

Magician
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Control Settings in Multiplayer?
Magician replied to Charly_Owl's topic in DCS World 1.x (read only)
In that case, maybe they should make it possible to edit controls while the server is paused. On what basis do you have such a belief? The evidence is that you have to pause the simulation before choosing to edit the controls as it stands, there is no evidence that suggests it could be otherwise for DCS as it stands. The control edit function resides in the UI program, which is separate from the simulation program, and has to change some pretty basic parameters in the Simulation, I would think that may not be such an easy task within the existing simulation code base. Not to mention you are adding one more process every x number of cycles to at least check a flag for changes in the controls. Furthermore, I have only ever seen one flight simulation game where it is possible to edit the controls without at least pausing the simulation, ROF, (and for those planes, it is excessively suicidal without pausing or engaging the unrealistic autopilot), For the most part, they all at least pause; MSFS, X-Plane, IL-2 (1946); or not allow it from within the sim at all (Strike Fighters, Falcon, pre 1.2.8 DCS). So the evidence doesn't really suggests that it should be possible or easy for DCS. Maybe after the EDGE update, if such a capability is even on their list. As it stands, it should be relatively easy to implement a "view control settings" without pausing, but you can do that as it stands with a little forethought... just print them out or download them to a tablet or some such device. -
Control Settings in Multiplayer?
Magician replied to Charly_Owl's topic in DCS World 1.x (read only)
And how much of a PITA would it be for non-training MP missions if the simulation paused for everyone every time someone pressed "ESC" to access that feature? How much of a PITA would it be for single player missions if the simulation didn't pause when you pressed ESC to access that feature? Because that is the feature as it actually exists, you have to pause the simulation first, THEN access the controls. It's not clear that it's even possible to do it without pausing the simulation, I dunno enough about the architecture to know one way or the other though. Maybe what would be useful is a way to view the control settings without being able to change them. Or A special "Training" MP mode that allowed for a universal pause, if that's even possible. -
Not sure, but I think I saw some of that in game after I took a hit from an R-77
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Yeah that's probably it then. As soon as I found out the starting procedure involved switching it to "Run" as the engine caught, I mapped the buttons and never looked back.
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That would be some sort of bug I think, I haven't tried the instant action missions, but all the hot start missions I have tried start with the mixture in "Run" position. In any case, the OP's mission was a cold start and my question stands. Maybe he used a right click on it on start up? Personally I set up the 3 buttons on the base of my X-52 throttle for the 3 Mixture positions.
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Why put it in emergency full rich in the first place?
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Are you carrying bombs, rockets, or tanks? I was freaking out about how the Antonov's were flying away from me in the Red Rover mission until I noticed I was carrying the friggin tanks. Changed the loadout in the ME and now I have to "put on the brakes" and do S turns so I don't overtake them so fast. I also seem to have a bit of problem climbing and keeping up with the Doras when they climb away from me, but I think that is probably because I'm starting out too slow. Have to revise and devise a new method of pursuit when they do that. It just takes forever before they stop climbing and I catch up to their altitude.... then I can start closing and get a shot. But it seems so unsporting, after they finish their climb they just fly straight and level like a sitting duck. even after I start hitting them.
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I just did the opposite, quit early on the replay, and the track showed the original views on successive replay, now I need to try to replay it to the end and see if it changes. Seriously though, I have a bunch of tracks with the views I used during replay.. without having saved after the replay.
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Not on mine, I always save before watching (mainly in case my computer crashes during the replay). Sometimes I get the original the next time I replay it, sometimes I get the views I used the last time I replayed it. And I never save after watching the replay. I'm thinking the views get changed when you watch it to the end, but not if you quit earlier, that seems possible.
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I dunno, this post: gave me a chuckle.
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Is there any way to control whether changes you make to the view in replay get saved over the original views used when recording the track? Any way to get the original views back once they are overwritten? Any documentation on how that works? I swear that sometimes I can change the views while replaying, and the next time I play it, it still has the original views, but generally, the views change to the views I used in replay. I know that I can make a copy of the trk file and only mess with that, keeping the original file/views intact, but is there any in-game way to handle that? (beyond saving it twice with two different names)
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Okay, I tried it, seems to work fine, although it is like the "Nose wheel Maneuvering Range" key, in that it only disengages the steering while it is held down. It also increases the effectiveness of differential braking to turn the plane because the nose wheel won't fight the turn as it does when locked to the rudder pedals. Kinda like the P-51 with the stick forward.
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I hadn't tried it myself, if that's what happens then it is useless, unless you are doing it too early, should be at about 60 to 80 knots. I have the buttons I usually assign to nose wheel steering engage/disengage assigned to the steering range instead.
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Problem is, you only get that if you get the F-15C module, not if you get FC3, which has the same F-15C as the module, PFM and all. The FC3 manual doesn't include the upgraded bits of the F-15C, but the F-15C itself in FC3 does.
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You can get the one they put out on Steam here: http://cdn.akamai.steamstatic.com/steam/apps/250300/manuals/F-15C%20DCS%20Flaming%20Cliffs%20Flight%20Manual%20EN.pdf?t=1398888119 No idea why they don't include it in the download or on the DCS site. There is also a forum post somewhere that explains the different levels of simulation for flight models and system models, but I didn't save that link, sorry.
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Yeah the new professional flight model on the F-15C includes some things that are not strictly flight related, like the more accurate ground handling physics;, narrow wheel track, separate axis controllable brakes (though not very useful for turning), the different nose wheel steering ranges, even the ability to disengage it on take-off (it automatically re-engages on landing), and some more advanced systems like the autopilot. And while not controllable, other systems are modeled more thoroughly and taken into account for their effects on the flight and handling characteristics.
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If you are trying to make tight turns in the latest patch of the F-15C, you cannot use brakes to do it, the main gear are not far enough apart. You have to hold the "S" key and steer with the rudder controls. And you cannot be going too fast or you'll tip the plane over on to its wing. The S key, or nose wheel steering range key, increases the angle the nose wheel swivels to turn the plane when taxiing.
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Ooops, I forgot that replays get recorded to acmi, I was watching the acmi of the replay, not the original mission (and I had paused the replay so that's got a lot to do with why it got borked). The acmi prior to that one was as I recalled. Just too bad I missed the Su 27's taking off behind us until after my #4 traded kill shots with one of them. I was out of missiles so I had to dance a bit with the other one before getting that lucky gun burst. 2 and 3 ran out of gas and ejected a bit earlier since they ditched their tanks on the first encounter, gotta figure out the f key steps to do a targeted RTB command when they call bingo.
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Works a lot better with the wingmen's radars on! Unfortunately,, both the track and the acmi file show a different result for the last couple encounters than what happened while I flew it. I shot down the last of the bogeys with one short burst of guns and landed with 12/12 enemies downed. The track and the acmi show me getting shot down by that last bogey. Weird. They also show me chasing and shooting at thin air a couple times before they show me getting shot... I didn't do that. I've seen the same thing in some IL-2 tracks as well though, I hate that. Especially when I get a score with one short burst like that.
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Oh you were talking about the lock tone, no, that was from the mig. It was the launch warning that came from the 120.
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Nope (I'm not sure), in fact that's definitely the case the second time as I look at the tacview, I started evading before the Mig launched. I just figured it was the Mig because I was already getting the lock tone and flash from him.
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well that would explain it, thanks! I was curious whether Tacview would show the lock or not for the AI planes. Because I did notice it did not show one, even when selected as the primary plane. Of course it didn't show it for the Migs either, and I was definitely getting the warning tone that they did.
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Only if you consider 12 Miles vs 1 to 2 miles "merged". Like I said the slammers start their loft, they shouldn't even try to track something that much closer than what they were targeted to hit. I'll try the rejoin after each encounter next time.... if I even bother with the cover me command, but it did come in handy that first time when I was in a bit of danger of coming out ahead in the scissors.
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Twice in a row, playing the "Clean Sweep" mission. On the first encounter, everything goes well, and I issue the "Cover Me" command after the merge to get help if needed.... and it was the first time, as I was dangerously ahead in a rolling scissors. The second encounter, one or two of my wing men decide to fire a BVR slammer shot along with mine. They start the loft, then dive at me and kill me right out of the blue. Seems to me this is a bug, and a major PITA way to end the mission. At first I thought maybe the R-27 logic was changed not to give a launch warning until it went active, as I got hit a couple seconds after getting a launch warning, both times, but no, that was just a coincidence. As the attached ACMI files show. This didn't happen before I started using the "Cover me" command, is there a way to cancel that command without an RTB command? Tacview.zip
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Just to expand on that for the physics geeks ;) , the majority of the torque created between the gear and the thrust or momentum is still going to be nose down, with only a small component of the torque turning the plane horizontally.