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VH-Rock

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Everything posted by VH-Rock

  1. Indeed, although the Horsemen do fly with 3 P-51 Ds sometimes, their best looking lineups have always had the P-51B in the lead. There is, what appears to be, a very nice P-51B model already made and included in DCS, but it has no textures and I'm unsure of it's status. No idea about a cockpit either. Would be nice to have though... :megalol:
  2. If only it were that simple! :lol: I'd love to fly the P-51B in DCS - It would open up a lot more combinations for VH and some other earlier war scenarios.
  3. If that means a P-51B, I may kiss you upon it's release! :cry: :lol:
  4. Simple, Go found somebody who can fly it and then ask them to do it for you ;) :lol:
  5. hahahaha, Love the new title!
  6. Hi Madcop, Bailing out works fine for me. As for the skin in the training mission, you would have to edit the mission file itself in the mission editor as that's where skins are set- although I've never tried editing one of ED's missions.
  7. Indeed, Just come fly with us whenever you feel like it, Always welcome in either server :)
  8. Try adjusting the trim using the trim wheels on the lower left hand side of the cockpit. If it doesn't respond then, I guess something is wrong. Not a mod or dev, but give it a go. ;)
  9. A2A aircraft are indeed exceptional - I would love to see their P-40 and Spitfire developed for DCS - I would certainly be first in the queue to buy them. However, no matter how good the addon is, there's no escaping the FSX engine. In normal operating windows, the A2A aircraft are fine. But, if you push the aircraft to it's limits, the mask they put on is ripped off and that horrible FSX engine rears it's ugly head once again. To put it another way, you can have the best jockey in the world but, if you're riding a 3 legged horse, you aren't going to win ;) Bring A2A to DCS and we'll have, in my opinion, the best available combination :)
  10. Hi Madcop, My post was not in reference to your question, you're doing your best to understand this aircraft and we all respect that. My post was in response to people finding the aircraft 'boring' because they have to put some effort in to fly it. This thread seems to be filled with people (not yourself) who seem to find offensive that they have to put some effort into to fly this aircraft rather than just push a button, go fly a blow S**t up - the kind of attitude commonly associated with 'Call of Duty kid' - although it has been seen to come from several older members here, too. This attitude thoroughly disappoints me... Maybe these people have moved over from IL-2 or FSX, but those were games. DCS is a fully fledged simulator and a damn good, extensive one at that. DCS is known for it's high fidelity of aircraft systems and handling. If they don't want to deal with aircraft in a realistic manner, they might as well go play 'Ace Combat' on a console - plenty of crap to blow up there with nothing else to think about. Go and read the first few pages of this thread - it's full of people who have given up, started moaning and are blaming the product after only a few hours. They haven't even tried to understand what they're doing wrong. If they can't do it, it's obviously the simulators fault. This attitude deeply frustrates me, to say the least. If they had tried, listened to all the advice, tested out the solutions, evaluated them properly and then still decided they didn't like it, I would maintain I high level of respect for them. As it is, I can not respect people who give up without giving it a try.
  11. Indeed - Seeing the pilot slumped forward when you pass out due to G would be a cool feature too :thumbup:
  12. Indeed, this release has seen many people showing symptoms of 'CoDS' (Call of Duty Syndrome - a medical condition where if you can't go fast, shoot, blow S**t up but actually have to put some effort in to it, results in endless amounts of moaning). Currently, there is no cure, but I've heard doctors are looking for a solution. Apparently hypnotism is being considered...
  13. Hi Madcop, I'll take some screenshots of the menus tonight when I get home from work and try my best to explain the effects of each option, it's a little more difficult to explain that without having it in front of me. If you need any help getting used to the P-51, come and join our TS server and fly with us or the VTA. Between us all, I'm sure we can give you a few tips that we've all picked up since starting to fly this aircraft. Both VH and VTA have public servers up every weekend where anybody is free to join - We also fly together a lot too, as myself have been helping out with a little formation training. Oh, and thank you for the compliments on my skins - it's nice to see that they were appreciated :) I've done a few for DCS, that are publicly available, but I haven't had as much time for skinning recently so there's only 4 or 5. I'll get around to doing more I hope.
  14. I'm glad that's made things a little clearer, Madcop! :) Curves are a complex thing to set up... Sure, you could through in any values, try somebody elses or take a guess at what you think will work but, at the end of the day, nobody else will know what you are looking for. To me, curves / saturation should be unique to each pilot. Depending on what you're looking for will affect how you set up your curves - Much like an F1 car has it's set up changed depending on what track they are going to. I used to change my curves for Aerobatics and Dog Fighting - Now I don't do combat anymore so I don't have the need. Let us know how you go on :) And again, I'm sorry for the long post, I just struggled to explain it in shorter terms
  15. Indeed, and I am not trying to dispute that fact in the slightest, (I even went as far to state something similar in my explanation) but 90% of the time you are no where near maximum pull. Curves really are fully dependent on the end user, their style of flying and what they are looking to get from their aircraft... Personally, I never exceed about 60% of pull available to me, so for me, curves are a very useful feature. In combat, I certainly wouldn't use the curves that I do for aerobatics ;) I would much rather have the full amount of pull available to me. As I said, Entirely dependent on the user and what they are looking for.
  16. It all depends on how you set up your curves ;) I can assure you lots of experimentation went into getting the right settings for us.
  17. We (Virtual Horsemen) use curves & saturation adjustment for our formation work - it's definitely a benefit to us and certainly not harder. Madcop, Axis Saturation limits how much you use of the motion available to you. I'll do a short diagram underneath to illustrate what I mean: [----------------------------------------------------------------------------] <--- Saturation at 100% [------------------------------------] <--- Saturation at 50% So, the top example means that if I pull my Joystick all the way back, the Elevators will move as much as they possibly can in the direction I have chosen. The Lower example, with the saturation at 50% means that if I pull my Joystick all the way back, the elevators will only move to 50% of their maximum deflection so, with 50% Saturation, the elevators are half as sensitive. - When tweaked, it can be very, very useful if you need precise input and never need to use the maximum amount of elevator (or any axis for that matter) deflection. Curvature is a little more difficult to explain... Curvature does not change how much pull is available, it changes how much pull is applied relevant to your joystick position. When you have zero curve, moving your stick is directly proportional the movement of the stick you see in game. So, with 0 curve, If I move my stick 50% of the way backwards, I will see the stick move 50% of the way backwards in game. Saturation is great if you never need maximum control input, but sometimes you do. So, what if you want less sensitivity, but still want to be able to use maximum control inputs every once in a while? This is where curvature comes in, it's basically a comprise... Using curvature means you can effect how much pull is used in relative to how much pull you apply to your joystick. I will do another short diagram to explain. The top line is the pull on your Joystick, the bottom line is the pull represented in game. Here is an example with 0 curvature set: 0% 10% 20% 30% 40% 50% 60% 70% %80 %90 %100 --------------------------------------------------------------------------------- 0% 10% 20% 30% 40% 50% 60% 70% %80 %90 %100 You can see above that 0 curvature means that if you were to apply say 40% pull to your stick, you would use 40% pull in game. For this second expample, I will show curvature (The figures may not be accurate, but the principal will be clear). Again, the top line represents the amount of pull on your joystick, the bottom line represents the amount of pull you actually use in game with curvature set 0% 10% 20% 30% 40% 50% 60% 70% %80 etc... --------------------------------------------------------------------------------- 0% 3% 8% 15% 24% 35% 48% 63% %79 etc... As I said, the figures in this second example are accurate, the last 2 inparticularly but what you should see is that, initially, the stick is much less sensitive than it is with no curve. But, the more you pull, the more sensitive the stick gets after a certain point. With Curvature, 0% and 100% will always correspond with each other - what happens inbetween depends on how you set up the curvature. I hope that helped... *EDIT* Googled graphs quickly as this may be easier to demonstrate with... You can see the red line represents no curvature - As I explained above, the movement of your joystick is directly proportional to the movement of the controls in game. The green line shows when curvature is applied - initially it is much less sensitive (shown by the shallower gradient), but, as you pull more, the sensitivity increases (Shown by the gradient of the line increasing). Not that the lines meat at 0% and 100% so you still have full control authority. Changing the curvature amount effect when and how sharply this change in gradient occurs which inturn effects the sensitivity of your stick. (Sorry for such a long post... :/ )
  18. I know it's not where the phrase originated, but I just live love that scene from 'Empire of the sun' as the Mustangs come in straffing and Christian Bale screams "P-51, Cadillac of the skies!!!"
  19. I must say that I thoroughly enjoyed the program about the Tuskegee Airmen lastnight. It was very well presented, the animation was excellent (Far superior to 'Red Tails' - the aircraft were actually believable!) and, of course, the interviews with the veterans were excellent. Definitely worth a watch if you can find it! ( I must admit at being quite surprised at what a good job Lord Ashcroft did as the presenter). It was thoroughly disheartening to hear that when these men returned, after fighting for their country, they were segregated immediately after stepping off the boat back home. I'm just glad that many of them have lived long enough to see the change in attitude and have been given the respect and admiration that they rightfully deserve.
  20. Indeed, this also happened to me when I was making the VH VFAT promo... It showed myself and crashing into each other after the first loop (10 minutes after take off) which never happened, we continued to fly for another 55 minutes after the crash that never happened... track of the same flight worked perfectly!
  21. Possible that you shot out his hydraulic system?
  22. Glad you're enjoying her, she's a joy to fly! You'll get used to the torque on take off and landing; after a while you start to predict when the nose will begin to swing and counteract it almost before it happens. As you get more time behind the stick, you'll start to notice the improvements :)
  23. We have a public server up most weekends :)
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