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Everything posted by xaoslaad
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I don't know how realistic it is, but I have good luck tapping one toe brake or the other to prevent myself from drifting too much one way or the other and it has the nice side effect of slowing me down further too, without getting that nasty effect of tipping up that seems to happen all too easily if you hit the brakes too hard. For my part I like to come in a little hot and just bleed off speed as I come over the runway. I just glide off speed and settle her down nice and easy on the runway at under 100 mph. Having the extra speed allows me to take my time setting her down gently so I have little or no bounce, as it really doesn't take long to slow down the P-51D.
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We'll try with video http://www.youtube.com/watch?v=uZKITmMLn54
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You need to have the CDU at 4.0 0.8, NAV clicked, all SAS switches on, the EGI button clicked behind the stick, and with all that you can click the EAC switch. If any of that is not satisfied it will not work.
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There is a post by skatezilla on how to downgrade to install the module and then update. I gave a friend my KS P-51D key sine I already had it and he had to do it last night. It went fast enough, but I dont have the link immediately handy. Something like dcs_updater.exe 1.2.6.16893 (whatever the version is that corresponds to the module, install module, then dcs_updater 1.2.6 to go back to latest.
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And pray his fellow tank doesn't punch a hole in you the size of texas.
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It's not derailing it. As you can see from the chatter here the new engine will take advantage on Windows 8 only/DirectX 11.1 functionality not available in Windows 7. You claim was strictly that Windows 8 was somehow an inferior gaming operating system when that simply is not the case. The interface might be reviled by many/most, but it still has nothing to do with game performance. You're talking to someone who very literally only runs Windows for Arma and DCS. And If I had DCS on Linux I'd drop Arma out a window. For everything else (and all other gaming) I use Linux and I enjoy taking it to Microsoft any chance I can get with a valid argument, but there is nothing of substance to the implication that it is an inferior gaming OS compared to Windows 7 where you spend all your time NOT dealing with the new interface.
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Not that it's causing any problems whatsoever running DCS on 8.0... don't expect 8.1 will change that either. What part of the crappy new not-called-metro-anymore interface do you use when playing DCS that causes it to be a problem? Oh look an icon for DCS World. Click. I'm in the game. What OS am I using again? Right. Who cares.
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The one in that Arma video appears to have six hardpoints, but http://en.wikipedia.org/wiki/Mil_Mi-17#Variants says: Mi-8MTV-3Military version of the Mi-8MTV-2, fitted with four instead of six hardpoints, but the number of possible external stores combinations was increased from 8 to 24 That being said, if anyone has a good link to the Mi-8/17 variants, including dates of manufacture and years of operation that'd be awesome. Google has not helped me for anything trying to find such info.
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Can someone procuce a tank killing video..
xaoslaad replied to Offlinepilot's topic in DCS: Mi-8MTV2 Magnificent Eight
Also, my Kentucky windage method of shooting probably isn't the best way. I'm sure the sight can be adjusted. I just haven't bothered to figure out how (yet). But knowing that for you so much up/down/left/right adjustment gives you good results would allow you to aim center and do it correctly. I proved the impossible, so maybe someone can teach us :D -
Can someone procuce a tank killing video..
xaoslaad replied to Offlinepilot's topic in DCS: Mi-8MTV2 Magnificent Eight
For the record I would never ever get that close to an enemy tank in real life. I've been shot with guns, had my rotor blown clean off by main gun hits, and more. But you did ask if it was _possible_ not smart :D FWIW I find that it is better to aim with the target a bit above the center of the cross hair, between it and the first notch in the sight. I find there is a delay in firing rockets so firing a split second early gives me better results. Weapons take awhile to converge as well, so you may also want to consider aiming a tad left or right if you're close too. Aiming dead center is not always the right choice. I'm also somewhat critical about blast range of rockets, but for a tank I'd guess multiple direct hits or go home. And I'd love this feature I requested to become a reality: http://forums.eagle.ru/showthread.php?t=114521 -
Can someone procuce a tank killing video..
xaoslaad replied to Offlinepilot's topic in DCS: Mi-8MTV2 Magnificent Eight
Mi-8MTV2 Tank Kill Here's a track for you. 3 Good volleys to the rear armor and tada. The 4th volley clearly did not hit. I just got a little trigger happy. Dead Tank.trk -
After the CDU is ready T=4.0/0.8 and you hit NAV click the EGI button behind the stick. Next to TISL above TCN. After that the EAC button will stay.
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The Battle of the Stretch Goal, Part II - Changes!
xaoslaad replied to luthier1's topic in Western Europe 1944-1945
Sorry if someone already suggested this in all the threads: At this point the Me.262 seems as though it will be less than $30k from a reality, possibly even with $10-20k, but I don't expect we will see $150k before the KS is over. The changes to the model and the stretch goal just came too late in the game. My suggestion: Another small kickstarter with paypal to cover the difference, plus the 'administrative costs (KS cut, etc). People ARE contributing, but it's coming in at a pace of around $2k a day or so rather than the avalanche you hoped for. I'd reback it. Add a stretch goal for something else after hitting the Me.262 goal. If you can get the basic southern England terrain done for less than 50k that might be a good one. I know a lot of people are clamouring for a place to take off. Just give some careful consideration to what you might do to make it worth it to those who are already in on the existing KS for a considerable amount. It seems like you've gotten lots of good advice. Put it into effect for a round two try. -
I installed it and the sig was set to off. The default was,something like the above...
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Right, but the point remains an object can have rockets blow up VERY close to it in the game and it still doesn't get destroyed or disabled. And the damage models for ground vehicles is of the functional or dead variety. There is no chance of destroying tracks, tires, turrets, killing gunners, etc. Anyway, as I pointed out this debate has gone round and round in circles many times. I do not expect it will stop with this thread. My OP was to request a feature that I thought would allow us to employ an apparently real life tactic and at the same time alleviate some of the frustration with regards to rockets, whether real or perceived. If it's too much it's too much. I realize it would probably require changes to the rearm screen and mission editor for loading the chopper with extra rockets, some logic to track those stores, a comm entry to initiate the reload while on the ground, etc. To me it seems not terribly difficult, though also not free of work of course. If it's doable, they have the cycles as it approaches release, and it's not too much effort, why not?
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Field self-reload http://forums.eagle.ru/showthread.php?t=114521
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That is not a realistic solution. Sure I could limit myself to xx number and make myself land somewhere over a hill in between ~20 x launchers, but why force me to do that when implementing it would probably not be 'too hard'. Add internal rocket ammo to the reload screen and add something via the comm menu to reload as long as your landed. If it's an amazing hurdle to clear for some reason never mind. I just thought it would be an interesting idea. Never know. An opposing A-10 may catch someone in such a reload and bomb them out of the sky with an LGB just as they're taking off someday. :thumbup: For the record I have managed to kill all 14 vehicles in the convoy mission without dying once or twice, but I'm usually counting bullets to the bitter end.
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Is there any chance we can get self-reload of rockets in the field as a feature? It seems there is precedence for this.[1] Rockets seem way way underpowered to me. When a volley of 5 or 6 blow up next to a HMMWV and barely damage it the 'small' number we can carry can be frustrating, since despite being an artillery type weapon they pretty much require pinpoint precision. Since there have already been at least a few threads[2] about rockets on these forums over the years and nothing has changed (and indeed the debate even seems unresolved as to whether they are really underpowered or not), this would be a nice touch to help. Standing off a little, reloading, and returning to the fight, rather than having to fly all the way back to the airport would be pretty great. It also seems like a completely legitimate tactic. [1] http://en.wikipedia.org/wiki/Mil_Mi-24 "The Mi-24's favoured munition was the 80-millimetre (3.1 in) S-8 rocket, the 57 mm (2.2 in) S-5 having proven too light to be effective. The 23 mm (0.91 in) gun pod was also popular. Extra rounds of rocket ammunition were often carried internally so that the crew could land and self-reload in the field." [2] http://forums.eagle.ru/showthread.php?t=41824 http://forums.eagle.ru/showthread.php?t=54470 http://forums.eagle.ru/showthread.php?t=71005
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Deleted.
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DCS WWII: Europe 1944: Kickstarter Primer
xaoslaad replied to luthier1's topic in Western Europe 1944-1945
Where is the kickstarter? My F5 key is wearing out refreshing kickstarter :D -
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I'm sort of not surprised they aren't going to make it. I want to see them succeed. To that end I dontated $250. But I don't feel like I'm getting much for a $250 backing. My constructive criticism is that they could use a lesson in marketing. They start out OK. $10 gets Forums access, $28 gets a copy of the game. $50 gets a copy of the game and beta access. $68 gets a boxed package. $80 a flight manual. Those are OK, but then they go off the deep end. $150 gets you 2 versions of the aircraft. $250 3 versions. If they were going to give 1 aircraft for $28, why not two for $56 digital. Three for $84 digital. Make two with Beta access $75, three with beta access $100. Other projects do early bird specials. If $28 is a really discount price and they plan to sell the final product for $49.99, first 20 get it at $28 then. Next $20 for $33, next $20 for $38, etc. I'd also make the physical stuff, which is going to cost them more, addons that people can put in addition to the digital media and PDF's. Make the flight manual an add on for X number of dollars for for a physica copy. Physical copy of F-35A install so many dollars and so on. Hell, show concept art for a nice t-shirt design as an add-on. Remember those cards you used to get back in the day for flight sims that show what every key on the keyboard does for shift, alt, regular, etc. press. Do those in PDF and hard copy as add ons. Others give previous products/games away as incentives, like Torment: Tides of Numenara did (a pretty successful kickstarter project). I don't know what KI has to offer here, if anything, but they should be looking in the give away drawer. I mean the CoC kickstarter had so many rewards in so many combinations, plus addons, that they had to make a frikkan' huge chart, just to help people understand what they got at what levels. Plus addons to cover every other combination.