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Shahdoh

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Everything posted by Shahdoh

  1. As stated earlier, on prop aircraft, when available, trim RUDDER first to center the ball. This is particularly true with the Mustang. I rarely have to trim aileron in the mustang unless there is an uneven weight distribution issue or damaged wing. PS: And on aircraft where rudder trim is not available, input rudder to center the ball.
  2. Regarding the pylons. It is not intended behavior, but is what it is due to mod item creation limitations. It is not possible to reliably track whether an aircraft hit a pylon if you make the pylon non-collidable. To get a true reading on if it was hit or not, they need to be collidable, unfortunately, there is no inbetween. Believe me, Grinnelli has tried for years for a better solution. Some have tried to use trigger zones to detect if an aircraft hit a pylon or not. This has 2 problems. Number one problem, the aircraft is only seen as its central point (not the whole aircraft) when registering whether it is in the trigger zone or not. If you setup the zone for a wings level flight to hit the pylon, an aircraft flying past in knife edge would still trigger a hit when indeed it did not. Or if you set it up so a knife edge aircraft can pass by it ok, then the wings level aircraft can hit it without penalty. 2nd problem is that at the speeds the edge flies at, it can pass through the small pylon trigger area without registering it was in it. So, we went with the option, that hitting a pylon is usually enough of a penalty, that it puts you out of the competitive range, so it just instant DNF's you instead. Though not preferred, it is 100% reliable in its accuracy (barring netcode issues) if the client makes contact with it.
  3. Working with him on this via our Discord. Possible missing Microsoft library issue. Investigating.
  4. Yeah, decals are more than just a slap on thing. They are internally coded to read a parameter provided by the user in the Mission editor when the aircraft is setup. They have specific places on the aircraft that they are setup for and read a specific .DDS file that has ALL of the possible options of the parameter available. Usually the numbers and possibly letters so that they can be displayed as provided. You could redo the file, but are still restricted to the location and space available for that decal location.
  5. Couple things. 1st, I do not think you can just add the DECAL type to anything, that it has to be setup in the .EDM to allow it (really not sure on this point though). Second, (If you CAN assign the decal to any part) that last statement should be false if it is not a default file for that aircraft. Also, did you provided the file "Wrench Decal.dds" (or equivalent compatible file type) in with the livery directory?
  6. Had not heard that one before. It is responsive to either/both Rudder and brake inputs. As a free mod, this will probably not be developed that much further. We have real world aerobatic pilots that have flown the the Edge mod, though it is not 100%, it is believable.
  7. I agree, I prefer that they keep it subtle, even if they do go with a "bit" of flutter just for sense of movement. Either way, it would be nice if they could standardize their effect for "ALL" of their propeller aircraft.
  8. This should be fixed in the latest 1.1 update, but the patch fix is in this post, see attached file: https://forums.eagle.ru/showpost.php?p=4394071&postcount=34 PS: Just looked at the current 1.1 download and looks like the fix did NOT get put in yet. Will get with them to correct that situation. Just download the attached file from that post, place it into the directory indicated and should be good to go.
  9. Correct, I was mainly answering the question of how long it took for them to open and their starting position. I did assume they knew the switch is in "automatic", meaning the door would start to close, but if they turned it off prior to start or VERY shortly there after, they would not have to wait for them to open because they already were.
  10. Another item on the "To Do" list.
  11. Brakes ARE available to be set to keyboard commands, particularly on the V1.1 version that has Left/Right/Both settings available. V1.0 brakes were admittedly a work in progress.
  12. Currently, the Edge needs to be flown with Axis commands. Keyboard commands have to be internally coded to work, the user can not just add them in. The developers have seen this and will look into adding keyboard commands for more functions, but this may take a while.
  13. Skins can not be handed out through the mission as far as I have ever seen. (Mission building since 2013). To have the server enforce labels: Config\View\Labels.lua For Kneeboards: KNEEBOARD\IMAGES (Or specific Aircraft name, same as used for the livery folder)\{image files for the kneeboard} There might be more, these are the ones that I have used. Good luck.
  14. You didnt find this one? https://forums.eagle.ru/showpost.php?p=3803319&postcount=6 See attached files if you have not already. Also, I'm sure the graphics guys could improve them even further, I am no pro in photoshop.
  15. This is not true though, Depending on the visualization system (Flat screen vs VR or 1080p vs 4k resolution) you have will different capabilities of seeing the targets. Thus, labels, if done right, can equalize the playing field without detracting to much from reality. So, right now it comes down to who has the right PC hardware to see the targets at the correct distances. AND could be made even better if they would make just a couple changes to how labels are displayed as I have already mentioned.
  16. This was reported back in early 2019 with this thread: https://forums.eagle.ru/showthread.php?t=230270 I even provided "Cleaned" up versions of the files in question but nothing came of it. Hopefully they will look into it again. PS And before this is removed for being "Off Topic", would just like to relate that this is still relevant as all the props should be standardized in effect and also quality of effect. Thank you
  17. Labels to only 3 km is not really using labels. I set mine up to like 15 km, because that was what a friend of mine could see targets at WITHOUT labels. So, it equalled the playing field somewhat. Yes, you can use shades of grey and even have some gradients due to range, but sooner or later you will see the dot contrast with SOMETHING it should not, whether it is clouds or the cockpit interior etc.... Not really saying VR had an advantage, but their dots, due to the low res were usually larger than intended, and some said it was disadvantage because then they could not ID the target. I also turned off the labels when within 1km so that the dot could not be used in a dogfight situation (This was setup for WWII missions). For the most part, people who experienced the labels thought it worked out great, but there were still issues that needed correcting that were beyond our control to do so. PS: Another thing while kind of wish listing here. Would be awesome if could set the color of the dot to the primary color of the aircraft skin. That would probably be most difficult one to achieve admittedly though.
  18. Well, the other issue is that even WITH dot labels, it may still not be a level playing field due to resolution issues. I had developed what seemed a near perfect dot label setup until friends who got on with VR identified that what they saw was VERY different then what I had setup, due to the lower resolution they have. I agree that the label being seen through game objects is indeed a problem, and would think that could be sorted out by having the Label on the same "graphics layer" as the objects they are displaying for. How easy is this to accomplish? Hard to say, but would solve that issue. Next is the issue of different resolutions displaying the dots differently. The cure for this are more detailed label options that allow to either automatically adjust label size due to resolution (I rarely trust auto anything), or user modifiable settings for VR, 1080P and 4k at a minimum. Yes, this would be extremely tedious to setup, but is the only way to equal the playing field IMHO.
  19. While there IS a sound for the motors, depending on ones hearing, they may be barely audible with the engine noise. To get a sense of what to listen for, activate them before starting the engine. Then you will know what to listen for when the engine is running.
  20. Coolant radiator door takes 20 seconds to fully traverse from full closed to full open or vice versa. (Though I believe they are default open on a cold start). The Oil radiator is only about 5 seconds. PS: And they are a click and HOLD to keep it opening/closing. They are spring loaded to return to NEUTRAL when released, leaving the radiator door in whatever position it was at.
  21. Do you have version 1.1? It greatly improves the wheel brake situation.
  22. The major problem with their replays is they try to recreate the control inputs by the player/client to recreate the flight. But this is done inaccurately and of course there is no corrective action recorded so the aircraft does not go where it was originally directed. If they removed that feature alone and left it as recording position and stats, then I believe that would fix up to 80-90 percent of their track recording problems. This can be verified by getting on to a server and only observing other aircraft for any length of time, then getting out and watching the track. There is a VERY high success rate in track accuracy in these conditions. Fast forward at varying rates and pause are already provided (but could be made simpler), though rewind would definitely be a welcome addition.
  23. Is this change Integrity Check safe? (In particular, the removal of the file)
  24. The purpose of the Dora? Quite simply to shoot down the enemy, both fighters AND bombers, but I suspect you are aware of that already. You have been around DCS a long time. I am surprised that you have not realised that the aircraft DCS introduces into their "WORLD" do not have specific purposes like how other SIMS or GAMES are created. They are done because they have the interest and resources available to them to create the aircraft as realistically as possible. It is up to us, the customer to give it purpose utilizing the rest of the "Toys in the sandbox". Not all of these toys work well together, but we do what we can to create an enjoyable experience. For the Dora. No, it is not all that capable of a dog fighter. It is an energy fighter and to use it any more than that on a capable enemy is just going to get you shot down. Set up a mission with a group of bombers coming in. Toss in a few AI escorts and then give your side some additional AI and go after the bombers and see how that plays out. Go after enemy AI that are chasing friendly AI or shoot down bombers and you may find a more likeable experience in the Dora. OR team up with other online pilots and work as a team as lone-wolfing it in MP is usually a bad experience no matter what aircraft you are in.
  25. MIST and MOOSE for the many additional tools they provide such as: Custom trigger zone shapes Respawning of units Random waypoints To name a few. There are many more functions they provide that the ME does not come close to being able to do on its own. And special mention for the scripting in S.W.A.P.R. that allows for empty aircraft to be in place, on the ramp, until a Client loads into that aircraft.
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