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Goblin

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Everything posted by Goblin

  1. The airbrakes on the real Viggen were notoriously weak. The JA version did away with them all together.
  2. Check that you don’t have any other USB controllers assigned to pitch, roll and yaw, other than the controllers you wish to use :) DCS will assign these controls to all USB controllers, and they have to be deleted from the assignment.
  3. Thanks! I really enjoyed making it!
  4. Early access means that the module is still under development, and problems can occur. It’s perfectly normal. If beta testing isn’t your thing, don’t buy unfinished software. And, as already stated, the bugs you see in the module may have been caused by updates to DCS, and may very well be out of Heatblurs control. But, hey! Your call. :)
  5. I’m thinking it’s correct behaviour, as the real Viggen doesn’t have a general brake for both wheels. Only differential brakes, controlled by the rudder/nosewheel steering pedals. I mean, sure, it’s listed, but Heatblur may have chosen not to use that control in the module.
  6. So, you are trying to map a toe brake axis to the wheel brake command? I don’t think this command is active in the Viggen module.
  7. The radar handle can’t be collapsed in the real Viggen. As mentioned, the video shows a JA 37, not the AJS. Totally different radar, and controls. I made a stick to use with the Viggen module :)
  8. Are you trying to map the wheel brake command, or the left wheel brake and right wheel brake commands? Here’s Chuck Owls great Viggen guide with a lot of great info. http://www.mudspike.com/chucks-guides-dcs-ajs-37-viggen/ Also, the Viggen is still in Early Access. There may be bugs.
  9. Stulee, I don’t think you can use both shift registers and a button matrix, together. It’s either/or.
  10. That’s not trim, per se. It’s an auto droop function. The main wing elevons droop down 4˚ when canard flaps are down, to counteract the pitch up moment of the canard flaps.
  11. Shadows eats a lot of FPS. MSAA with Deferred shading is also a great FPS hog in VR. I have textures and water on high. View distance medium. Heatblur, civ. traffic and lens flare off. Shadows off or flat. Msaa off. Deferred shading on. Pixel density 1.5. Anisotropic filtering x2. Trees on 50% grass on 20%. Preload on 100%
  12. Can’t wait to see the entire movie re-enacted in DCS! :-D
  13. Do you have vertical sync on, in DCS or in the Nvidia control panel?
  14. I just upgraded from a MSI 980TI to an ASUS ROG 1080TI. The performance improvement was really noticeable. I only fly in VR, so I can’t keep settings on max, but I could increase several settings. Worth it? For VR, absolutely! For 2D, not so sure.
  15. Again, this makes me believe that you don’t fully comprehend induced drag. Or it may be me misreading your posts. This is why I’m confused. Induced drag is a product of the pressure differential spanwise flow that 'spills' around the wingtip of a three dimensional wing. It creates a vortex that induces a local decreased AoA around the tip of the wing, thus inducing an added drag component. This is especially so for low aspect ratio wings, and high lift devices. As the very low aspect ratio of the Viggen canard and its flap basically makes it one big vortex generator, this effect is both a strength and a weakness for the Viggen. It supplies a downwash vortice to the main wing with high energy air, at the expense of drag. So, even if you are riding along at speeds above Vmd, deploying the flaps will induce a big vortice that will increase induced drag, even if you lower the AoA of the wings in total. But you may very well be correct in your assesment that this is excessive in the sim. I’m just saying it should be a lot of drag. A lot more than just the parasite drag of the gear.
  16. Ok, I understand. But when you say that flaps and elevons primarily increase lift and that drag shouldn’t increase at low speeds, I get confused, because increase in lift also increase drag, and there is quite a big parasite component added to this. Again, not saying the behaviour in the sim is correct. Just mentioning that deploying gear doesn’t just add parasite drag. Those flaps generate quite a vortex... The flaps are slotted, BTW.
  17. Actually, it would. Total drag is the sum of parasitic drag and lift induced drag. At slow speeds the induced drag component increases, while the parasitic drag decreases. It sounds to me as if you are only considering parasitic drag, and that is true for the gear, but as has been mentioned, the gears are extended with the flaps and elevons and as speed decreases, induced drag increase...a lot! Like I mentioned above, not even the large engine of the Viggen was enough to recover from a max AoA situation. Recovery was only possible by trading altitude. But, like I said, I can’t vouch for the numbers in the sim, but the Viggen is known for excessive slow speed drag. Edit: The autothrottle in the Viggen was designed precisely because of this, so the aircraft wouldn’t risk entering the speed instability region (where thrust must be increased to fly slower). https://en.m.wikipedia.org/wiki/Lift-induced_drag
  18. Well, the canard flaps have a deflection angle of 30˚ and the elevons droop 4˚ when the gear and flaps are extended. I can’t comment on your figures because I haven’t tested myself. They seem excessive, yes, but the Viggen should have a lot of drag in a slow speed config. Edit: So, deploying the gear, doesn’t just add the parasitic drag of the gears. It also adds a lot of lift induced drag. I have read about the engine wasn’t enough to pull out of a high AoA situation, so you had to be careful in landing config.
  19. The DJI Googles project a single image onto two displays. VR depends on two images, one per eye, to get 3D depth perception. Different tech.
  20. Great idea, ReviZorro!
  21. Well, would the cost implications be huge? That’s why I’m asking, because I don’t know how much work is involved. Is it a big deal, or isn’t it? And SpeedTree has been around for many years. A lot of games use this tech. But at what point it became feasible to use in DCS, I have no idea. I’m curious to know why ED just now chose SpeedTree for DCS, and a little about how much work is involved. Correct me if I’m wrong, but it seems like the new 2.5 Caucasus was initially made without SpeedTree, and then they decided to put all this extra effort into implementing it. I mean, it looks really, really good! And if it means a perfomance gain as well, it will be just marvelous! Or is it better looking trees, with the same performance hit? I’d like to know more, that’s all :) Perhaps there is a detailed discussion about it, that I have missed?
  22. I have somehow missed the fact that Normandy was 3rd party. Or maybe I forgot... Happens a lot more often than I care to admit. ;) The trees in Normandy are really important to the landscape. I guess that can be said for most forested landscapes. But in Normandy the hedgerows and tree lines really frame the fields and makes the landscape come alive. And since I fly in VR, FPS is really important, so I turn down the tree slider, and that makes a big improvement in performance. This makes me wonder if using SpeedTrees would make a difference. Just for the sake of argument... Now, I would guess that updating all of those trees would be a real chore. Or maybe not. I have never made a scenery map :) All I know is those SpeedTrees, Wags keep showing us, look incredibly nice and that smooth River Hornet video nearly made me cry when I saw the Hornets shadow being projected onto the trees..! Or it could’ve been the music ;) I’m guessing that the SpeedTree technology is much less demanding on the hardware, than the tree technology used in Normandy. But then again, once the Hornet is out, I will be stationed on a virtual aircraft carrier, doing carrier ops for months. I guess I won’t see any trees out there on the ocean. ;)
  23. I use my home made brake lever. It really improved taxiing in the russian aircraft, and the Spit.
  24. It’s really interesting to see the SpeedTrees technology being implemented in DCS! The new Caucasus, and the Strait Of Hormuz map is getting SpeedTree love. The Normandy map has a lot of beautiful trees, and just isn’t the same without them, although there seem to be a big performance gain from turning down the trees... Would the Normandy map benefit from SpeedTrees, performance wise? Is it possible Normandy will be updated with this tech?
  25. Very nice! How much of a performance gain is there, using SpeedTrees? The trees look very real, and that Hornet River video had a incredibly smooth appearance.
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