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Everything posted by 9.JG27 DavidRed
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while true, i think the answer is not: "well the hardware isnt there yet, so wait another few years until everybody runs 8k 40" displays" or "well the hardware inst there yet, so wait another decade until oculus rift 5 runs 8k displays" while its true that the hardware isnt there yet to what our eyes can perceive, the technique is there to have a workaround for that issue. a subtle and well implemented smart scaling could do wonders i think. i think, that we should not need to use the zoom function at all to spot and identify other aircraft or objects at the same distances like in real life possible.that should be the goal. and i think, that this wouldnt be too hard to implement nowadays.
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Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
Wiggl, mach ma am wochenende! -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
well, i dont think they made the wings breaking earlier with this patch...its the result of the stick forces implementation. we are dealing with curves now on our sticks.curves that change with speeds.without a FFB stick, you are totally lost now, except when you look at your cockpit frame to get some information.otherwise you have no idea anymore how hard you pull.... -
Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
thats not possibe unfortunately. -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
i have to say, personally, i like the fact now that the 109 cant roll anymore that fast as before and pull that tight at any speed as before... it makes online flying against the mustang interesting again! BUT: i still feel there would a better way to implement this.... before the patch, we had a 1:1 stick:virtual stick deflection. (and yet the aircraft pulled and rolled different fast at different speeds as well) this was way more intuitive for people without ffb sticks i think. with the current implementation, you have no feedback at all anymore, except when looking at your cockpit frame.this now leads to even more wings breaking than before. -
Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
^^no never tried that mod. -
Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
:) i will very likely from now on only update every two weeks or maybe even on a monthly basis...i understand that is annoying to constantly download new packages...the reason i made a new update was, that finallly i got the details for a russian friend, who actually was the first to get a custom aircraft...so i didnt want to let him wait any longer. -
Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
MODPACK 4.1 ok modpack 4.1 available.... click my sig -
Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
^^no, nothing of Lilkiki's work is included....although they are really awesome. if you click the link to the modpack, there is a description of what it contains. but basically: adjusted/heavily reduced flyby sounds once in cockpit with closed canopy (we think that they are extremely unrealistic, and i personally find it pretty annoying when i hear a bandit on my six, and only because of that become aware of him) deleted gun-smoke clouds(the effect is pretty poor and just looks bad...many complained about them, so we deleted them) we added a tracer to the 109 cannon(the bullet type is developed by ED, we added it only into the loadout) LODs...we adjusted LODs for all 3 ww2 fighters, and made sure they follow the same rules.(you dont have to longer look at invisible boxes, and also the inconsistency between LOD switches between the 3 planes is now gone) skinpack..there are reserved planes on the server for certain players...they have custom skins.in order for everybody to see the awesome work done by the community, a skinpack is also included to make sure you see all of them correctly on our server. -
ah ok....i thought its something new and generally supports 60fps now, even without html5....i know about that trick...thx!
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sorry OT, but since when does youtube allow 60fps?
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Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
well, first of all, just like JST pointed out, they only spawn to a certain point where the players for each side reach a limit....also freddie, they are "painted pink". its made sure, that AI uses different skins than players. it is possible though,that if you dont run the modpack, that reserved planes then look for you like the default skins the AI is using as well.... tbh, i would love to get rid off the AI as well.but then we are back, with an empty server, where nobody wants to be the first guy to join and wait for others to join. promise to stay 24/7 on the server, and i will delete them :)....no honestly, i can easily try and make a version without AI... -
Forgive the newb question...
9.JG27 DavidRed replied to Page.Down's topic in DCS: Bf 109 K-4 Kurfürst
yes only trim you have. -
Forgive the newb question...
9.JG27 DavidRed replied to Page.Down's topic in DCS: Bf 109 K-4 Kurfürst
lock up tighter than... :lol: i havent flown the d9 since the 109 is out, but i dont remember the 190 has any noticeable control stiffening...not to an amount where it could get you into trouble...before that happens, the plane will fall apart and lose control surfaces... for your trim in the 109...you have the trimwheel on your left side in the cockpit next to the flaps wheel...thats all... -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
of course not...red indicator is indicator for virtual controls...not the actual joystick controls isnt it? -
Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
NEW MODPACK AVAILABLE NEW MODPACK AVAILABLE: CLICK MY SIG -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
ehm sith...the control indicator window shows the virtual stick position and not your joystick position...so of course the red control indicator window will match with the virtual joystick....thats why i also said that your request for a track is somehow ridiculous, as it will just not show the stick position of my controller... -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
^^this. no unrealistic advantage.just other implementation.make it optional and everybody will be happy. -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
you are obviously ignoring the parts in all my posts on purpose, where i repeatedly said that i want these limits to be implemented.i never said i want to be able to pull more than possible in real life.so please dont put words in my mouth to make me look like i want a unrealistic advantage.thx -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
^^oh i love to see the physical limits now...i like to not longer be able to roll like a modern jet at 700kph....i like to not longer be able to pull the stick completely back on a dime at 700kph....but everything within the limits should be let alone, and up to us....and that should be optional. if i decide to yank my stick back fast at 300kph, i want the virtual stick to do that as well, and get me into a spin or stall...i want the FM to punish me for this.i also want, as long as within the limits, that if i hold my stick in a certain position, that the virtual stick remains there as well....be it correct behaviour or not...the FM and DM should be responsible then to punish me in case of the latter. -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
the feature which some see as a problem is explained and confirmed even in the changelog... :) the topic is about why some see it problematic. -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
the point that your joystick inputs are now not resembling the virtual joystick inputs anymore is proven i think.your request for a track is ridiculous in this case especially as my trackir hopefully still doesnt record me like a spy webcam at home. -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
it is not an exaggeration.your stick inputs at home do not longer resemble the virtual stick inputs at all....so no, you do not longer steer the aircraft.you are a "force commander" of the pilots right arm. -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
i want a aircraft simulator and not a pilot muscle simulator....make the stick forces optional, and make sure the limitations are built in into the FM themselves like max roll rate or turn rate at several speeds, in the case the user has unchecked the stick forces. that way people can chose whether they want to pilot the aircraft, or whether they want to be a "force" commander.... and yet everybody would face the same limitations in aircraft performance.. there are things which just cannot be properly simulated on our home pcs without the proper hardware.and as long as you dont force us to all use the exact same hardware, this is clearly one of them....the only correct approach on this in my view is to make it optional, and make sure everybody still faces the same limitations. -
stick forces-please make them optional
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
yes, and it was punished immediately earlier....now you are even forced to do what you suggest....yanking your stick all over the place like a maniac.... EDIT: also, why have simulations been invented in the first place?one reason was likely to teach correct habits.now the correct habit is implemented automatically more or less, and we do not longer have to care about stick position, or speed of how fast you move the stick...now, wrong habits are not longer punished anymore resulting in a stall for example,....it almost teaches wrong habits....