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Xtrit

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Everything posted by Xtrit

  1. Did you cycle between TOO1 and TOO2 when releasing? You need to do this on both stations. I recommend that you drop the bombs one by one and check which TOO is used just before releasing and changing it as needed. And if that works well, then you can take shortcuts.
  2. Steps to reproduce: Loadout: 2x AGM-65E + 2x AGM-65F Wait until both types are ready (or start mid air) Shoot both AGM-65E's Observe that the AGM-65F is cooling down again (3 minutes) The important detail is to shoot all E's. After the first E is shot, the F's are still OK. Probably related to https://forums.eagle.ru/showthread.php?t=286483, but there they shoot the F first and then the E. Specs: CPU: Intel i7-4790 @ 3.60 GHz RAM: 16 GB DDR3 GPU: NVIDIA GeForce GTX 980 with 4 GB GDDR5 OS: Windows 10 Home, build 19041.508 64bit Track: agm65f_after_agm65e.trk Mission: agm65f_after_agm65e.miz Video:
  3. The bug I encountered was that second bug. Loadout: 2x AGM-65E + 2x AGM-65F Wait until both types are ready (or start mid air) Shoot both AGM-65E's Observe that the AGM-65F is cooling down again (3 minutes) The important detail is to shoot all E's. After the first E is shot, the F's are still OK.
  4. I noticed the same bug, it annoyed me during the Serpent's Head 2 campaign.
  5. I use the large thing at the pink for PAC. But I dont really use PAC.
  6. Xr = the position of the joystick in the game Xt = the change in position because of the trimming Xg = position of the joystick of the gamer. In case of the X65F Xg = Fg Fg = force applied to stick by the gamer Fr = force the a real person would need to apply Important to know here: Xr directly affects the position of the ailerons. (In most planes) When the ailerons are in a neutral position the aircraft does not always flight straight because of speed, load balance, ... . In order to maintain a level flight the pilot needs to reposition his stick to a position Xr. Nature does not like this and will try to push the ailerons back to its neutral position. The pilot experiences this by the force Fr on the stick. The player must do the same, he must reposition his stick to Xg and this requires, on most sticks, a force Fr because of the centering (or FFB). Nor the player nor the real pilot likes to keep applieing force. The pilot would now trim his aircraft so the pressure will be relieved. However his joystick does not change its position. With FFB you would have the same experience. Xr = Xg With non-FFB sticks you can't do that. So usually they will relieve the player from the force by change the mapping between the players and the real pilots with the following (or similar) formula: Xr = Xg + Xt. This means that when the play released his joystick after trimming, the plane will flight straight even thought the real pilot's stick (and thus the ailerons) would not be centred. But both the real and virtual pilot can release there stick and still flight straight. This also implies that when the gamer pulls fully back on his stick, the real pilot's stick would not be fully back if there was trimmed forwards. Remarks: FFB sticks in a game not supporting FFB probably behaves like non-FFB sticks. y = x should be interpreted as y = f * x where f is a factor or is some cases another function. Disclaimer: this does not applies to all planes and I am no expert on this matter.
  7. I rarely use it but I have it mapped at the pink paddle thing on the stick (wich I also use as wheelbrakes)
  8. Only the TM A10C HOTAS supports this. But maybe its possible to make it by dividing the thottle in 2 or 3 bands. 1 to shut it down (0 to detend%), 1 to launch it(detend to detend + 1%) and 1 normal throttle (detend + 1 to 100%). I don't have my joystick here but I will figure it out in the weekend.
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