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Nobody96

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Everything posted by Nobody96

  1. Is there any trick how to steer this beast on the ground? Using the tail wheel steering (stick back) I can snake along a straight line and do wide curves. But since our airfields have intersections, you often have to unlock the tail wheel and that is when things start to get funny. Is there any trick to it, because my current technique needs a lot of differential breaking and I doubt that my gear likes it. so long Mathias
  2. Thanks :-) Mathias
  3. Something like this perhaps? http://www.cherrycorp.com/english/keyboards/POS/SPOS_Rows_Columns/index.htm Mathias
  4. Ups, sry I missed that. Thanks :-)
  5. Hi there, is the current state of the force feedback implementation final or are we to "feel" some stall effects and control stiffening at high speeds? so long Mathias
  6. Hi there, could it be that the coolant system is not really present atm? I cannot open/close my radiators or at least nothing happens if I keep the switches pressed. With nothing I mean there is neither anything moving outside the plane nor is the enging temperature increasing/decreasing. so long Mathias
  7. That is exactly what I was talking about :-) If you plan your code cross-platform beforehand, there are many possibilities. Doing it afterwards is a mess. I use Java almost exclusively because you can develop on Linux and sell it afterwards as a Windows application. But I also believe that you can develop your code platform independent in any language. Maybe not as easy as in Java, but you sure can or else there wouldn't be any reason for Qt. BTW: I used JOGL at the university and IMHO you need at least some C++ OpenGL experience to properly use it. Sadly though I don't have any... so long Mathias P.S.: If Java is slower than C++, why they used it to develop Apache Hadoop?
  8. I didn't read the whole thread but some post got me wondering if there is anyone here who has done some cross platform development and still thinks it is easy. First of all, I am an Linux developer and have used it almost elusively for the last 13 years. But I still use Windows for gaming. When porting a program to Linux you face a lot of challenges: * Linux is far from stable. I am able to start a 5 year old game on Windows. Running a binary on Linux that 5 years old is a pretty interesting challenge (try a Loki game for example). Xorg is to be replaced by Wayland, for example. Which one would you choose when developing your application? The current API that everyone uses and that will be in use for at least 2 more years, or the next API? Btw: this is the reason why Android is simply a Java (which doesn't change so often) running on Linux. * Graphic drivers for Linux are a mess. They are significantly slower than their Windows pendants. If you want to get 10 more frames, switch to Windows * When you develop software, you normally avoid reinventing the wheel all the time. You therefore use a lot of libraries that provide the functionality you need. When you want to use the same code for Windows and Linux you have to port these libraries too. There are a lot more reasons because of which writing an application that runs in the Windows and POSIX (Linux, MacOS, *BSD, Sun, ...) world is very hard and which make it almost impossible to port a already written program. So if anyone wants to say "its easy", please provide solutions in to at least the problems I mentioned in the very same post. After speaking of problems, I also have to write about Steams decision to support the Linux environment. First of all, if you want to run your program on multiple platforms, you have to make this decision beforehand or else you have to redesign most of your code. Steam did this when they added support for MacOS so the step to add support for Linux could already use the loose coupling and was therefore significantly easier. There isn't any (real) browser out there that doesn't run on Linux. Libreoffice runs on multiple platforms too. But all these programs where designed with support for multiple platforms in mind and games typically aren't. The reason is simple: There are no games on Linux because there are no gamers on Linux because there are no games on Linux. When we, the Linux users who want games become a large enough market, there will be games that are developed for multiple platforms and there will be more solutions to the upper problems like, for example, some stable abstraction layers, better drivers from nVidia and ATI, cross-platform APIs and so on. But again, for that to happen we need a need for this solution, meaning that there have to be gamers on Linux and therefore we need a company like Valve to clear the way and take the initial hard and bold step. so long Mathias
  9. I think there is no way that you can compensate for your energy disadvantage by using missiles. Even with a 6+ rack of AMRAMMs on each pylon and a radar you would still be low and slow, something I often called called dead back in my RoF days. Therefore my advice is to use this air to air disadvantage to your benefit and make yourself invisible until your fellow Mig jockey has cleared the skies or at least shifted the A-10 pilots attention. so long Mathias
  10. You left out the really interesting ones, like network partitioning, syncing, timing and so on. There are some very interesting papers out there discussing all mentioned problems. Feel free to PM me if you are interested. Now you are trolling, but I will try again ;-) Multithreading capabilities will hopefully be extended with the new terrain engine. Thats more precise than "added", even if, in respect to your sound engine example, "add" is also a correct terminus in my humble opinion. so long Mathias
  11. Putting some distributed computing into the game wouldn't do much good for the graphics section. But maybe you could use it to distribute the server load, meaning that some client handles this AI squadron and another that bunch of ships and the server is only left with the task of negotiating who is dead and who is not. It is not that hard as it sounds. I already implemented an peer to peer load balancing algorithm during my time at Fraunhofer. Implementing it into DCS is a whole other story and would mean that a lot of code needs to be rewritten and even worse, a lot has to be redesigned. Therefore I don't think it will happen because the benefits are pretty slim. Lets just hope that DCS is currently refactoring its codebase to merge the BS2, A-10, P-51 and FC3 products. After that, they will have time to refine the codebase, ad multicore support, a dedicated server and other new and cool stuff. so long Mathias
  12. Does the stick stay in the position you released the trimmer at? If not, disable the "center spring in ffb games" tick under windows game controller settings. If this doesn't help, set the shaker force ingame to 0. so long Mathias
  13. It shouldn't have a lesser precision than your ABRIS method because the ABRIS gets the data from the Shkval the same way. An A-10 Pilot won't be able to throw a bomb on a waypoint he entered during the "9-line" but he will find the target in close proximity to the entered waypoint. It you, at a Shark pilot are entering target coordinates in your PVI-800, be advised that there is a bug in the height calculation that prevents you from slewing your shkval at the target coordinates. so long Mathias
  14. Why don't you use the following procedure: 1. Set PVI-800 to edit mode 2. Press NAV/TGT button followed by a number between 1-6 3. Lock target 4. Press designate target/uncage shkval button 5. Read the coordinates to your fellow A-10 pilot or save them And don't forget to set the INU/Update switch to update so long Mathias
  15. I, for myself, recon that model wise A2A and DCS P-51D will be on par. One thing that we won't get in DCS though, is A2A's "own a plane" simulation, meaning that even if you fly your plane perfectly you will nevertheless start with a plane with a bit more wear next time. What you will not get in A2A on the other hand is the ability to shoot at stuff and a proper damage model. so long Mathias
  16. Sounds like a comparison between the N.28 and the Albatross D.Va if you also account for the incredible roll rate of the A-10. So in my opinion it will be a pretty interesting duel of BnZ vs TnB and who will keep his energy longer. so long Mathias
  17. Sure it can, its a biplane :-) so long Mathias
  18. I just got a pretty interesting loadout idea...
  19. The "own a plane campaign" A2A offers is really something I would love to have in a DCS environment. But I don't believe that they will be modelling constant wear of the engine based on the oil-type you choose or stuff like that. so long Mathias
  20. Hi I was not that happy about DCS becoming another WWII sim also. But then I watched some accusim youtube clips about how they model their planes for FSX and if ED's P-51D gets anywhere near these level of detail, I am all in. Just watch this vid about manifold pressure: Also, since this product will be based on the same framework DCS:BS2 and DCS:A-10 uses, improvements done for the P-51D to this framework will also effect this products and also the upcoming fixed wing US fighter. What happens when you put a lot of planes into a single base framework you can see if you look at the speed RoF is hammering out updates to the base engine. I am really pleased with the general direction ED is taking. It was said plenty of times that the guys/gals working on the P-51D are not the guys/gals working on the new jet. Therefore the P-51D isn't slowing down the jet but, since they share the same framework, is instead speeding up its development. This doesn't necessarily mean that it will be finished earlier, but that it will be finished in a even better state. so long Mathias
  21. This would be a good idea if we were still using DOS. On a modern OS though, you have hundreds of theads per CPU, so for example if one is waiting for an IO event like reading data from your hard disk or getting inputs from your joystick, the CPU can do something else. so long Mathias
  22. I just stumbled across this pictures and I am really wondering about this loadout. Is it even possible to put anything on station 6 with the regular loadout editor? Other than the big fuel tank of course. so long Mathias Edit: I forgot the link *facepalm*: http://warthogcombatloadouts.blogspot.com/2008/10/operation-enduring-freedom-combat.html
  23. Download the attached track and use the menu item "Replay" to start it. so long Mathias
  24. With my Settings: A/ cold & dark machine 33 B/ machine with running engines 29 C/ ...with map on Abris 27 D/ ...with image on Shkval 24 With default high settings: A/ cold & dark machine 24 B/ machine with running engines 22 C/ ...with map on Abris 21 D/ ...with image on Shkva 20 Resolution: 2048x1152 Hardware: AMD Phenom II x6 1075T 3Ghz, GigaByte 1GB D5 X HD6850, 8GB 1333 Ram so long Mathias
  25. The Shkval AFAIK uses the baro altimeter, so it is indeed weather related. I already posted a track in this track where I change the QNH setting on the altimeter which also affects the Shkval. so long Mathias
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