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Everything posted by ishtmail
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Controls for 1st person pilot (who exited his plane or ejected)
ishtmail replied to ishtmail's topic in DCS Wishlist
Since you can actually set which key exits the airplane (in Options > Controls), this is no longer an easter egg but a feature (most likely WIP, not yet finished, as is normal with most if not all DCS stuff :) ). So the fact you can't see pilot movement in multiplayer is probably just the issue of the feature not being finished yet. Not being finished, it's also not being advertised as a feature. With Huey, the DCS World changes quite a bit: playable infantry unit is the next logical step for a complete immersion in the DCS World environment, with CA units transporting infantry, people manning AA and other stationary weaponry from 1st person view, pilots being driven to their planes and then walking to do a visual inspection etc etc. -
I'm having trouble finding this info through the forums, there's just too much going on, what with the new updates and new modules... So I apologize if this is an old and well discussed topic. If you exit your airplane/helicopter by hitting LCTRL+E three times, you find yourself in 1st person view of your pilot, and even have control over him. But controls for walking around make no sense for... well... 99.999 percent of people using modern computers, really. TrackIR is disabled, you control your view with your mouse (but only your head, meaning you don't turn by moving your mouse, only look around), while the movement is done with your joystick (Y axis of the joystick for moving forward/back, X axis for moving sideways) and your rudder (for turning around). To say that these controls are useless is an understatement. Where and how can I set the controls for my 1st person pilot? A simple WSAD + mouse for turning and aiming + trackir for looking around (like ARMA) would be perfect. Also, once you exit your airplane, it would be nice to be able to re-enter it by walking up to it and hitting (for example) space or enter once you're close enough so that DCS World understands what you're trying to do. This mechanic could (should) work for any flyable airplane from your faction (for example, in the mission editor you put an A10C on the ramp, and a KA-50, and mark them as Player; if they're both Blue and you're playing for team Blue, you can fly them). And since we're at it, give the Pilot a handgun, will ya? You eject in hostile territory and don't even have a gun to shoot peas at those enemy helicopter gunships when they come around to finish you off? Unacceptable. A fighting chance, really, is all I'm asking... Also, a flare gun and/or colored smoke is a must, so that those Hueys can see you and pick you up.
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Didn't we just receive several mid range fidelity fighters in FC3, which included beautiful 6DOF cockpits? I mean, if you want mid range fidelity, just buy FC3 and you'll get a ton of airplanes for a moderate price (4 of those planes include new 6DOF cockpits).
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Today's autoupdate broke the Updated training (it's again voiceless), had to reinstall it. Might be a good idea to include this in the next autoupdater so it doesn't overwrite and revert to the original files every time it's updated...
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From that post, one would think the beta release was four months ago and Belsimtek vanished off the face of the earth...
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Teeps, do you make a fresh install and activation for each update? Because over here, I had DCS World 1.2.3 installed, with BS1 + BS2 upgrade activated, and with the autoupdate to 1.2.4, I can run BS2 fine.
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It would be nice if the switches would have separate commands. For example, in Controls, you can only set 'battery on/off'. I'd like an option to set ON and OFF individually (for advanced programming in TARGET for the Warthog, for example, where I could set the 'APU Start' switch on the throttle to work as the battery switch in Huey (with the UP position being 'Battery ON' and the DOWN position being 'Battery Off'. The same goes for all the switches in the cockpit (for example, the Fuel switch only has one command, while we'd need separate commands for up and down positions of the switch).
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I got it yesterday from the Dropbox link, copied it now into my Torrent folder and am seeding it.
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EvilBivol: put it on Torrent, it's what ED does with their installers anyway.
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All this price discussion is stupid. Once you successfully lift off (without spinning wildly), take it into a smooth hover, take it round the airport and land it without blowing up, losing your rotor, tail or skids, trust me: you'll know it's worth every penny. The sheer satisfaction of successfully flying and landing it makes it worth while - it feels alive, it feels heavy, and it feels powerful. Basically, it feels REAL. Add to that the fact that it's fully clickable, realistic, beautiful, supports multiplayer on all its posts, AND adds a whole new dimension to the DCS World... Too expensive? Come to Europe and fill your car with gasoline, you'll see what's bloody expensive.
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I put the Throttle control to the Slider on my Warthog, while the Collective is set on one of the throttles (which I locked together). Made more sense to me, atleast...
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Hey, What helped me a whole lot was going into Controls, selecting the axes for the cyclic (X and Y respectively), go into Axis tuning and setting the Curve to +25 (pull the slider 25 points to the right). I did this for both axes of the cyclic, plus +20 for the rudder. This helped me a lot. I've seen some people setting as much as +40 on the cyclic, so go and try it out to see what feels good for you.
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@PilotMi8: Thanks, that actually worked nicely, especially now that I have the cold start memorized. It would be nice to have an option to reset the entire scenario/mission, though, without having to exit to DCS World and opening the mission again. I've set my axes now, setting my Warthog joystick to +25 curvature (on both x and y) and my Saitek Pro Flight Combat pedals to +20. This significantly helps the precision flying when hovering, which in turn helped me take the Huey into a nice smooth hover, fly away from the airport, circle around and nicely land in the original spot. I must say that probably the only time I've had such a profound sense of accomplishment in a computer game, it was when I successfully took off and landed with the DCS P51 :)
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I do hope you'll be adding more interactive trainings like the cold start one. Landing would especially be nice, to help us noobs from wrecking your beautiful choppers :)
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Well, this is a lovely surprise, and a welcome one, too! Thanks for this!
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I would say no, as what you see in that video is actually a mod and that cockpit has not been developed by ED. Since ED gave us a 6DOF cockpit for Su27, I'd put my bets that that's the one they will simulate. Not least because (as was said several times) it's very difficult to obtain info on active airplanes from the Russian military, and since ED doesn't cut corners by giving us anything less than 100% accurate sims with the DCS mark, my guess is that ED can't get accurate info on the modernized variants (such as the SM versions), but the old SU-27 documentation might not be impossible to get, as the plane is basically obsolete and doesn't need the 'top secret' label any more.
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I've had the Huey for a few days now and I've been enjoying it very much. Granted, I haven't invested as much time into it as I would like, I maybe squeezed 3 flights daily into my routine, which means of course that I've only today managed to make my first proper landing without exploding or losing the main rotor and/or the entire tail section... It's been a wild ride and I'm learning how much harder it is to fly a single rotor copter compared to (for instance) the Shark - the constant workload on the collective, cyclic and rudder makes it quite difficult for a novice like me. But I'm getting the hang of it... I'll have to adjust those axes sensitivities to see if I can get this beast under a bit more control. This thing definitely makes me want the 'restart mission' all the more, though... When I explode, I'd love that option in the 'quit' menu, instead of having to exit the sim and restarting the scenario all over again, waiting on the load screen and whatnot...
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Michael, I've contributed to Kickstarter project, and I will gladly contribute directly, if Kickstarter doesn't pan out. And I'm spreading word (in my own limited capacity). As a long time space sim pilot (X wing, Tie Fighter, Wing Commander series, Descent series) and at the same time a fan of hardcore sims (such as DCS) I am truly looking forward to this one. Best of luck to you, and do keep us updated.
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Next DCS (Russian) Fixed Wing Aircraft Wish List
ishtmail replied to Milene's topic in DCS Core Wish List
Screw Flankers and Raptors. I want a Soko G-4M Super Galeb! -
This is actually a great opportunity for virtual pilots to 'learn the ropes' of real life procedures. While virtual flying doesn't represent any danger to anyone (as in 'collateral damage' or 'friendly fire'), it would be pretty cool if we all acknowledge that the virtual A10C that we fly in DCS World is SO REALISTIC, that maybe we should also (at least try to) adhere to real world procedures, regulations and common sense. For example, shooting that cannon from 1 mile or less :)
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Tyger, thanks for the first-hand experience. I just want to note that my theoretical post did NOT talk about the proper cannon shooting procedure and normal shooting distance that an actual real life A10C pilot goes for. So, not a debate about whether an A10C pilot WOULD shoot his cannon from 3 miles away. I was only debating the idea that a 30mm bullet from a GAU-8 cannon, shot by a flying A10C from a 3 mile distance, still can KILL a target (under the assumption it HITS that target). This was a completely hypothetical situation that some virtual A10C pilots seem to recreate within DCS World, while some people say that that bullet shot at that distance would have no more penetrating energy than a rock (which I don't agree with).
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According to different air drag models for ballistics, drag coefficient rises significantly at speeds between 0,9 and 1,1 mach, and then start to drop. Muzzle velocity for GAU 8 is about 990 meters per second (for incendiary armor piercing rounds), which is about 3500 kilometers per hour. (I was wrong in my previous post, as I forgot to convert 990 m/s to km/h - it's not CLOSE to the speed of sound, it's well above the speed of sound). A10C's attack speed is (for example) 300 nautical miles per hour, which is about 550 kilometers per hour. Sum of speeds gives you actual velocity of a bullet fired from an attacking A10C, about 4000 kilometers per second. That's approximately mach 3. At this speed, drag coefficient is almost the same as at speeds of mach 0,1 to 0,5 (and considerably lower than at mach 1,1, where drag coefficient is highest). I don't have the exact ballistic info on the GAU 8 30 mm bullets, so I'm speculating from other available ballistic charts available: A bullet with the initial speed of 4000 km/h (1100 meters per second) would of course drop its speed quite a bit. But at a range of 3 miles, it would still hit the target with well over 500 km/h speed (140 meters per second). I welcome anyone here to get hit by a hot pointy rock travelling at that speed, if you really think it wouldn't kill you.
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Effective range is effective because of accuracy, not because of individual bullet energy. If a bullet reaches a target at 3 miles away, it's still flying fast enough to kill any person, maybe even punch through a lightly armored vehicle. If a bullet slows down to the point of 'throwing rocks', it would also fall like a rock. There are several cases of stray bullets killing someone during festivals, when people are shooting in the air. Those bullets fly in the air (approximately vertically), slow down to a halt at a certain distance from the ground (about a mile high), and then go back down. If some unlucky person is standing in its way, he gets killed dead. And that's a bullet that started with ZERO speed at ONE MILE HIGH. All its speed and energy came exclusively from gravity. And with A10C, you're shooting GAU-8 at a DOWNWARD angle. So, any speed it loses due to friction with air, it also gains due to earth's gravity field (G is for gravity, meaning acceleration of about 10 metres per second squared, when in freefall). And it's not starting with zero speed, muzzle velocity is close to the speed of sound (add to that the speed of the aircraft itself!).
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I bet this story started with "Hold my beer and watch this..." Had all the flight modules already, so I didn't buy anything during the sale. But the Christmas spirit crept into me, so I went and bought Combined Arms, just for the heck of it... :joystick:
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I missed the Mig21 fundraising, but if any 3rd party developers decide to use this method (or ED, for that matter), I'll be happy to contribute.