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Everything posted by 9.JG27 DavidRed
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Pilot's view position when gunsight up and down
9.JG27 DavidRed replied to Siegfried's topic in DCS: Bf 109 K-4 Kurfürst
never noticed it until i saw this thread...yes its kind of strange i think.optional would be good. just like in the f86. -
Possible cockpit texture error - need community help
9.JG27 DavidRed replied to derelor's topic in DCS: Bf 109 K-4 Kurfürst
yeah, AUF doesnt make much sense, except maybe it could be understood as "Offen" although that doesnt make much sense either....AUS is probably correct, and its texture bug/typo. -
yes!finally mighty wings with open beta!
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
i think Kurfürst means that its not yet implemented -
yes!finally mighty wings with open beta!
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
:doh: try read again -
Bf109's 30mm cannon too weak Poll
9.JG27 DavidRed replied to otto's topic in DCS: Bf 109 K-4 Kurfürst
my two cents on the matter is, that i suspect that there is a underlying bug hidden, affecting all aircraft, or at least all ww2 fighters.... with the experience i gained in more than 2years of dcs, i still have the feeling, that as soon as someone keeps the trigger pulled(even if only very short), the game seems to be overwhelmed with calculating whats happening, and therefore just quits/forgets a few events within that period.the result is, that i can constantly repeat the results, that are: keep the trigger pulled, and you will need plenty of ammo(probably 4 or even more direct Mk108 hits to down a P51) interestingly, with the 109 it seems that human flown p51s are more resistent than AI planes. just tab the trigger as briefly as you can, and one shot is enough IF you hit. i dont think that either the 50cals nor the mk108 is two weak, but just that the dcs engine cant cope with the modules anymore. could also be the same reason, why even a monster rig is brought to its knees if only one P51 is pulling the trigger. WHICH IS RIDICULOUS! we are waiting for that bug to be fixed since it was in open beta, and that we still have to live with such a broking thing is just laughable.i know the excuse more than 1year ago was, that its not fixable, and that we have to wait for edge. but considering that we are still waiting for edge without a clue when its going to be released, and the fact that other aircraft are not suffering from that really annoying bug, makes the waiting and that excuse inacceptable -
1.2.16 Open Beta & Stable Branch Discussion
9.JG27 DavidRed replied to cichlidfan's topic in DCS World 1.x (read only)
lets hope this makes a noticeable difference for once! -
yes!finally mighty wings with open beta!
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
not how they implemented it...if they would keep a linear setting (joystick position=virtual stick position) until the pilot can not longer pull enough force to move the stick further, and from then on just make the virtual stick stuck still even if you at home pull your stick all the way back,...then yes, then it would be more stable, controlable(and that was the option i requested)....but thats not the case.in the 109 you have to fly with forced curvature settings which even worse, change with speed....so nothing stable about it. with the current implementation, the virtual stick moves, even if you dont move your stick...so you cannot expect it to be stable... -
yes!finally mighty wings with open beta!
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
^^yes thx to the forced curvature settings aka. "stickforces" you and others applaud to! :) -
well, hard to test if nobody uses the beta versions...there are a handfull servers online, and i just hosted one for like 3hours, and except me and my teammate, only one other guy joined...so not much to test....hope the ED Testers and ED themselves tested already :) but if that works, then thats definitely something to look forward to.
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1.2.16 Open Beta & Stable Branch Discussion
9.JG27 DavidRed replied to cichlidfan's topic in DCS World 1.x (read only)
open beta: -Multiplayer. Net traffic will be more scalable. can we have some official clarification on what exactly this means, and how to work with it? im asking cause i had a look into the open beta, and still only see the usual bandwith settings in the multiplayer options...nothing new there it seems. -
im really glad to finally see proper wings on the the K in the beta version:thumbup:
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yes, we would really need help, as we just do not know whats causing the problem. if there are few people on the server, then the performance is un-comparable to any other dcs server ive been on...very low ping, perfect performance. when more than ~15people are on the server, the problems start to appear, and become really severe.unfortunately it turns from a perfect- into an unplayable experience.
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^^even if that was the case, it would not fix the obvious problems.especially not as long as they do not fix the LOD models.an invisible object does not become visible because of higher resolution.
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i dont think anyone complains about the possibilty of having zoom available.people complain about the zoom view being necessary to spot aircraft at correct distances. the problem i see is, that the zoom function should not affect the distance objects are being rendered at.currently it is, and if you would use a FOV, anything close to human eye, the spotting distance decreases drastically to a ridiculous level. some people here seem of the opinion that smart scaling is something which necessarily make the objects "arcadish" easy to spot.but that doesnt have to be that way. i think the devs just have to apply subtle smart scaling to grant real life distances in spotting with "normal" FOV's, and make the zoom function not affect the distance where objects are being rendered. these two things are essential... also, the devs, need to make sure, that they reach a result, where even with maxed out settings, using MSAA and such things, objects are still visible at correct distances.right now, we are more or less forced to fly with a bad looking jaggied simulator to reach close to real life distances in visibilty. of course, other improvements like improved lighting and reflections are welcome as well, but smart scaling has proven to be a good solution.and as long as we are playing with 2d monitors with lower than human eye FOV and resolution, its the only real solution. all the other improvements are icing on the cake then. also, waiting for their customers to buy 4k monitors sounds like a really stupid solution when the idea of smart scaling is there since ages.
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Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
...ok, server is not up to the task...stay tuned though, we are looking at another server already.MORE POWER. -
Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
yes, ping is good here too...the server is placed in germany. 9./JG27 are renting this server(or plan to).now we have one month free to try.after that we will decide whether to keep it or not.we will have to see its performance.if its any better, we will keep it. once we made the decision, i will also open a new thread for the server...for now, you guys can come and visit us on our website(still in production) but the forums are already working! i hope that many of you guys go and test our server, meaning that for the next month you visit the 9./JG27 server instead of the acg server to evaluate its performance.