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Sadist_Cain

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Everything posted by Sadist_Cain

  1. Flying on a private server on through the inferno earlier with two buddys, my waypoint got misplaced through accidental TDC slewing, so I edited it back, placing it a mile or so off my right wing. Frames dropped from 70-90's right down to sub 30's, however if I changed to A/C to focus on the aircraft, frames shot up to the 90's again, consistently the frames would get cut in half switching to waypoint. I was carrying the tpod and gunpod at the time, having dropped GBU12s and snakeyes. Systems specs that matter are 8086K 4.8GHz, 32GB 3GHz DDR4, MSI 1080 armor. Cockpit displays are set to 512, game res is 3440x1440
  2. Be assertive and snatch it, don't Richard about and don't be afraid to slap it around when it gets out of line! You're going from wingbourne flight so right on the edge of stall speed bits of wing/the one with more air will generate more lift and unsettle you, you've made it over that and that requires delicate smooth corrections. Now you're going jetbourne where there's no lift on the wings, the aircraft handles a lot more like a pendulum* and is very VERY sensitive to Pilot Induced Oscillation, which is made worse by...? Smooth delicate corrections :P (*Inverted pendulum) When you feel that wobble snap out of it, interrupt the rhythm... SLAP IT. You're now riding a pillar of vast amounts of thrust and you're controlling the angle of that pillar by changing the attitude of your aircraft through use of the puffer jets on the wingtips, nose and tail. Commit to the maneuver, be assertive with your corrections and you'll get the feel for it soon enough :) Try to use the tramline to spot for your correction. Right stick, get it moving. Then level, slide it right. Give it firm left stick to stop the slide on the tram line Assertive, sharp corrections don't let it run away from you Commit to the descent and bring it down on the tramline Best of luck.
  3. Didn't realise it was a bug, just thought it was a horrifically annoying and unintuitive piece of design. certainly makes accurate flying a tad on the frustrating side
  4. I've been doing my CCRP drops with wings level and rudder only, that gets me on the line but it is very off putting when a bit of bank gets thrown in there. Broken or not though, it's still workable with minimal roll.
  5. Higher fidelity simulation on the ships would be perfect imo. Adding in ASW with a Merlin and dipping SONAR, using the F-14 as an interceptor, carrier groups attack and defend. Would open the potential for the games and the missions far more than any number of additional aircraft, definitely would be greater than the sum of its parts.
  6. Sadist_Cain

    Switches

    I concur! It's awful!!! If I click a switch I expect it to flip, not take 2 bloody seconds to slowly have a crisis about whether it's a switch or not. Has to be a bug, no sane person would leave that in intentionally, it feels like the plane is submerged in treacle.
  7. I don't struggle myself despite being partially deaf but definitely see the necessity for subs so 100% support. I'd happily help/do such a task for free, sounds like it'd wind up being a time consuming menial task i.e. database entry. Enough monkeys with typewriters and all that.
  8. Ahh well I can refuel upside at night so there... xD So firstly, I refuel every time I go out in the harrier without issue. Thread isn't about whos refuelling probe is longer, it's about the accuracy of the model for the probe. However there's no argument that making the connection without being able to see the probe or the drogue at point of contact is most certainly the trickiest aspect, which if the OP is correct would be made a lot simpler with the probe being a tad forward. Secondly, On what earth do you think you fly a multi million dollar single engine aircraft towards a hunk of steel and rubber a couple of feet from the intake without looking? Confirmation bias... :thumbup:
  9. The throttle cut off is on the throttle body itself, it would be next to your pinkie, tis visible in the picture below, the lil hooked piece of grey metal. awful to try and see in the the cockpit, best to have the floodlights on and swivelled and point your flashlight at it (L-alt + L) You'll more often than not misclick it and end up hitting the parking brake.
  10. This, much more this. The sound of those blades eating the air is awesome, I struggle to believe there's not a sense of that noise in the helmet even if it's somewhat muted.
  11. something tells me that's the intention ;)
  12. Oh lord yes let it be, let it be!!! Just picturing where the probe would sit if it was adjusted would make refuelling an absolute dream, staying connected isn't much issue, but getting connected is and this would help massively.
  13. Why go through the hassle of setting up key commands yourself? Vaicom goes directly to the lua files so there'll be no hassle with keybinds and other malarky. Cannot understand why anyone using voice attack with DCS wouldn't be using Vaicom in the first place anyhow :S Wouldn't bother with it myself, far too much hassle for far too little gain.
  14. +1 for Vaicom Pro, can't function without it. Hollywood is a top dude and if it flows as well as the jtac commands, which I see no reason for it not to, then it'll be awesome. It seems like Jester is going to have a lot more interesting vocal responses to give as well which should make chatting to him fun.
  15. Alas, it used to work that way but afaik the Hardware Abstraction Layer for audio devices was removed with windows vista, thus killing the sound cards ability to interact with the audio in a game in any meaningful way. These days all the audio is handled in software, thus by the CPU, it's then sent to the soundcard which is a glorified Digital to Analogue Converter with mayhaps a headphone amp in it and some bitchin' RGB control. Sound now goes there to be switched from blocky bits to wiggly bits for your ears. In times of yore sound cards absolutely worked as you described, drivers could be a nightmare but the soundcard knew what the audio sources were and where, what materials were involved their properties of reverberations, reflections etc. Exactly as a graphics card but for audio, sound was truly 3d and not "5.1". More often than not todays audio is split between 4/6 different channels around the player plus one in your skull for the voices (centre channel) and the bass. The volume of audio sources around you corresponds with the distance of each audio source from each channel, creating the illusion of "surround sound" there's no verticality unless it's specifically written in the audio engine or applied to the sounds by design. Whereas in the beforeforetime positions of emitters and listeners were known by the card, along with the materials that could effect the sound in whatever way, the card would process the audio for you along with calculating an average HRTF (Head Related Transfer Function) to the audio based on it's position, 3d positional audio, it would also free up your (often) single core cpu to do more important things. HRTF dawhat? The HRTF is unique to each person, it is the delay and change in sound as audio travels from one ear to the other which our brain figures out to provide us with distance and directional information, it's instinctive and based on your head size and to an extent the shape of ones ears. Most folk who aren't from Chernobyl or Fukushima only have 2 ears, so the sound card would do an average HRTF giving each ear a high quality accurate representation of the sound it should receive based on where it's coming from and the situation you're in, true to life accurate 3d audio. Twas a glorious time but sadly many console peasants and folks buying cheap virtual 27.1 headsets for l33t gaming needz no one really noticed the death of decent audio, anyone who did was branded a snotty audiophile and reprimanded. 5.1 headsets are stupid, very stupid. Virtual 5.1 now that deserves a special place in hell... I mean christ alive, people compliment the reboot of 'Prey' for having great sound :doh: but at least we have rgb headsets... yaaay Grumble Grumble:mad: ... Who let me out, how'd I get here? Someone better take me home...
  16. Alas, it used to work that way but afaik the Hardware Abstraction Layer for audio devices was removed with windows vista, thus killing the sound cards ability to interact with the audio in a game in any meaningful way. These days all the audio is handled in software, thus by the CPU, it's then sent to the soundcard which is a glorified Digital to Analogue Converter with mayhaps a headphone amp in it and some bitchin' RGB control. Sound now goes there to be switched from blocky bits to wiggly bits for your ears and not much else except for some eq jazz. In times of yore sound cards absolutely worked as you described, drivers could be a nightmare but the soundcard knew what the audio sources were and where, what materials were involved their properties of reverberations, reflections etc. Exactly as a graphics card but for audio, sound was truly 3d and not "5.1". More often than not todays audio is split between 4/6 different channels around the player plus one in your skull for the voices (centre channel) and the bass. The volume of audio sources around you corresponds with the distance of each audio source from each channel, creating the illusion of "surround sound" there's no verticality unless it's specifically written in the audio engine or applied to the sounds by design. Whereas in the beforeforetime positions of emitters and listeners were known by the card, along with the materials that could effect the sound in whatever way, the card would process the audio for you along with calculating an average HRTF (Head Related Transfer Function) to the audio based on it's position, 3d positional audio, it would also free up your (often) single core cpu to do more important things. HRTF dawhat? The HRTF is unique to each person, it is the delay and change in sound as audio travels from one ear to the other which our brain figures out to provide us with distance and directional information, it's instinctive and based on your head size and to an extent the shape of ones ears. Most folk who aren't from Chernobyl or Fukushima only have 2 ears, so the sound card would do an average HRTF giving each ear a high quality accurate representation of the sound it should receive based on where it's coming from and the situation you're in, so you actually hear the sound synamically created as close to it happens in reality, true to life accurate 3d audio. Twas a glorious time but sadly many console peasants and folks buying cheap virtual 27.1 headsets for l33t gaming needz no one really noticed the death of decent audio, anyone who did was branded a snotty audiophile and reprimanded. 5.1 headsets are stupid, very stupid. Virtual 5.1 now that deserves a special place in hell... I mean christ alive, people compliment the reboot of 'Prey' for having great sound :doh: but at least we have rgb headsets... yaaay Grumble Grumble:mad: ... Who let me out, how'd I get here? Someone better take me home...
  17. You have a torch :D And the floods can be rotated also. Again, no issue here. Calibrated the monitor perhaps?
  18. the Stabilator is the "elevator" It's called a horizontal stabilizer, if it has a moving control surface attached to it, then that part is the elevator. If the whole stabilizer moves, then it's a Stabilator. The trim responds at a rate of 1° per second. You have a readout for stabilator angle on the upper right of the console near the analogue nozzle angle needle, along with a second readout on the Engine page. Two ways you can go about getting that 4° nose down. You could slap it around and centre the stick, check the stabilator angle and adjust trim as necessary to get it at 4°. Or preferably, centre up your trim so that your gauges read 0 trim angle with the stick centered and then hold the nose down trim and count out 4 seconds whilst adjusting on the stick to stay level, centre stick and check the angle, adjust if needed. I prefer the second method, less bouncy and I tend to use the moment I check the trim as the moment I start to descend from 800ft to 600ft whilst on the downwind abeam the carrier
  19. The type of civil aviation I'd enjoy seeing in DCS would be the work side of things, there's plenty of sims for commercial airliners and cessnas but not a lot that actually focus on the workhorse aircraft. Flying doctors, Flying boats & STOL bushpilots and the like, SAR helicopters, Coast Guard, Logging, Linemen, Forest Firefighting, Heavy lifting & Construction and so on... These would be some interesting aspects of civil aviation to focus on. Anything else tbh I see as just a shade of grey next to other more established civil aviation sims
  20. Wow, 7.1 surround sound with two drivers? Sounds like some wicked sorcery there... 'gaming' headsets are terrible things, you're paying for badge, rgb and outright marketing lies above all else. I'd get the thrustmaster ones if it's a choice between the two, for simple virtue of flight simmy look coolness. They're closed cup by the look of it which will be good for blocking out any outdoor noise and consequently any leakage for anyone nearby, *should* technically be good for bass though I haven't checked the specs on that. Conversely if you want a wider soundstage i.e. a more open surround sound then mayhaps look into some open back Headphones and grab yourself an Antlion to handle the microphone side of things. Always headphones, get something made for audio, not for 'gaming'... I know it sounds snotty but we're not talking about swinging crystals in front of your amplifiers and breaking in you speakers by playing rainbow noises through it or any other bollocks like that, just get good audio kit if you're looking for good audio kit. If you want a gimmicky headset cos you're a tone deaf soopah l33t gamer who has no idea wtf 7.1 means and suckered by marketing, sit on your hands and apologise to the air. If you want a headset that looks like a pilots headset and that helps suck you in more, that I can get on board with.
  21. ^^^^ this guy has it I believe. Don't own a warthog meself so no idea what bit is where but if there's a detent anywhere it can be done.
  22. Someone replied to my thread about something similar https://forums.eagle.ru/showpost.php?p=3675193&postcount=2 Split the throttle on the warthog and use one to control the nozzle angle. Set the axis to a slider and the Y saturation to 83. This way with the nozzle 'throttle' you can have them all the way forward for 0 nozzles and a quick swing back to the detent should have you on the 82 degrees for hover stop, past the detent and you have braking stop. One need not worry about having too much granular control over the nozzles, the important angles to worry about are 0° - Wingbourne 50°-60° - Transitioning to hover 82° - Hover stop, with 4° nose down stabilator trim and it's lovely 99° - Braking stop, for those moments when you comei n a little too hot or fancy a bit of viffing.
  23. True, but don't be afraid to look into the cheaper solutions, i.e. opentrack over trackir, been using mine for over a decade now, evolved from a logitech quickcam to the ps3 eye and the trackclip pro. Headtracking for 35 quid, even has built in neck displacement. Tis a bit more functional than trackir in my eyes:D Invest in your kit but don't be afraid to get inventive with it.
  24. Version 2.5.3.24436 Al Minhad in the A-10C. Runway markings appear to be float/detached from the ground beneath them, hard to convey in a picture so heres a couple. You can see the same line two separate perspectives appearing to shift its position on the ground. Gives a floating illusion in game but never leaves the ground, really messes with your head.
  25. A-10 is the daddy of them all, absolutely do get and gimme a shout if you need a hand.
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