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Lixma 06

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Everything posted by Lixma 06

  1. F-14 looks great but just to add to the chorus the 23, for me, is much more intriguing. Roll on 2021 :)
  2. Maybe....but let's see if it gets fixed with the release of MAC.
  3. Is it possible to edit the range of motion/speed of the 'Natural Head Movement'? In the View.lua there's this bit of code.... function NaturalHeadMoving(tang, roll, omz) local r = roll if r > 90.0 then r = 180.0 - r elseif roll < -90.0 then r = -180.0 - r end local hAngle = -0.25 * r local vAngle = math.min(math.max(0.0, 0.4 * tang + 45.0 * omz), 90.0) return hAngle, vAngle I've tried editing these numbers in the past (it's been part of the View.lua since the 17th century) but it doesn't seem to have any effect. Has anyone had any luck with this? Could an ED dev possibly weigh in whether it's a) possible and b) how? And if not might there be a future option/slider for us to adjust the effect?
  4. I can't get this to show up in the track menu. I've tried renaming it but no joy. edit. my bad it's PG
  5. I use buttons (no axis) and my max zoom out (FOV) is whatever I've set it in the Snapviews.lua. e.g. this is my Mig-15 entry for the default view.... [13] = {--default view viewAngle = 80.000000,--FOV hAngle = 0.000000, vAngle = -2.000000, x_trans = -0.050000, y_trans = 0.019200, z_trans = 0.029222, rollAngle = 0.000000, During a flight I use one button on my throttle R_SHFT KP* to instantly zoom in, and then when I release the button my throttle sends a KP_ENTER command to instantly return to my favoured FOV - 80.0 degrees in this case. It works fine, even online. I don't use VR or multi-monitor so I don't know if that's where the problems begin. But I agree there needs to be a more user friendly method of tuning our views.
  6. Attached are the tracks (popped 1,2) for the pair of videos at the top of the thread. The third one is interesting - the test was just to see what speed I could reach without trying to take off. When I originally recorded it the climax involved all three tires popping at around 400/450kph followed by some serious bouncing that lead gracefully into a cobra, a reverse cobra, and then a large explosion. But I've re-watched it a couple of times just now and the mad bounce that initiated the death-cobras is no longer happening - so I wonder if something got tweaked with the recent update (?) popped 1.trk popped 2.trk popped 3.trk
  7. Here's a vid I just made - the rudder does seem incredibly powerful (I think I'm running a 25% curve).
  8. Well the global FOV limits (at least on my PC) are stored in the Server.lua Mine are set at 110/20 degrees (although I never actually use such a wide FOV) and it won't zoom out/in any further. Maybe try poking around there. In the past the Server.lua has been overridden by online server settings but I don't know if that's still the case.
  9. Can't think of anything else, sorry....except maybe uninstall and reinstall the entire module.
  10. Instant zoom is dead easy - no need to edit any .lua files. If you use any mapping software (TARGET or whatever) you can just use a single button on your stick/throttle. R_SHFT KP* to instantly zoom in to the minimum FOV. KP_ENTER to reset the view to your desired FOV. This is easy to set up so you hold the button for how ever long you want to zoom in - when you release the button it snaps back to normal. This is how I do it in TARGET
  11. DCS sometimes, inexplicably (frustratingly), stores the the View folder inside the mission file thereby overriding whatever snap-view settings you would normally use. If you haven't already, try a freshly created F-86 mission rather than one you've used before.
  12. It should. Also, once you're happy with the FOV go back to the .lua and ensure the hAngle is set to 0.00000 or else you'll be looking slightly left or right.
  13. That's coming out of your wages!
  14. The airbrake also won't function if you're carrying a fuel tank on the center-line.
  15. Don't tease...what''s causing it?
  16. Yeah, first thing I would try is deleting the Views folder temporarily to nail down the cause but it seems that didn't do the trick. Did you restart DCS after removing the View folder (letting the game rebuild a fresh one)? Also I'd try turning off trackir (without letting it auto-start on game launch) to see if maybe your DCS profile is causing the problem - you might have inadvertently have added some value to the Up/Down (Z?) axis or it might have become corrupted.
  17. The normal position for the caged pipper (with default seat-height) is close to the top edge of the HUD glass. Are you seeing this or is it something different.
  18. A lot of older skins/textures will need to be updated to the new standard - it will take a while, and while it's a bit ugly it's not critical. Patience.
  19. The HUD has a filter (can't recall the key command) which darkens the background - but it's very mild, not much use.
  20. Does the number mean anything (meters?) or is it just a value?
  21. I'm not sure that could be implemented - even in an empty mission the RAM usage may differ greatly from one location on the map to another. The slider in the options screen, as it currently stands, has no idea what terrain you're planning to use, nor does it know where on the map you are planning to spawn - you might spawn in the mountains or you might spawn over a huge city. The real-time CTRL-Pause info might be a good place to monitor RAM usage but I've never had much luck deciphering it.
  22. I think it's the server.lua in the Config\Views folder I can't remember whether it's a global setting or plane-specific, though. edit.....scratch that - if you just need a default FOV to bounce back to after a zoom then it's in the Snapviews.lua - each aircraft have 13 snap-views and if I remember correctly you need to edit the FOV in number 12. Also, when you first enter the cockpit you need to do a zoom and let it snap back to your desired FOV.
  23. Flaming Cliffs (soon to be MAC) has offered an inexpensive and attractive entry-point for DCS World - it gives you lots of different aircraft to fly and importantly they cover both air-to-air and ground attack roles. On top of that they are sufficiently well-modeled they can integrate with the higher fidelity, and more expensive, DCS modules. The WW2 plane-set currently stands at four high fidelity fighters and one period specific map. Not only is that an expensive proposition it's very limited in scope. There's no dedicated ground attack aircraft, no bombers. Basically there's not much to do, and I suspect this is big factor as to why the WW2 side of DCS hasn't gained much traction, especially online. The Battle of X series is obviously another reason (possibly the biggest) in retarding DCS's WW2 presence - and I would put that down to the low cost of entry, variety of roles, and variety of maps to fly on (plus other stuff). Yes, there are more WW2 modules planned (P-47, FW, Mossy) but the progress is glacial, and while I'm looking forward to these aircraft I'm not convinced that beyond the initial enthusiasm will 'get the ball rolling'. I'd be more than happy to be proved wrong, though. So why not this - A package of six/eight WW2 aircraft, varying roles, preferably types with a long service history to minimize out-of-place substitutes, modeled with the same reduced (but viable) systems functionality as the current FC plane-set, and throw in Normandy while you're at it. This should fill in many gaps, generate much more variety in mission roles, drawing in the ground-pounders particularly, and would appeal to those looking for a more fleshed-out DCS WW2 experience minus the comparatively large investment of individual WW2 modules. Call it 'NotsoMAC' :)
  24. Sorry, missed your post. Standalone - no mods or any funny stuff; totally vanilla. Like I said earlier I'll post the original tracks when I get a sec & run a few more runway tests to see how it's behaving. Also, despite the bouncing thing I can't remember popping a tire on touchdown - and God knows I've hit the runway hard and much faster than the speeds in the original take-off videos.
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