recoilfx
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Posts posted by recoilfx
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FYI, The new pressure ring can be ordered from Thrustmaster for $25 shipped... Also, a replacement button cost about the same... Yeah, that's expensive...
You can fly without the ring though, it's there to make the center softer....
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What are you using for the joystick base mount? Where did you get the round plate?
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Here is my solution, in progress of course :)
http://simhq.com/forum/ubbthreads.php/topics/3714299/Simpit_in_a_chest#Post3714299
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It's the only dampening grease that I could find. 767A seems to be the heaviest version they have and most readily available to purchase in small quantities.
I was originally looking for something to fix the dampening that had gone out on my Saitek's rudders after years of abuse...
Correction: actually 774VH is the heaviest version.
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I've done the grease mod with EML-30, and smoothness lasts about several months. It was never not completely smooth though.
Recently, I got a a hold of Nyogel 767A (expensive, $25 a tube), a dampening grease. The consistency is very very sticky and highly viscous. It feels the same kind of stuff they use for Saitek's rudder dampening knob.
After applying, the stick is absolutely smooth now with no hint of stiction. There is also the added bonus of dampening resistance.
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well honestly you dont have to tell me about CLOD.i know it too good.
and dont tell me about atag.unfortunately so far its the only popular server, cause their missions are cr..(in my view)
the good thing is, we have the storm of war campaign.
in CLOD weather is not working, even the few clouds, which still cause serious stutter, are a joke, as you see contacts through them.
on rebka, as soon as there are more than 15people online, serious lags and stutters and warping planes are the result.
contacts disappear in midranges....
the list of this mess goes on...
for my taste, two years after release, and 6years of development, this game has far too many game braking bugs.im sick of it.and im sick of hitting the I button.especially now that i can experience a real sim.
heh, sounds like I touched a nerve there... Of course, it's not every one's cup of tea, but my point was it's not as dead as you were pointing out initially, and still caters to many people (just not you), and in fact active still.
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i dont think so...im coming from IL2 CLOD,....maddox games seems to be dead.
so is their sim..ähhm game i mean.
and exactly here is the big difference....in my honest opinion, if DCS,ED would produce more WWII warbirds, people would soon switch.
i just did, even although i dont even really like the P51.i just switched, because IL2 CLOD, feels just like a kids toy compared to DCS sims.
if DCS,ED would produce 1 german fighter, an oponent for the P51,...then i honestly think that masses would switch from IL2 to DCS and never look back again.i think a 109 or 190 would be a big seller!
DCS,ED are the only guys who offer real simulators and not games.they seem to be the only ones out there, who have the knowledge and skill to produce real sims....so they should have the balls to make WWII sims as well.im really convinced, that they would succeed big time, and crush their oponents with ease, only with adding 1 oponent for the P51.better two planes realistically simulated, than a docent half arsed, bugged toys, where you hit the I button to start the engine.
EDIT: oh and dont get me wrong,...what i meant is, i never liked the P51 up until now....learning to fly and even start up this crate in this sim, is the most immersive experience ive ever had in a pc simulation.thx ED!in fact its the first sim i fly :)
Actually, we have a pretty good active community at ATAG, we regularly have more people flying Cliffs of Dover than ALL the servers combined at DCS, at least for eastern US night hours. For the Russians, there is the Repka 4 server which is usually packed too at the other time zone....
For the whole multiplayer package, CloD is pretty good. I don't know when DCS will get there, though I wish for soon.
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I´ve asked this before, but got too few answers, because it was placed in a thread with another topic... i learned a lot the last 2 days about engine management and overheating and so on..
but one thing isnt clear to me: what can i do to prevent overheating in dogfight.... i have to get close to the enmy, so i have to push MP and RPM forward... otherwise i wont get close to him...
very often when im on his six he pulls up and goes vertical... i am absolutely not able to follow him... i always have to set RPM and MP to a lower setting otherwise my engine will die...
when im on his six and pulls up, as i mentioned, it cant be a thing doing of the wrong maneuvers cause i would have just to stay at his tail, because he more or less flies straight ahead...
2 Questions:
-might there be some kind of maneuver to save energy and speed so i can follow him or get him after he comes down to my flight altitude?
-is there a certain RPM and MP setting that gives me the best deal between speed, maneuverability and (over)heating of the engine, so i can follow him on any altitude (it should be possible, cause we have the same planes ;-))
please help...
(@ED:Maybe some training videos would be helpful about engine management and dogfights for those who cant organize themselves in squadrons, because the lack of time (kids and job, you know ;-) where the would find a "personal trainer")
Manually open your rads - games auto rads code is bugged right now. If you keep speed up, 60 in/3000rpm should last you 15 mins. 8-10 mins if you are in tighter turns.
The AI always make wide turns to get in your six - so you should do the same. Anticipate where it will be, instead of where it is and think of a flying solution to get there without too much pulling. IE, if it's doing a rolling scissor, don't follow him on his dead six, but stay inside his role by turning, not pulling.
At least, that's what I learned so far, i get about 50/50 these days...
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Please can any of you guys that find it easy to defeat the AI post a regular trk so I can see how it's done? All I offer in return is my gratitude :)
Well it's not easy taking down the enemies... but i am approaching 50/50 on the fights currently... Here is a track..
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Don't have that problem with TS Notifier's newer versions. I'm running on a GTX 670 and latest WHQL driver.
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The overlay plugin that came with TS3 is now 64bit compatible so DCS can show the overlay. However, I find it sucking up my FPS like no tomorrow, i ended up using TS Notifer (http://tsnotifier.cfxxl.de/).
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Heheh guys, we already have a wireless trackir solution. It's the regular track clip :)
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64 bit compatibility is only for AMD cards.
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Not sure what settings you are looking for... Axis responses are pretty subjective...
Just assign the brakes to the correct axis, make sure they are inverted, then adjust the dead zone & curve to your liking....
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First of all, amazing sim ED!
However, after doing countless sorties, I don't think my pilot has ever been injured by bullets... Or suffered from effects of injury (not being able to pull as hard, vision red, and etc)...
I guess this is not models? We the pilots are just immortal til our plane explodes? We need to model this!
Another request would be have pilots body's react to G forces. Currently, the pilot is like a steel puppet glued to the the structure.
To be able to see your pilots body thrown around due to violent maneuvers would be an awesome addition for people who have pilot view enabled. I'm sure the movie makers would also be extremely pleased.
I don't think any other sim has done this, so ED you can be the first! :)
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Maybe I am a noob, but it doesn't seem that the radiators automatically react to the engine heat at all.
I did the Poti instant action mission. Full throttle ahead and I see the coolant and oil heat keep building up, but the radiator exhaust does not open in the external view.
When I manually open these radiators, the exhaust opens accordingly and the temperatures go down. Am I missing something here?
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bkthunder, not sure how you managed to not seize your engine. Engine management got a lot more complex at 1.2.1
I've had engine seizes/power loss countless ways from abusing my engine:
High MP with low prop pitch
Sudden full throttle push
Cold coolant
Overheat
Overcold
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I wonder if there will be rescue missions.
Maybe with upgraded human animations. Imagine at the last moment, the rescuees are gun downed right before they reach your heli....
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The problem with MSFFB2 is that there is a signal dead zone. You will probably see/feel it more when you have the stick extended. Resolution of the sensor is also a rather low.
Logitech doesn't have a dead zone, however, there is a larger force feedback dead zone (this has been decreased with newer firmware). The resolution is pretty high (provided by MLX90333).
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I'm interested!
Is the joystick a FFB USB HID device? As in, the spring force is directly handled by Windows's driver - not some third party program that relies on each game's API to feed into teensy?
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Click to flip up the mirror on the P-51. I found that it was killing my FPS even though i have a GTX 670.
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i never use full power on takeoff. the torque just makes the plane roll violently. as i compensate on the ground for full power & when rising i cant stop the plane from rolling.
Pull back your stick until you reach ~100mph then slowly ease the tension and let the wings lift the plane off.
80-90 mph is when torque is dangerous so make sure the tail is solid on the ground.
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Hmm... I guess you are right, but I think my point still stands - at 80-90mph the torque is strong enough it's best to tail solid on the ground. Only release the stick pressure once the speed is around 100mphs. Torque is very controllable then.
And yes, keeping the stick all the way back after 100mph will most likely result wrecks - that's why i said to release pressure after 100mphs and let the plane 'fly' itself.
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It's imperative to have your tail wheel locked when your plane hits 80-90mphs. So pull your stick all the way back during speed build up. Once you hit 100mphs, release the pressure.
Took me a while to realize that I shouldn't fight the torque at 80-90mph but let the tail wheel do the work. I was doing perfect 3 point landings before successful take offs. Something is fishy here...
Oculus Rift and DCS World Discussion
in Virtual Reality
Posted
I believe the prototype shown is using the older 5" display, and they also made an update about pixel fill factor and how the 7" has much higher fill rate, so I think it'll won't be an issue with the shipping dev version.