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9.JG27 DavidRed

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Everything posted by 9.JG27 DavidRed

  1. ok...now i completely got rid of the base of the ch-stick...i figured i had to open the grip to completely get rid of the unnecessary parts...the problem was, that there was 1 screw, where the thread was completely messed up...i tried really hard to open it but without success...so all i could do is to drill the screw out...finally i could open the ch-grip....and bang, first problem...drilling the screw out of the grip, also cut the wire, and some buttons stopped working. 9small wires within 1 isolation tube...horrible work, they have probably half a millimeter diameter...but luckily now after hours of fiddeling around i got them back working...so now i have a free and working ch-grip.....next step would probably be, to open the msffb2 grip i guess. i know sokol,...i already searched this forum, but i only found this thread so far..
  2. ok...i know this thread is stone old...but im actually thinking about doing the same...except, i dont want to keep the twist function as i have rudder pedals.... anybody here who has done this? for now, i only started to remove the grip of the ch-fighterstick from the base...the boards are still wired with the grip...but, there is still the plastic cover on the lower side of the shaft for the aileron-axis...will i have to open the grip to get rid of it?
  3. anybody got either of the scripts working correctly currently? for me, SNAFU's scripts dont do anything anymore, and Xcom's script is working only partially, meaning, that if i am the host of a mission, it will properly kick me from a plane thats reserved for someone else...but, clients get the warning message, but can stay in the aircraft...they are not getting kicked...BUT: although they are not getting kicked from their point of view, those planes seem to be pushed into a parallel universe, where they will not be able to see anybody else on the server, and all other players cannot see them. for other players, their aircraft remains on the ground in parking position, while in fact they took off and are flying...so this script now creates ghost planes pretty much...thats troublesome, as some players will not recognize the warning message, and dont know that they are sitting in a reserved plane...they fly happily around the server, without knowing why they cannot see anything...
  4. 1st, you are welcome, 2nd, you have to keep in mind that this is a collection of clips and its not as if every kill i make looks like that,...3rd,...no i only have two left hands :)
  5. thats true, but as im mainly into ww2 prop birds, i will probably be over normandy 99% of my time in dcs
  6. ah actually 1.5 doesnt run bad overall....but my feeling is, that there are a few unoptimised objects which cause some hickups...while 2.0 and nevada is 10times as detailed, and really really beautiful, and runs smooth as butter.
  7. well....whats to add to this video except, 9./GJ27 really enjoys to fly against an organised spitfire squadron. we were kind of laughing about the video...but only because we are all sure that you will have other content to show in no time! looking forward to that! resepct for No.54 from whole 9./GJ27.:thumbup: PS: you sent me a pm, thats why i could watch your video, but here in this thread its just black, at least for me.
  8. what i do wonder in that regard is, if we will see an improvement of modeling the different surfaces, i.e. grass fields..or will it stay like its currently implemented? cause keeping the tailwheel unlocked in the 109 is no problem at all on concrete runways, and in fact i prefer to takeoff and land without the locked tailwheel as well.... but landing in fields is a complete different story...its possible with unlocked tailwheel, but the really high side-friction of the modeled grass-surface makes this a really dangerous thing, and locking it, makes it a thousand times easier.
  9. yes, Erich says repeatedly, that they were more or less flying 600+ all the time until they reached their airfields again.and at this speed, the 190 is way more agile in dcs than the 109...so nothing surprising or contradicting
  10. ^^sollte mit der saturation einstellung in den optionen funktionieren.. generell was die spit angeht, finde ich ist es wichtig sich die bremsen auf ne achse zu legen. hatte zuerst auch das eine oder andere problem die spit sauber zu landen, weil ich die bremsen auf nen button belegt hatte. seitdem ich jedoch eine achse belegt hab, finde ich die spit eigentlich relativ leicht zu taxeln, starten und landen,..auch im gemüse und nicht nur auf asphaltierten pisten. ich nutze dafür den mini-stick auf dem ch-throttle.
  11. ja um den dedicated server ist es leider sehr ruhig geworden...wird wohl weiterhin noch einige zeit dauern.
  12. all i can say is, that nevada looks 10times better and runs 10times better on my rig...curious whether 2.5 will mean better performance for caucasus map as well...but regardless of performance, i dont see myself flying much on caucasus once 2.5 is out.
  13. just remains to be seen whether we will get one...no doubt it would contribute to an even better dcs experience..it would be the first module i would buy from polychop, as im not into helicopters.
  14. i only checked briefly on release day, and afaik stickforces are modeled only partially,...they are modeled for the ailerons, and they are missing for the rudder..elevator im not completely sure.
  15. thank you!somebody understands me at least :thumbup: lol, at the larger shirt size
  16. nooooo yo-yo...i made 20 good landings...but 20 times watching the tracks my plane crashes...but i didnt crash. and noooo, thank you, but i hate auto-rudder and take off assistance...if it was for me, i would love to see those features deleted. i wanted to record this from f2 view, but not possible...the plane crashes if i watch the track..so i had to record it directly, and not use the track
  17. i tried to replay my tracks and watch the landings in f2 view, but in 146% of my attempts, my plane broke away and crashed, although i made probably 20 successfull landings in a row until i gave up...i ended up recording from cockpit view...sorry for being slightly off topic, but the spit seems to be special in this case...while i get corrupted tracks in all of my modules very often, i didnt even get 1 single track replaying correctly in the spit yet.
  18. a distinction was made back then for two different rewards, which now turns out to be the same reward...and the description should reflect that.
  19. magical delay? where did i say that? have a look at the rewards... dont you think, that its valid for people to think, that if they pledged to an amount where they are supposed to get Normandy alpha access, that this would mean a difference to the people who pledged to an amount where the reward is labeled as Normandy map? it is misleading and they should change it to resemble what now actually will happen...either re-label the lower rewards and state Normandy alpha access, or delete the alpha from the higher rewards. people will get the same thing now, and the rewards should reflect that...its simple really.
  20. i know that the rewards were created in a time where the public 2.0 alpha branch was probably never in plans yet. but thats the situation we have right now...and yes, it doesnt make much sense, to keep a product for a certain minority where i belong to, while it could be available to the rest as well.... but im sure, there are people, who see a difference between map access, and alpha map access...im sure im not the only one who thought, that alpha access means a slightly earlier access then map access....
  21. oops sorry vag*tech, got several pm's at similar time, and forgot yours. well dooom my old friend, i can say the same about you and the DOW guys when its about the P-51 especially, but also all the other warbirds.
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