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Everything posted by 9.JG27 DavidRed
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downloading!
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ban him! where are the pitchforks? :)
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lol, you are a couple of years late for that....but you can still purchase the modules and map once they are available, just like the spitfire which will be released any moment now...
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yep,...that water, finally looks actually good.
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damn most epic trailer ever in dcs....want that normandy map sooo bad
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you can already cripple the 109s radiators since like two patches or so...
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i would just wait and see how it turns out...the spit is not even there yet...might be its very well capable of representing a lethal oponent to 190s and 109s. my personal guess is, that many "109 pilots" will all of a sudden jump sides and become spit pilots, as they will not be able to cope with the better turn rate they are all of a sudden facing... about P-51,...lets just hope it gets its appropriate boost soon...still, its not useless at all already. if the 109 makes a mistake, or is flown by a pilot who doesnt use it to its full potential, or if a experienced 109 pilot is catched with a slight energy disadvantage, the P51 is already very capable... but yes,...i would also love to see more 109 variants, and also later models for the allies...lets just hope VEAO's spit mk xiv will be soon ready...
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as much as im looking forward to try that beauty, im just as much looking forward to killing it...so this thread is about your very first dogfight against the spit in a 109. lets see the results...
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interessant...Normandie Karte ist für mich persönlich wirklich das was mich am meisten interessiert...hoffe das sich das nicht mehr allzuuu lang zieht.
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DOGS of WAR: FULL MISSION SET RELEASED!
9.JG27 DavidRed replied to dooom's topic in User Created Missions General
a really generous move there bud! im sure somebody will make good use of them -
"sound-radar"...official opinion on it?
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in Western Europe 1944-1945
^^no! it just makes the sounds even more dull(for the lack of a better word) where its harder to hear different rpm settings for example...unfortunately, it doesnt help with the soundradar. -
"sound-radar"...official opinion on it?
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in Western Europe 1944-1945
really? well lets see how this poll turns out then...but i really cant believe that people would want the sound radar for the ww2 birds...it might not play a big role on modern modules, but when its about ww2 combat, it completely destroys a big part of realistic tactics used. EDIT: you are completely right about the ingame audio sliders...as much as i appreciate options, these dont make much sense imo, as the sound engineers should just create realistic sounds, and give us 1slider for volume...not x different ones, where we could theoretically turn down cockpitsounds completely and turn the one for the outside sounds completely up...never tried it, but im sure that way the sound-radar would be even more obvious than it already is...you might hear them taking off from their airfield when you just spawned on yours :) -
"sound-radar"...official opinion on it?
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in Western Europe 1944-1945
if you look at the soundfiles, thats already that way...there are seperate files for cockpit sounds and seperate for outside sounds...and in fact its really easy to block the sound radar with adjusting a single lua file...a matter of a few seconds. thats what we did with our modpack on our server back then... EDIT: ah thx, Echo for the link...that surprises me quite a bit....so they do acknowledge that its wrong. why they didn't fix it yet though is a mystery to me... following your link a little further,....i notice they seem not to change it, as they think people would not like it?maybe a poll would help here? -
awesome! that would interest me too
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you do realise that even if the soundlevel would be set to 0, he could still hear you if he doesnt use the mod? and if he wanted, he could even multiply the soundlevels to hear you from 10km. the files/mods you have on your pc, dont magically influence others.:lol: lets just hope, that the soundradar will be fixed and hardcoded, so that there wont be any exploits possible in future, regardless of mods in use.
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nice sound! first sound mod which actually looks convincing...
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[CLOSED] K-4 module completely stops rolling at high speeds
9.JG27 DavidRed replied to Kurfürst's topic in Bugs and Problems
mh...yeah sure...not surprised the 109 should handle well at slow speeds, but more about the "by far the best of the three" comment...as i would consider that spit not bad in that regard either, far from it in fact... -
[CLOSED] K-4 module completely stops rolling at high speeds
9.JG27 DavidRed replied to Kurfürst's topic in Bugs and Problems
if it would only help. -
[CLOSED] K-4 module completely stops rolling at high speeds
9.JG27 DavidRed replied to Kurfürst's topic in Bugs and Problems
this is poor nonsense...back then, when i was opening the thread about stick forces, my intention was to get a clamping behaviour of the stick forces. so that virtual sitck position and stick position at home are identical as long as feasable with the forces...i was strongly against the former behaviour where the virtuals stick would magically move whereas your stick at home would be half delflected and kept in position...i was arguing about this being wrong, as it forced you to make movements with your stick which have nothing to do with what a real pilot would do in an aircraft... now i bet, you can find some quotes, of me where this might not get communicated very well, but if you look for all quotes of me in that thread, you clearly see that this was my intention....and not that the 109 should make thight loops at 800kph. that is why i am now very happy with the behaviour of the stick forces, and that Yo-Yo finally reconsidered them...the 109 now acts like a real aircraft, and i can now finally make inputs which i do also in real life... the only thing that remains is, that we can be sure we have correctly implemented forces, and also a virtual pilot that would pass the requirements...right now it feels as he could not even hold a six pack. of course, its hard for you to understand... but thats the problem of a guy only knowing the 1 side, only the 1 aircraft, posting in a section of a forum about a module he doesnt own and fears so much... -
[CLOSED] K-4 module completely stops rolling at high speeds
9.JG27 DavidRed replied to Kurfürst's topic in Bugs and Problems
if that finnish report is even close to reality, where they seem to indeed indicate that the pilots pulled full deflection 1 handed with a force of ~10kg, then we are miles off in game. or our virtual pilot is miles off passing the selection requirements. EDIT: Krupi, in the article you posted, this somehow surprises me: "but, at slow speed, stick forces would not really be a player, where the 109 really surprised me, and where it was by far the best of the three aircraft, was in its manoeuvrability in slow flight and in its controllability at and close to the stall." -
its your server and you can do what you want of course, but this imo, is something you shoudn't restrict....for various reasons... -what about VR users? dont you want them on your server? - realistic FOV cannot be reached with screen anyway. either it looks distorted, or it will be too narrow to be realistic. -people have different screens, and therefore, different FOVs are more or less realistic. depends on screensize, and distance. realistic FOV is close to 180° when its about the human eye...having that on a screen in front of you will just look funny...without any advantage...so i dont quite understand why you would want to restrict it in the first place... anyway,...all i know is, that once you begin to restric the FOV to something that will affect my personal FOV what i find fits to my monitor and my position towards it, thats the point where i definitely stop flying on your server... just my personal opinion about the matter.
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IAS meter ruined with diving
9.JG27 DavidRed replied to WildBillKelsoe's topic in DCS: Bf 109 K-4 Kurfürst
got the pitot heating on? -
[CLOSED] K-4 module completely stops rolling at high speeds
9.JG27 DavidRed replied to Kurfürst's topic in Bugs and Problems