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Kid18120

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Posts posted by Kid18120

  1. but isn't it computer generated resistance with FBW? you don't actually move anything, just ordering the computer

    In the F16 you have a theoretically "unlimited" resistance as the stick doesn't move almost at all, and the little move it has has completely no effect on control surfaces.

    You input data to the FBW for the corrections you want to make via the pressure sensors in the stick. The more you push/pull the higher the pressure is applied and is fed to the FBW that will then make all its calculations and decide how much and in what manner deliver to the actual control surfaces via the hydraulics.

  2. The problem i have with the feeling of the WH in stock form, is the "stickiness" when you hold it in place and then try to make a very little correction.

    I have a very early days HOTAS so they might have fixed it with subsequent production. The stickiness isn't really there IRL as the resistance isn't by a spring 10 cm below the grip but rather airflow pushing on the surfaces. I've flown IRL as well, i know what you are refering to and i agree the WH needs a pretty close-to-real force to move, it's just the stickiness that got me to mod it

  3. You could try the main spring removal mod first:

     

     

    I did that a long time ago.

     

    First thing i did as soon as i got my TMWH years ago!

    Needed some time to get used to but hell i don't think i'll ever manage to go back... both helos and aircrafts are much easier to control :joystick:

  4. All around good advice!

     

    But in Step 4 above, which sensor should be SPI Generator to set STEER as SPI Generator with TMS Forward Long?

     

    I guess you meant TMS Aft Long?

    Yes sorry, should have been TMS Aft Long to reset whatever is SPI to the "default" STEER SPI (editing the post right away!)

     

    Step 2 doesn't make any sense in this case.

     

    The SPI isn't "made" or "created", it's generated. With TGP as SPI Generator, the SPI keeps getting generated where ever the TGP looks at. So lasing for a few moments while the TGP remains SPI Generator just means that for those 1 or 2 seconds, the aircraft might have generated a slightly more accurate SPI, but that's really no good if you don't release the weapon, or create a markpoint, while the laser is still lasing

    Once you "point" something with your TGP, the actual distance between you and whatever the target is, is being calculated with a mix of your position, the target's estimated position based on size and distance ranging via the focus function. This gives an approximation of the target's position. Not sure if in DCS is actually modeled but lasing should "accurately fix" the generated point by making sure the distance is actually correct instead of being an approximation.

  5. OH. Thank you for the reply. I don't know about client slots.....can you please elaborate?

     

    Thank you

     

    I think what he means is that you should put those aircrafts on the ground as "Client" instead of AI with a skill "High/Average/etc".

    This will allow a player to hop in and control the plane but won't spawn it until someone "occupies that slot", so you don't have the fuel and taxi issues

  6. ... and to go beyond the soft stop it requires excees of 10kgf.

    That's quite a pull :joystick:

    it's really eye opening to see the actual physical "struggle" a pilot has to go in some maneuvers, something we can only imagine while playing TopGun in our favorite FlightSim

  7. as per the title, the axis is red-out in the controls panel, and it doesn't work.

    The MiG-29 A and G works as intended

     

    Go to "C:\User\username\Saved Games\DCS World\Config\Input\MIG29S" and delete (or rather move somewhere else so you can restore) the config files in there. Try if by letting DCS re-create the default config files solves the problem. If it does, you'll have to remap your controls but then you'll be fine.

  8. When it comes to IFF, a lot of stuff are classified. You can get a very generic and broad-view like idea of the whole process which is basically aircraft A asks aircraft B for a specific set of instructinos (code, mode, ecc.) and if they do correspond to what it is expecting then you have a positive IFF.

  9. Atm all aircraft affect other aircraft AI including. Even own missiles cause wake turbulence on your own aircraft. Easiest to notice is to fly behind some heavy.

    Yes i know this.

    What i meant was that i'd like to know how much a MIG-21 is affected compared to a F/A-18 or an A-10, since that's highly dependant on the plane itself.

    The overall effect is probably the same, just how much does it differ between modules?

  10. As 'falcon_120' noted above, sounds like the GBU isn't getting the proper SPI.

    Below are the 2 procedures that i follow, mainly the first one, sometimes the second if timing is crucial (target of opportunity or other conditions).

    Also check that your INS is properly aligned, EGI mode is ON and EAC enabled.

    In the DSMS page you should see your GBU as ready (i think the indications is RDY)

     

     

    --- Correct procedure:

    1. Designate the target via any of the sensors (usually TGP)

    2. Create a MarkPoint via TMS-Right short

    3. With CDU set to MKPT mode, select the correct MarkPoint (HUD SOI then DMS Up/Down)

    4. Make the MarkPoint SPI via TMS-Up long (check lower-left of the HUD for STEER indication) EDIT: It's actually TMS Aft Long

    5. Align and drop the bomb

     

    --- Not-so-correct-but-faster procedure:

    1. Designate the target via TGP

    2. Lase 1 or 2 seconds for correct ranging and position fix

    3. Make the TGP SPI via TMS-Up long when TGP is SOI

    4. Align and drop the bomb

  11. I've had it happen only once in years of DCS and IIRC i "fixed" it by ALT+TAB out of DCS (onto Chrome i had in background i think) and the click the DCS icon in the taskbar to get it back on focus. I had a 2nd screen and HELIOS running at that time, so it was likely the culprit causing the game to get "out of focus" and ignoring the inputs

  12. Some really nice work implementing wake turbulence. I struck it the other day when I accidently delayed my rotation on takeoff behind two Hornets and passed through both their wakes. Very cool.

    What were you taking off with?

    I haven't had the opportunity to try the wake turbulence with the various modules except the A-10C and F/A-18, so i'm curious to get info on how much it is affecting other modules :)

  13. What I'm not digging is how clouds at night when there is no moon or very little moon are white and bright as if it is day time. Completely unrealistic and cannot believe it hasn't been fixed yet. DCS is in dire need of an updated weather modelling system.

     

    They are working on it.

    They confirmed they are working on a new and improved weather system but it's taking a lot of time and it's most likely going to be quite a while until we get it released

  14. The reasons for this are actually pretty simple: Really complicated tasks, by a rather small team with a rather small budget, compared to other games.

    Indeed.

    If only ED had the budget of more well known AAA games with the same manpower to scale (i mean a relatively simple game like your average Call of Duty has something like 350 developers working on it)...

  15. to be honest i wish they would stop doing such highly detailed texture models.

     

     

    look at the truck they teased in the weekly update a while ago. I mean, no kidding really pretty, perfectly modeled seams in the tarp over the back, high res license plate, beautiful reflection mapping and all this stuff.. none of which you will ever see even at 150ft going over the thing in a helicopter, the slowest and lowest type of thing you will ever fly by in one.

     

     

    just give us a basic looking model that performs pretty close and do it inside 3 months, the game is in dire need of units and if it takes years to put in a single SAM system we're actually behind the event horizon.

     

     

    there are going to be new SAMs coming out in real life faster than old SAMs are being added to the game, it's silly. We're still missing huge chunks of the order of battle of almost everything, guys, come on.

     

    There's this thing named "LOD" where said good looking stuff won't even be loaded if you're not close enough. At the same time this allows for a better experience for those playing Combined Arms, or for those who enjoy creating content (pics / vids).

    Still, good looking models are not going to impact the development of say a flight model or other stuff so why not have them? Implementing a new SAM or whatever other unit it's not as simple as just making a 3D model for it. ED is constantly innovating in the AI logics, systems modeling and anything else. In the meantime the graphics guy / guys can have fun with models.

  16. Something i would really love to see in DCS is something like the EDEN editor from ArmA3 and Zeus expansion. Basically a 3D editor (EDEN) that got "pushed" into real-time gameplay with a game master slot that has the ability to use such 3D interface to spawn/delete/manage units or simply control them like any other RTS game. I understand it would be a HUGE undertaking for ED though it would make the game master's life super-cool and the mission creators' job super easy

  17. One thing people will never understand is that a development team is made of "sub-teams" that work on different stuff.

    Flight models team is not going to be pulling resources from damage modeling work, just as well as the damage modeling team is not going to benefit from the graphics team doing or not doing something. Each team has their own resources and each and every one of said resources is most likely 100% focused on something within the respective team.

     

    Great job Yo-Yo, the simulation just got to a whole new level with the wake turbulence simulation. Just taking off from a busy airbase now is challenging and needs you to be on top of your game for the proper procedures and separations. And thanks for the very cool video showing off this feature in a more "easy to understand way".

  18. if you pull G + the blood gets to your head and the vision is red, if you pull G- the blood flows to the legs and the brain remains without blood the vision turns black.

    more technically if you want to analyze the effects G + G- you should analyze on all three axes 3 Dimensional X, Y, Z as Z we mean acceleration deceleration.

     

    Actually it's the other way around.

    G+ >>> blood flows from the head to the legs (i.e. pulling on the stick)

    G- >>> blood flows from the legs to the head (i.e. pushing on the stick)

  19. I think this tendency to not use SRS is because of the larger, much different "other side of the multiplayer world".

    In other games we all tend to turn off VOIP / VON functions because of those who only like to either rage or insult over VON. Ofcourse this is not the case in DCS (although the random chat "flame" happens) but in people's head it still does.

     

    My .02

  20. I also voted no, as a primarily offline player. I don't see what the issue is with reflying. If you fail a mission and don't have time to refly, or whatever refly it another time. It's really not that big a deal, I've never played a flight sim that had 'checkpoints' (although that may be a strange coincidence) and I've never really missed them.

     

    The save function would be aimed at those who don't have that much time to fly and sometimes (many times actually) it happens that you're halfway through a mission and for whatever reason you have to logoff and go.

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