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Everything posted by 9.JG27 DavidRed
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Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
-=ACG WW2 1.0=- MODPACK EDIT: GET THE LATEST MODPACK HERE: http://forums.eagle.ru/showpost.php?p=2272536&postcount=130 as we got pretty much only positive feedback so far, and as we want that everybody plays in a fair server environment where everybody faces the same challenges, we are forced to re-enable to full integrity check again... so, i created the first version of the -=ACG WW2 1.0=- MODPACK. as we want people to have fun on our server, feedback is always welcome, and we will work things out with you.your opinion counts.so this is only the very first version and changes will be made if necessary. it is now a requirement to have this modpack installed to join. current features: tracers added to the bf109 MK108 cannon improved visibilty for all fighters as always with my mods, also the -=ACG WW2 1.0=- MODPACK is jsgme ready!!! it is highly recommended to use jsgme for your mods, so if you dont already have it, have a look here: http://forums.eagle.ru/showthread.php?t=98607&highlight=ultimate+jsgme+guide and here is our very first MODPACK: -=ACG WW2 1.0=-.zip -
[FIXED] flaregun toggle function
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
oh my post wasnt an offense or anything...just stating that the pistol grip was twisted rather than the whole gun put at a different angle.so now its just more covering than before. honestly, before it was released, and at the very first days i was really annoyed with the gun...then when it was clear that it was at least usable, and that we could at least really shoot flares, it became less of an annoyance for me...but then when they changed the angle of the gun with one of the latest patch, it started to annoy me again... :) just like you say, options are a good thing, and personally im really looking forward to take that flaregun and throw it on the ground crew staff's head as they were still too lazy to clear my damn canopy :lol: -
[FIXED] flaregun toggle function
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
you are joking right? all they did, was twisting it, so that the flaregun doesnt interfer with the stick...the angle is the same and it covers the gauges and levers in the same way like it did before...the only difference now is, that it also covers the circuit brakers, so its worse.:) good thing though is that it will be removable. -
mh just read the first post again...one particular feature is new to me that it is confirmed, and made me quite happy: trees collision for new maps
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i assume you would do that in case of damage, i.e. being shot at and have a leaking radiator...you pull the handle, and the cooling would then only function over the remaining radiator...if thats implemented already, i dont know.havent tried yet.
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Next DCS (US) Fixed Wing Aircraft Wish List
9.JG27 DavidRed replied to diecastbg's topic in DCS Core Wish List
its a strength of DCS that it doesnt limit itself to certain aircraft or time periods.period. -
thx mate
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DCS:Bf-110 :thumbup:
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mind to share how exactly you have done that?
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i know in real life i can feel when i push the trim button...so i can in dcs when i push the button on my joystick.. and yeah, i know in real life you feel the plane with your butt,...but how should that be simulated in a flight sim...only possible with a full motion platfrom.if you have the money buy one :) also, there are helpers already in dcs to make you "feel" the plane better like "realistic headmovement through g forces" or however that option is called... for the rest,...everything is implemented already in dcs...lose a part of your wing or ailerons/elevators, and you instantly feel it...not even necessary to have a look....something goes wrong with your engine,...and you hear it...from then on, also in real life a pilot will quickly scan the gauges and check what went wrong...just like in the sim... if you insist on fake sounds ok....but then please only optional.
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^^disagree...realistic sounds, and also the lack of sounds to keep it realistic is the way to go...what you cant hear in real life shouldnt be audible in game either i think... still the sounds are now, for the lack of a better word, monotone. rpm is the biggest problem i have with the beta sounds.hardly a difference between for example 2400 and 2800rpm...sure you can hear a subtle difference, but you get my point.it seems like a filter affects the sounds now more than before.
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although i agree with much being said in this thread... 109 ANY DAY.:)
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yes, i do understand that, and actually dont have a problem with the fact that i barely can hear the trim of flap wheels anymore...im convinced thats realistic....i only mentioned it to describe to overall effect with the beta version...in example in the current official patch i can make out the rpm only by listening with no problem...with the current beta though, im sure it will be possible as well with some time and training, but the differences are way more subtle now.sorry but it sounds dull now. oh and while we are at it...im sure one cannot hear things like trimwheels moving within a cockpit...but im just as convinced one couldnt hear another aircraft flying behind one or by one at a distance of 200m while your own engine is running at max power settings...
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+1 for various reasons, i really do not like the soundmods.tbh i find them horrible, not because of the engine sound itself, but for other things like changing volume of the engine sound while beeing on the ground or taking off or looking in different directions and hearing how the sound changes or repeating patterns.also wheel sounds, and gun sounds and so on and so forth.....i know for many his soundmods are a fortune, but for me personally, i take the stocksounds any day over any soundmod as it is now. and yet, the beta sounds in my view are worse than the sounds of the current official version.
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this bugs me now for the last two years...the way you can make out other ww2 fighters(ture for all planes i assume though) in your surrounding, behind you, approaching you,flying by, just by listening to the others engines while running at full power settings yourself is rather implausible... as it is now, its a cheat in my view.
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louder?for me everything is of much lower volume in the beta version...also, as i said, i know that you can make out different rpm, but its very hard now and the different power settings sound rather similar. im not complaining about how the engine itself sounds, but listening to things like the trim wheel and such, it seems that there is a strange filter overlaid...it almost appears as if they had reduced the volume of the engine to make the whistle audible...but therefore all the other sounds are almost gone as well....
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Bf-109K4 Mk108 tracer mod
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in Utility/Program Mods for DCS World
well i had again a look at the files to see whether i can make only every third round beeing a tracer... i noticed, that the devs already implemented a tracer round, but then decided either by mistake or on purpose to just not use the tracer shell in the loadout. right now the 109 only uses two different shell types. see here: http://forums.eagle.ru/showthread.php?t=136068 new version in the first post...i think that should be official and not a mod...yet my "bug report" is beeing ignored though. -
[REPORTED] aircraft visibilty-LOD system
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in Object Errors
in a way this is possible with the integrity check...but then all clients would need to install the server's mod to be able to join -
[REPORTED] aircraft visibilty-LOD system
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in Object Errors
please dont tell me that they still want to use that lod box even with fixed polygon...i bet its still green? :) with now the 109 and the fact that this aircraft is not using the lod box anymore, there is absolutely no reason at all to have any other aircraft use that box. thats the Bf-109K-4_lod6.EDM file, the least detailed lod model of the 109: better just use that for all single engine prop aircraft....and finally get rid off that stupid box even if fixed. to make the other aircraft use that lod model is a job of not even 1 minute see here: http://forums.eagle.ru/showpost.php?p=2264647&postcount=7 in fact i already did that job, so its only a matter of the devs either changing two lines in two files, or just download the little mod i made and put it into the next patch.such a little and easy fix, yet so important. -
ok, im no sound expert at all, and although many will hunt me with pitch forks i will say i could live with the current official sounds...but the beta sounds in the 109 are in my view way worse... everything sounds very "dull" now, and many little sound details almost disappeared, like the sound of the trim wheel, or the flaps wheel. but to me more importantly, now one hardly can notice the difference in rpm anymore...
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P-51 vs Bf-109 dogfight impressions
9.JG27 DavidRed replied to WileEcoyote's topic in DCS: P-51D Mustang
well, the spotting can be hard in dcs, but if you lose contacts at a distance of 1km, then it is a problem of either your setup, or your eyes mate, and not the LOD models of dcs. -
ok...i tried to improve my "mk108 tracer" mod and had a closer look at the weapons.lua file again...and there i noticed that the ED devs have modeled three different rounds for the mk108 cannon: -- 3 cm M-Gesch. Patr. 108 m. Zerl Ausf. A -- 3 cm M-Gesch. Patr. L.Spur 108 m. Zerl -- 3 cm Brgr. Patr. 108 m. Zerl the second one: -- "3 cm M-Gesch. Patr. L.Spur 108 m. Zerl" means: 3cm Minengeschoss Patrone Leuchtspur 108 mit Zerleger. =>so its a mineshell with tracer. ...so i wondered why we dont see any tracers in the 109 by default... looking into the Bf-109K-4.lua file though, i quickly noticed why... the loadout in the 109 only takes advantage of the first and third type of shells. -- Nose MK 108 MK_108({ muzzle_pos_connector = "Gun_point_0", effect_arg_number = 350, [b]mixes = {{1, 3}},[/b] azimuth_initial = 0, elevation_initial = -0.069, supply_position = {0.024, 0.0, 0.0}, drop_cartridge = 0, ejector_pos_connector = "eject 1", ejector_dir = {0,5,0}, }),^^changing the line 300 from: mixes = {{1, 3}}, to mixes = {{1, 2, 3}}, gives us a nice tracer round in every third shell.... so i really wonder why, if it was developed by the devs, it isnt used at all?mistake?
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Dieter it is open-beta for now...open-beta is a SEPERATE dcs installation. see here: http://www.digitalcombatsimulator.com/de/downloads/world/dcs_world_open_beta/ you will need to install dcs open beta, to get this patch now. if you only use the "normal" dcs installation, then you will have to wait a few days probably until the patch 1.2.14 goes live and official.
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Is there a WW2 dogfighting server with labels on?
9.JG27 DavidRed replied to Jamesp1's topic in Multiplayer
staying in your own territory is boring and there are very few people who do that... i dont know, its all training.i find myself now more and more spotting the enemy first, even when im in enemy territory and while i drag flak. the flak is an eye catcher for sure, but everybody knows about it.so if i drag flak, what i constantly do on purpose, im expecting an enemy engaging soon.so i scan the skies, and still see them coming from a good distance to get offensive. i understand, you dont like it and thats ok...but constantly bitching about the servers using it, because they dont want to use f10 fog of war labels, where people tend to go for a personal hunt on certain pilots, wont change their opinion.at least i know it wont change on acg server. do what you already did, and open your own server gavagai.thats a good thing for everybody, as im sure there are many people who enjoy the fog of war setting as well. oh and btw, fog of war is not necessarily for both sides at all times to my understanding.it depends on ground units who "report" aircraft positions if within a certain distance to them, to allied sides. -
Is there a WW2 dogfighting server with labels on?
9.JG27 DavidRed replied to Jamesp1's topic in Multiplayer
and fog of war, where you see labels on the f10map with even the names of the players is not a shoot-me sign over your head???;)