Player" Radio Mod. Example video here; Ready for D-Day Chaps? Get those Normandy maps ready! Best regards David
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Here is a look at my updated WW2 Wingmen Mod now on User Files. It can be used alone or with my "Player" RT mod. Both are JSGME ready and can be downloaded from DCS User Files. Tally Bally Ho! https://www.digitalcombatsimulator.com/en/files/2646526/index.php Ready for Normandy chaps?
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The pipper and snake are a little "jittery". Must be linked to the frame rate? The key things I use are the guns’ boresight. It is placed on the conjunction of the HUD centerline and the aircraft’s waterline. Its called the gun cross by some air forces. The sight has a max range of 200 meters. That's where the cannon rounds will be at 200 meters, that's there time of flight position. Any further distance and gravity, friction , "ballistics" will conspire to rob you of a hit! Whites of the eyes job! If you are using radar and your target has radar lock, the wingspan markers, on the snake, are replaced by the radar gun piper. The radar gun piper makes the gunnery easier by indicating the place in the gun snake where a hit is certain. You only have to put your target on the spot in the snake marked by the radar gun piper. This is where a fast update of the radar pipper is needed! If it's slow and jittery, by the time you have squeezed the trigger the bandit has moved!:cry: So I use the old adage, wait until you see the whites of the eyes then put the gun cross on him and let him have it! Tally Ho!:D
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After not flying the Viggen for over two weeks, today I couldn't enter a target point with "9"? Also after setting up waypoints "9099", I couldn't step through them before take off? These were the waypoints loaded from cassette, so from the Mission Editor. After re booting the sim, the bugs were gone? I was using both quick start and cold and dark (my own designs, one was "Mission Not Impossible" available on User Files) I hope my experience was a one off. Intermittent bugs are a nightmare to fix, when they don't reproduce every time. Best regards. David
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Yes that's great! Mix and match! I have a wingman voice pack that I will upload soon that has more colourful language, appropriate for the time. Each wingman has different "personality"". This is difficult to achieve without using different voice actors! But fiddling with Audacity settings and putting more personality into the voices is the way to go. We have all seen "Battle of Britain" and "Angels One Five"! I didn't want to go overboard with embellishing the voices so that that it sounded corny and overdone. So it's a fine balance between reality, which is what us DCS flyers seek and "fantasy". Remember how the film maker depicted the Polish flyers? They got so excited during the battle no one could get a word in edgeways!:D I also was aiming for a voice pack that could be used in more modern theatres. Or a one size fits all? However, there is a need for a WW2, centered voice set, so have a look at my next upload (probably the weekend now). Tally Ho! Regards. David
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I have just uploaded my "version" of the British radio voice pack. If the moderators pass it, you could open the folders up and follow the same structure I have used. Search for my User Files as "herky". I re did all the voices for the player and the 3 wingmen. Folder size caused me to have separate folders, one for player and one for wingmen. They both go into JSGME, or folks can just use one folder if they like. If any one is interested, I have an alternate wingman voice pack, with more colourful language,appropriate for WW2. These wingmen have different personalities with number 3 being more like a certain Captain Flashart!! This could be uploaded at a later time?:smilewink: It's good there will be a choice of voices available now. Although I intended this for Normandy, it works in 1.5/2.0. Best regards David
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Here's a short demo of my British radio mod for DCS World. JSGME ready and works in 1.5 and 2. Intended for Normandy and it should work fine in that map, when released! There are two folders to install, a "player" and a "wingman" folder. The files were too big to upload as one folder. If the mods pass it and people would like it, I have done a different wingman's radio pack with more colourful language, appropriate for WW2 and wingmen with "personalities"!:D Best regards David
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Mustang's land textures zip file package
Xxx replied to Mustang's topic in Utility/Program Mods for DCS World
I fiddled about with the Nvidia settings, (don't use Inspector) and it doesn't make any difference. To be honest, I never noticed the grass shimmer until you pointed it out. Just looks like a breeze over the prairie?:music_whistling: The overall textures are such a massive improvement on the base, like Mustang says, these are the best we have until DCS do the big upgrade and merge all the maps. Regards David -
Nice that we will have a choice soon.:smilewink: I am just finishing up with Audacity editing. I have re recorded all the voice components for both the wingmen (all) and pilots voice, so they are with my northern (ish) British accent but attenuated to simulate RT from an earlier time:D It will be JSGME compatible, so if anyone gets fed up with them they can just switch them out! Tally ho! Best regards David
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Mustang's land textures zip file package
Xxx replied to Mustang's topic in Utility/Program Mods for DCS World
I think he means the grass has a bit of a shimmer now. Looks like its moving a bit in the wind. I don't fiddle with my settings, so this short video was taken with my original settings. Have a look here; https://youtu.be/In5GpCBrZmw EDIT. You cant really see it on You Tube's..lower resolution. But the higher you go (my monitor is 2560x1440), then you can see it. However I am usually above 500' so too high to care anyway! LOL. Cheers David -
I have started compiling a voice set, using a mixture of my voice and the UK voices in DCS. Making a JSGME ready folder structure. I also see there are German accented voices (partial comms) that could be a separate JSGME load when, for example, you are flying as part of a flight of ME 109's. Since I don't believe there were many Americans flying in the Luftwaffe? LoL. The trick would be to add some effects(attenuation) to the radio voices so they sound like WW2 radio transmission. Needless to say, it's time consuming! There are also French and Russian accented voices, so if you want to fly with a French wingman/wingmen, again one could construct a JSGME folder with French voices. Mainly for the upcoming Normandy map, I wanted to have English/German voices when flying Spits or 109/190's. If I get any finished I will place them in DCS User Files. Best regards David
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A sequel to the Achtung Spitfire movie. Prior to D-Day, somewhere in eastern Europe.... Included in the movie is TACVIEW analysis of a lucky (or unlucky) dogfight! Best regards David
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The castoring is definitely off in the spit and the me 109. Taxi in either aircraft is an awkward affair! Looking at the Lua. The Mustang; tailgear yawdamper=20 tailgearsprinforcefactor=9000000 maingearspringforcefactor=40000000 --5000000 109; tailgear yawdamper=36 tailgearsprinforcefactor=24000000 --5590000 maingearspringforcefactor=6.2e6??? -- 109k spit tailgear yawdamper=36 tailgearsprinforcefactor=12000000 maingearspringforcefactor=6.2*1000000 FW190 tailgear yawdamper=20 tailgearsprinforcefactor=9000000 maingearspringforcefactor=4000000.....Looks like a Mustang??? Now just how to set these up I have no idea, given that each aircraft has different weights, CofG, power, etc...?? But anything which helps the taxi of the Spit and the 109 will help me suspend disbelief and help me fly the simulator! I will have a conservative play. Cheers.
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Thanks for your heads up. I fly DCS and P3d using TIR on a 32" 2560x1440 60Hz. When I can read that someone has a VR set that has the clarity of my monitor and has jerk free flight, I will buy a VR set. Being a Myopic pilot means I wear glasses. I would love to put on a VR set and have 6/6 vision. But no point in buying one now if I am back to squinting at the instruments....Never mind looking for "Bandits" who are 2 pixels wide.. Your system is similar to mine, if you get judders that affects the VR, then that again tells me to wait until Oculus/Vive can sort it out. I don't think I can get any smoother in DCS, currently 90 FPS is my norm. That's with settings all on and shadows on. The upcoming Normandy Map will be my future playground, so again I think it pays to wait and see how that runs. Best regards, Cheers!
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Thanks guys. Its what I love about DCS and these forums, lots of knowledgeable flyers who are genuinely interested! Now...Yup I am a bit confused! I see PSID (strike through?) I was originally carrying Magic only, no 530's. Had shot the Magic's and was going guns only. This suggests the system was saying "no TWS available"??? So I switched to Close Combat Modes. To further complicate things, I was goofing around with a couple of AI 109's!! Yes, try to dogfight those chaps with guns only...! Great fun! So I think I got it. PSID (strikethrough) = No TWS. PSID = TWS active. I don't recall seeing anything else on the HUD, but early days yet! best regards David
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I have checked the manual and can't find out what this is. PSID on the HUD display? Anyone know? Regards David
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I find the engine temps well over 100 if rad shutters are in auto? If I place rad shutters "open" the temp stays below 90. This with combat settings, for me at 2800rpm and boost at about 8/10. So I don't use the auto setting? However, in my last video, I got bullet holes in my starboard radiator and two minutes later the Merlin seized. But not before large plumes of white "steam" poured out.....quite good damage modelling there, I thought? However, I think the auto rad setting is out a bit! Best regards, David
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Download Chucks Guide for the M2000C, on page 7 "Guns Tutorial With Radar". Select radar special modes by pressing special modes fwd/aft on HOTAS. Provided your in AA Guns Mode (again from HOTAS) you should auto lock. Alternatively, lock target by pressing ENTER once target is within cursor on radar display or HUD. Oh, finally make sure your emitting? Radar power to on. Cheers
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Thanks. This sound mod for the Spit is truly marvellous!:D Helps my D Day training enormously! Regards David
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In training ready for D Day!:D Regards David
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I must say I too find it difficult to bring down any AI fighters! I am practising, pending the Normandy release, on the four WW2 modules I own, Me 109, FW 190, Mustang and Spit. Out of all of them the Mustang is most stable to fly, with the Me 109 next, then FW 190 and Spit the last? Apart from my lousy dogfighting skills (for me, its like hitting a Bee with a pea shooter whilst on a garden swing!) the damage to the AI (enemy) is always very low. Possibly because I am only scoring a couple of hits per dogfight. My biggest problem seems to be high speed stalls when in the Spitfire and FW. The 109 and Pony are stable and smooth? But by far the worst for me is the Spit. Seemingly weak guns and a tendency to bite me if I am in a high speed turn, without any G induced blackout? She will suddenly drop a wing and I end up fighting it? So if DCS can add a little more punch to the 20mm shells, it would help! Mud moving is going to be my Normandy speciality, I doubt I would take on any fighters! I am going to leave that to the wingmen. So I need either a Jug or a Tiffy...please? Best regards David
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The "diveplane" files from Lock on Files, don't look correct. There are no Sdef files in the folder and there is no install text? Don't fancy messing up my DCS install, at least I can fly the Spit, albeit with a Griffon engine sound!! Best regards David
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I think when Normandy is released and we try taking on a squadron of B-17's, those rockets/20 mm gun pods may be needed! If not, I guess it's up to the FW190's to save the day!:smilewink: However, perhaps a 262 will come along?:D Cheers.
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Thanks. It was teasing me into thinking the homing part may be working? Here's hoping some one can do a mod? Regards David