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streakeagle

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About streakeagle

  • Birthday 02/14/1968

Personal Information

  • Flight Simulators
    Installed: DCS World, Aces High, Strike Fighters 2 series, Wright Experience First Flight, IL-2 Great Battles, P3d, MS FS2020, Aerofly FS2. Pretty much own everything else, too.
  • Location
    Orlando, FL
  • Interests
    Model airplanes, Corvettes, rifle/pistol marksmanship, roller blading, kayaking, bicycling.

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  1. I don't know what sim you are playing, but I when I have flown the MiG-15bis on multiplayer servers, I used 23mm for dogfighting/ranging, but when an F-86 gives me a solid shot, I tap the 37mm and usually blow the F-86 out of the sky with a single tap if I hit. As for the data on the rounds, I have little doubt that this website is mostly correct aside from a few obvious typos: From 37mm to 40mm - The Russian Ammunition Page (russianammo.org) I never questioned the performance of the 37mm round in DCS, because in reality, it was that effective. What I am questioning is the relative effectiveness. Given the masses of explosive used in the rounds, why does DCS give the 37mm round a massively higher explosive value than the 23mm? It doesn't make sense. If two rounds use the same explosive material, then the energy released by the explosion is directly proportional to the mass of the explosive.
  2. You accept that the 37mm round has 37 times more explosive power than a 23mm round because of gun camera footage? There is no magic in physics. By ED's own numbers, the mass of the 37mm round is 0.722 vs the 23mm's 0.196. You don't get 37 times the power for 3.5 times the mass. Either the 37mm round has an erroneous value, or all of the other rounds is DCS have values that are too low. I would like to know the data that ED used to define their rounds and what the explosive value in the definition represents, i.e. mass? energy?
  3. Great news! I wish the people at nVidia and AMD would recognize DCS as a platform that needs to be properly supported.
  4. In the server missions I maintain, this breaks the scheduled spawning. Once a given group of targets are killed, they don't respawn. I can use trigger zones to work around this, but it would be much better if ED addressed this problem rather than having to do extensive editing to all of our missions!
  5. Same here: Frame rate and frame time stability. Image quality increase. Performance increase. Extra performance used to buy even more quality increase. SteamVR consumed resources, increased latency, caused stuttering, delayed DCS startup etc. Without SteamVR, my G2 works better than ever on a 5800X with a 6900XT.
  6. Exactly as the title says. Also, it would be nice of the tail numbers were at least white if not scaled to the correct size and font.
  7. Yesterday, I went to try out the new KG12 and discovered that there is no published software/firmware that supports it. So, I couldn't even use it. I put in a support ticket with the VKB website and requested help on the official tech support forum. Today, I was provided with unreleased firmware that works. Out of the box, the hat switch is a simple 4-button hat. It took me a few minutes to figure out how to implement an 8-way POV hat in the configuration software. I normally only want/need 4-way hats since the switches on real life sticks are often only 4-way. But some applications work better with an 8-way POV hat (especially older games), so I wanted to see how hard it was to program. I learned that I really need to pay attention to the physical button layer map versus the logical button layer map. During button tests, the logical button numbers are used for display. But the POV hat is programmed using physical button numbers. Strangely enough, the stock configuration has an odd mapping between the physical layer and the logical layer. Once I figured out the relationship, I was able to program POV 1. The stock configuration also has 0 POV hats configured, so you have to go to the global parameters tag and set the number of POV hats to 1. The configuration software looks complex and intimidating, but that is the price you pay for exceptionally good programming flexibility. It is amazing what can be done with the configuration. Most people won't need this level of flexibility, but I love having such a powerful tool available.
  8. The new KG12 stick grip just arrived today. It is a small, but nice step up from the original KG12. The key differences are: added twist axis added side button metal paddle in place of pinky button new shape for 8-way thumb hat textured grip Options I wish it had: As previously stated, the 8-way thumb hat should have had a center depress capability. The adjacent weapon fire/release button should have been a 4-way or 8-way hat with center depress. Button(s) to detect when the flip safety is in the safe and/or fire position. As the real grips were metal, this is one case where I would like to see an "ultimate" version with the above changes and a metal grip. Beyond the obvious WW2 fighter applications, this is essentially the same grip as the MiG-15. With the extra side button, it is now perfect as a stand-in for my all-time favorite B-8 grip. The standard B-8 had a 4-way trim switch, a trigger, a bomb release button, a side button, and a pinky button. DCS aircraft that utilize the standard B-8 include the F-86 and the UH-1. The F-5's modified B-8 grip has a fwd/aft/center depress button on the side button, which is beyond the available buttons on the new KG12. The twist axis could be programmed to provide fwd and aft buttons with the side button acting as the center depress.
  9. I have had the F-86 since it was available for purchase/download. It has been and remains one of my favorite DCS modules with countless hours spent flying it over the years. I am more of an air-to-air pilot, but in recent years, I have started playing online which often requires air-to-ground attacks. I can employ HVAR rockets with devastating effectiveness using the radar-ranging gunsight and single-shot manual release. But when it comes to bombing, the radar-ranging gunsight is difficult to employ. 1) It is very sensitive to the speed, dive angle, and g-load. Unless you fly exactly the right profile and press the buttons at exactly the right time, it doesn't ever release. I have found that the radar range indicator needs to be tracking (less than 5,000 feet) before the electrical interlock can be released to establish a target aim point. At the required 45 degree dive angle, this means the automatic release point is going to be below 3,000 feet if it releases at all. 2) Even when I can get the auto release to work, it hits long every single time. Most of the time, I have to aim about 1 or 2 reticle diameters ahead of the target to get a hit. Has anyone been able to use the auto release effectively? If so, what profile do you fly to get it to release consistently and accurately? i.e. speed and altitude at entry into the dive, dive angle, timing of when to press/release the electrical interlock and bomb release buttons, etc.
  10. Why doesn't the 8-way hat have a center depress? This was a big oversight on the original VKB KG12 and the same mistake was made again.
  11. I fly the F-86, the UH-1, A-4E-C, and the F-5 quite a bit. Helicopters and WW2 aircraft also have controls all over the place. So it isn't just MiGs. There are a lot of controls in each of those aircraft that are on the sides or down low and Leap made operating those controls very difficult. Whereas using a mouse, PointCTRL, or physical panels, I could get the right control in the right position quickly and easily. If it does the job for you, great, but the only thing Leap does for me is collect dust.
  12. After the update, I inadvertently went back to SteamVR, which gave me the chance to do an apples-to-apples comparison with the same graphics settings. With SteamVR: pegged at 45 fps with drops to 30-35 fps at low altitude with lots of ground units. In the same mission using this OpenXR mod, the indicated frame rate was 60 fps (I understand that it is really averaging the jumps between 90 and 45 fps) with drops to 45 fps at low altitude with lots of ground units (sometimes it did drop into the 30s). Not only did OpenXR run faster on average, but was far smoother no matter what the indicated fps. But for me, the biggest gain has been how fast I can start up DCS World and being able to quit DCS back to my WMR desktop without having to use a VR controller or peak out of my G2 headset. ED needs to provide built-in support for this as it is a huge step forward for flying in VR with WMR based headsets.
  13. While it looks cool, my experience with Leap is that it is too sloppy and suffers from field of view limitations. When operating controls high and centered, it works great. when you go low or especially low to the left or right, it has issues. Some controls are difficult to touch/operate which leads to inadvertent operation of nearby controls. Somehow canopy jettison switches or other critical controls always end up near controls I need to use and ruin the flight if they get triggered. I found PointCTRL to be a far superior solution as it is almost as precise as a mouse, but calibrated so that the mouse cursor follows your left and right index fingers, but only when you activate them. But even PointCTRL suffers from field of view limitations: you can only operate controls withing so many degrees of your viewpoint, so you generally need to look in the direction of the control you want to operate. I prefer a mix of hardware panels and PointCTRL. In combat, nothing beats having real panels/switches if you can find them in VR as you can keep your eyes out of the cockpit while you toggle important controls.
  14. I haven't had any of the issues. Installed and worked first try. The elimination of SteamVR is what I wanted most and it brought some great things with it. It doesn't take more than a couple of minutes to install: copy the listed files, backup the original files, paste in the listed files. I did run the repair prior to installation per the procedure, so that takes some time, but it was worth the wait.
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