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VIMANAMAN

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Everything posted by VIMANAMAN

  1. Yeah it would definitely be more much more complex than the TGP - as the view angle would absolutely still have to be controlled by the the players head position, which moves the FOV, massively more / quicker than the TGP. I haven't done the math :) and I don't think I could...:megalol: but it's existing know-how that just might be adaptable...? But if the TGP coding is nice then it could be scaled up and played with perhaps.... ?
  2. This is not a totally serious suggestion because I know it would have significant performance issues... But just thinking out load here a moment... The view through the front plate could... (if system resources, money and time were no obstacle, which of course they are...) ...but could be made a separate 'render' of DCSW - as the TGP display in the A10 is at the moment - like I said just thinking out loud :music_whistling: Difficult one sure enough!
  3. Yeah I was the same - knew roughly what people were concerned about, but couldn't see it as a big deal, for me anyway. This is a really interesting demonstration of a surprisingly strong optical characteristic. It seems to me the enemy disappear behind the engine cowl rather than the bar anyway for long range shots whilst pulling. EDIT : I take back my last sentence - just looked at a track - yeah the bar is in the way of a critical part of the guns cone, which I'm guessing the original designers, designed out being fully aware of the refractive properties of the armoured windscreen. I didn't follow the original 'Bar' thread, but I know it was a 'runner' :) still can't quite understand why this needs to be 'hidden away'?
  4. Hi VO101_NateDog, Welcome to the DCS forums! I can't get your vid to run - try putting in a link as well - A few of us are having problems with embedded vids...
  5. Great video 1/JG27_Nemesis! Cheers for posting Hakjar! Nice find... says it all.
  6. Appreciate your kind words guys - hopefully will get back into this... or something else more useful.
  7. Interesting... I was surprised when I worked out it wasn't rough 'brushed' metal, as I first assumed, and was indeed rendered as wood, together with the instrument panel base structure if I'm not mistaken - but looks fine to me - but I'm no authority on WWII Luftwaffe machines! If anyone thinks something's not right then, I guess you'll need to provide very good data to show a change is needed. I can believe a variety of materials were used as the war entered the latter phases. I was just hoping some small texture improvements could be made. But interesting discussion none the less, as I said...
  8. Cheers Javelina - Hopefully I'll get back into this and finish it off, and make a (frame rate friendly) mortar pit.
  9. Hi ED, I know we're in Beta, so this might be in the works already, but any chance of some improved textures for the (what I'm gonna call) the 'lft line' bar, and the 'A' frame texture. It's just that in a dogfight they're in my face, all the time and the symmetry is going to bug me, and be a bit of an immersion killer, to a small degree . love this Module! V!
  10. Thx Cichlifan! I'm still grappling with uploading images here. But yeah thanks.
  11. This might interest some, it's something that I've got gathering dust at the mo... I started this 'casual' project about three months ago. The intention was for it to serve as a 'first year student project' to teach myself modelling, texturing and integration. Nothing technical, just static object design for starters... (i'm not a student by the way, I work full time - although went to art school many years ago). Boy! Do I have respect for you 3d designers / modellers now!! Such a complexity of technical knowledge to acquire, Learning to be efficient, and optimal, and then testing, and tweaking, problem solving, then re-testing (then repeat until it gets light :)). Different packages to learn in detail, switching between those packages, to test the simplest thing... It's like snakes and ladders, (only with more snakes than ladders, when you're learning) :) & the lack of intuitive processes!! I / the project burnt out at the point shown in the images :) and it's been put on hold for about 6 weeks - I haven't even opened Max since then, until today when I looked at it again today... I tackled the project really seriously doing loads of research - I'm probably on many Western governments watch lists now :megalol: and all the models are to relative scale & DCS scale (almost exactly), there were a few areas where I couldn't find exactly what I needed so some artistic license had to be used (such as the markings on the fibre packing tubes). And I wish I'd done the M933 cartridge not the M57 which seems to have been dropped (or perhaps Isreali?). I shelved the project when I couldn't get a nice reflective 'copper' texture in the DCSW engine, for the M935 fuse - although I think I later read that highly reflective metal has always been a problem in DCSW? And EDGE should solve this? Anyway the project was for fun - I still hope to finish it, although there's lots & lots to do as you can see already. Plus the LODS and DM which I never got to - Not to mention the fact that it's of dubious value to a flight sim anyway :) A good exercise for me either ways... Hope it's of some interest :thumbup: Many thanks to LuckBob and ALL contributors to the 3D modelling help pages!!!:thumbup: http://forums.eagle.ru/attachment.php?attachmentid=103388&stc=1&d=1408828501 http://forums.eagle.ru/attachment.php?attachmentid=103389&stc=1&d=1408828568 http://forums.eagle.ru/attachment.php?attachmentid=103390&stc=1&d=1408828599 http://forums.eagle.ru/attachment.php?attachmentid=103391&stc=1&d=1408829083 PS This is a long long LONG way away from reaching any good for a MOD! I've got a nice machine, but it's VERY hi poly!
  12. This is not a test! This actually is a test - my mistake http://forums.eagle.ru/attachment.php?attachmentid=103365&stc=1&d=1408824012 http://forums.eagle.ru/attachment.php?attachmentid=103366&stc=1&d=1408824095 test things
  13. +1 Yep Really nice ED!!
  14. As tricky as the any tail dragger for me. (although helped by noticing the assists were on) It's mainly in the rudder, and modern aircraft don't require anything like as much rudder input. Experienced WW2 pilots had take off and landing accidents all too frequently - the 'swing' was all too frequent, from what I've read.
  15. I know what you mean... (and a bit off thread), but they cycle really quickly and you can partially deploy them this way. The radiators in the props planes use the same 'analogue' approach, and they take up to 30 seconds to fully cycle. ...but still better this way I reckon, gives more control... just set them to your HOTAS if you can.
  16. 1v1 SP - this is really good fun - the Dora is a beast - spades of power, I love it! Made a mess of the merge but got control of things after he over-shot on the decent. The final kill is a bit painful as the AI are made of sterner stuff than us mortals (plus my gunnery aint great) - although the main factor at the end was I didn't realise how slow he was going... AI payback! :)
  17. Thanks John - very interesting - can't wait to get my hands on this bird.
  18. I wonder whether in the middle of the need to resolve the unknown TO / rudder assist problems, maybe some people have added (and not removed) harsh 'corrective' input curves? And not yet removed them. I was lucky and remembered to check all assists were off from the 'get go', and I don't use curves, etc. anyway. Just a thought... ?
  19. Thanks Krupi - I'll stick to default then...
  20. I agree that i's not essential with the appropriate approach. Out of interest, is this a real world FW190 feature: lowering and raising seat height? Anyone know?
  21. Thanks Sith for putting this forward. Would be great fro the sim.
  22. Yes it'd be really be great to open the door to skip bombing - if that was possible - that would be awesome in fact. Plus the more conventional uses of delayed fusing.
  23. Keeping the RPM at 2500 as Matt suggested keeps the torque much more manageable as well - and is more than enough power on nice long concrete runways - good starting point for practise at least. It makes a big difference. @ taps - thanks - couldn't remember the key strokes :)
  24. I honestly can't see what the problem is. It just takes practise! The 'totally crap', and 'needs re-working' comments are, forgive me, are a little 'short sighted' (to put it mildly). This flight is after half a bottle of wine, a little annoyed by the negative comments, I wanted to post a vid - perfect it aint -but will perhaps help some. For the love of ***** practise some more before passing judgement - it's totally do-able. This 190 is an absolute joy thanks ED!
  25. From what's been reported I was dreading my first circuit! wondering what horrors the FW had in store? But after taking onboard the essentials form Matt's vids, all was straight forward for my first TO & Lndg (and subsequant ones). Only particular problem is approach visibility, which can be solved in any number of ways. Although I did do loads of practise circuits in the Pony so I guess it's paid off. Practise is everything I guess.
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