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Everything posted by Frazer
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How do you keep stable after a tight rudder turn ?
Frazer replied to FZG_Kes's topic in DCS: Ka-50 Black Shark
Most of these things come (happily) quite natural to me. I have been flying gliders for about 6 years and so, using roll and rudder at the same time is nothing new to me. In fact, a glider acts very similar to the shark when it comes down to coordinated turns with some speed. To be honest, when people ask me these kind of things I find it difficult to explain. I always need to jump in the pit to analize my own inputs. Ok so, first of all, I do not use heading hold in aerobatic flying because in my opinion this is pointless when you plan to change your direction very often. Like you mentioned, heading hold is good for flying from A to B. And for the record, I do not use trimmers at all during displays, for the same reason stated above. Now, you say you have issues with sidedrifting after coming out of a turn with relative slow speeds. I jumped in to the pit to reproduce this effect (a track would be better though) and the only advice I can come up with is that you might rollout too quickly, or you have been in an uncoordinated turn in the first place. In case you rollout too quick, I can advice you to kind of point your nose at the direction you want to rollout, though wait a second with rolling out. So, use a little push and a little rudder in the opposite turn direction for a second and only then roll out. In the second case, if you fly an uncoordinated turn in the first place, using the ball is a good instrument to see if you are drifting or not. In the case of turning (spinning) with 0 speed I can advice you to make sure you are in a stable hover when kicking the rudder. You stay in a stable hover when you keep your nose at 7 degrees nose up angle. Then after kicking the rudder you need to pull a bit and increase collective somewhat. The exact opposite you need to do coming out of the spin. I hope this answer solves your drifting problem. And after all, practise is often a key thing in solving issues like these. Keep on flying and trying! :):joystick: -
TBS is what people get in Holland as treatment for serious mental disorders :D
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I actually found the guns in FC1.12 quite ineffective. I had a lot of moments like "geeeez I'm hitting you 10 times, DIE!" (even I am evil sometimes :D). Now, I haven't tried guns in FC2 yet, though reports of the guns being more effective isn't a bad thing IMO.
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Yea people should keep thinking that.... Anyway, disregard the OT. I just wanted people to go easy on eachother :music_whistling:
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Don't use the guns guys, it kills :D
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Never throw up before the fun begins :D
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Do a walkthrough the DCS Black Shark Tweak Guide Alpha Version. This tweak guide was created for DCS Blackshark but many things work the same in FC2. Hope this helps you a bit.
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Polish president and politics die in air crash...
Frazer replied to VMFA117_Poko's topic in Military and Aviation
Deepest condolences from Holland, I wish strength to Poland. :( -
Thanks for that Hellfrog! :thumbup:
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Next thing you will need in your garage is the newest movement simulation "Desdemona" :D
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I remember that removing scratches in Blackshark has no influence on FPS at all. I guess it is the same with FC2, but it is worth to investigate ofcourse. (no time for that atm)
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@wiwa23, please remember that putting things to "0" may not have the effect as you think. You must work with valid (reasonable) numbers. And indeed, some settings and effects are different from DCS:BS A FC2 tweak guide will be made, though you can find quite some good tips on the forum aswell.
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>> REAL "6DOF" with all aircraft FC2 | The revolution |
Frazer replied to theGozr's topic in Lock On: Flaming Cliffs 1 & 2
Still though, changing "near_clip = 0.2;" in graphics.cfg to 0.1 could give you a bit extra movement inside the cockpit, without seeing clipping. -
One last shot, please check if your graphics.cfg settings are the same: { perSquare = 5; perSquare2 = 150; front = 1000; back = 10000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 0.5; noisemin = 0.1; } NoiseStrip { min = 2095; max = 2505; Other than this, I would not know.......
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You might also want to check out the DCS Black Shark Tweak Guide to optimize blackshark for your computer.
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I think the compatibility patch is for Blackshark, not for FC2. Anyway, great research AS! :) I'm sure ED will fix many of these issues in the first patch for FC2.
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Awesome, thanks!
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For people having basically no problem with the haze, though like to have a more "FC1.12" look of the haze, in graphics.cfg you could decrease the far_clip. This setting is affecting the distance of the terrain visible. In other words, how far you need to row till you fall of the earth. Now, seen that terrain distance is directly connected to haze, you could get a more FC1.12 feel without any FPS hit. Far clip standard setting is 140000. This is what far_clip looks like at 20000 (not a good distance to choose, just to show what it does).
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Did you mod/tweak anything? It looks like you got your LandLodDistances at a too short range. Check graphics.cfg and look for LandDay and LandNight, make sure L12 is at 20000 or above. To test it I advice you to put it at 40000.
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Nothing strange here, there are also a lot of "lockon" terms in Blackshark :D
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Oh and the Virtual Festival of Aerobatic Teams since 2005 :D
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I think FC 1.12 was already very good for formation flying ( ). I'm curious what the differences will be. Through the trained eye (looking at your video) there doesn't seem to be that much difference. Can't wait to try it myself though. Thanks for making this little movie (and damn you got a nice setup there :D).
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Sooner or later, a patch for DCS BS will come with the new sound engine and upgraded models and who knows what else. Not more as a logical statement. Will you see the new 3d model if a FC2.0 connects to DCS BS without a new DCS BS patch? No...