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Shahdoh

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Everything posted by Shahdoh

  1. Very interested, just waiting for the dust to settle! ;)
  2. Thanks for that Flying-Kane. Yep, new procedure without any notice in the Update Notes. Button on the stick is not clickable with the mouse either (at least I could not find the spot for it) Default key assignment is LAlt + SPACE for the Control option: CHARGE MK 108 (D) Can even fire it while on the ground to test now.
  3. Confirmed, Master Arm on, safety off, Mk-108 switch set (in both positions in case something changed) and the weapon does not fire. You can see the cannon button on the stick in cockpit depress so it is activating, just that the gun does not fire. No tracers, no sound, no signs of impact.
  4. Have you tried this mod to help zoom in? https://www.digitalcombatsimulator.com/en/files/3305420/ Another VR user loved how our labels were setup in conjunction with how this mod helped zoom in. He said he could identify the targets much further out, then without the mod.
  5. Over 3 hours of flight in the Spitfire today, no loss of the gunsight. Seemed to work for me. /shrug
  6. Right, which was already established. Then you posted again a repeat of trying to run MP without mention of the GFX card, making me think you had changed that component and still not working. There was a way to run a server headless prior to the --server/--norender options. I would assume they still work, but maybe not.
  7. Maybe this will help..... https://www.grc.nasa.gov/WWW/k-12/airplane/flap.html
  8. Strange, it is working for us.
  9. Yeah, it does, I missed that part on your earlier post.
  10. Not sure why you are getting the error on your full install with only the --server option. We are currently running the Warbirds of Prey WWII server this way. We have been since I first identified the issue to ED back when 2.5.5 hit and this started. Did you put in the "options.graphics.render3D = false" into the autoexec.cfg file?
  11. Yep, Big Newy confirmed that the fix is not in yet, but that it was high priority for the team.
  12. Using --norender on either the dedicated server or FULL install will cause the AI to not react appropriately as far as my testing has shown. You CAN run a full install with --server option and then put "options.graphics.render3D = false" in the autoexec.cfg file. Then AI will react again.
  13. So far, so good for me. 3 flights, minimum 15 minutes, no loss of gunsight in the Spit on MP. 1 flight about an hour, including a rearm/refuel, it is still working.
  14. I could care less, just offering a possible compromise.
  15. Instead of allowing for complete and full customization of the guns harmonization, maybe they could allow for certain "presets" of certain ranges. Say 150, 200, etc... Same thing for ammo belts. I really doubt anyone was doing a full customization of which type of ammo round was in their belts, link by link. There more than likely would have been certain sets available depending on the need: armor piercing, incendiary, balanced, etc.
  16. There are several different WWII servers out there. As already mentioned, Burning Skies is one of the most active, but resolves MOSTLY around dogfighting. They do not use strictly period equipment (means you do not need to purchase anything extra, but have more modern ground units to deal with). I help out with the Warbirds of Prey WWII server. We use the Normandy map and WWII assets( both must be purchased, can sometimes get a deal buying both together). We focus the environment more on the missions then the dog fight, though that is still quite possible. It is just that there is more to do. We do use more AI then almost any other WWII server so the environment seems more "active". The WWII community is growing. We need more people to just participate instead of just saying it is dead and then not doing anything about it. There is plenty of fun to be had with the limited resources we have to work with, and it is only going to grow from here. Hope to see you in the virtual skies! Old Air Warrior II junkie
  17. Good points Theodore, but remember 1 thing, the amount of rudder input to center the ball is the SAME whether you use TRIM or the rudder peddles. The difference is control load the pilot experiences. Since we virtual pilots do not experience the true forces happening on the control surfaces, we can get away with not trimming. Yes, trim your aircraft to reduce control loads, but it does not give you any more control then what you already have with stick and rudder.
  18. Check out VARS (Virtual Air Racing Series) where we already have the Reno track setup (at Creech) to pretty exacting details. Web Site: http://virtualairrace.com/ Discord: https://discordapp.com/invite/6YTR835 VARS will be hosting an event on August 3rd in 3 categories, Tf-51, L-39 and an open jet class (pretty sure must be official ED modules) utilizing the Reno course. The code used for the courses can track multiple a/c on multiple tracks. Timing is to the hundredths and there are penalties for missed gates and altitude violations. Grinelli, who runs VARS, usually has a practice server up. If you care to know more about the code, can contact me on the VARS discord. /Salute
  19. Shahdoh

    Weather question

    Dynamic weather is NOT synced in multiplayer. Weather is client generated. Dynamic weather WILL span the whole map where as the simple weather (clouds at least) only fill out an area around were that client spawns is at. Back to dynamic weather. When each client connects into the mission, they get the settings for the dynamic weather as set for the beginning of the mission, regardless of how long the mission has already ran. People that have been on a server with dynamic weather for hours will see different weather than somebody that just logged in. If the people that have been on a while log out and come back in, they will see the weather has "refreshed" back to the weather systems "start". They really need to make it so that the weather is generated by the server and then sent out. They had promised new weather long ago, I hope it is still in the works.
  20. Ah ok, thought he meant the Hidden flag. Sorry for the confusion.
  21. Invisible just means it will not show it on the F10 map. The unit is still there and will act and be acted upon per normal behaviors. If you do not want it to be acted upon, use "Late Activation" instead. Then it will not exist until activated by trigger or script.
  22. Emmy covered it pretty well (airspeed was around 350 prior to the pull) and Magic Zach seen that I indeed started to put the flaps out before the stall. I also was put the gear down at the same time when the airspeed was appropriate. This helped create the drag for the vertical descent which was right over the end of the runway (about 3000-3500 feet). That and the hard slip kept my airspeed low enough, and then touched down at about 120 mph. Thanks for the kind words, that routine was a lot of fun to fly.
  23. A faster way is to bring up F10, click on the airfield icon you want to view, then press F11. Can also do this with other things visible on F10. Select something then press the applicable F key for the type of object selected: F2 for aircraft, F7 for ground units, F9 for ships and F12 for static objects.
  24. The are quite aware, in a recent post, it was admitted that it is a more complicated issue than they first thought, but they ARE working on it. There have been at least 3 other threads on the issue and is what made ED aware in the first place.
  25. Plenty of tutorials on the L-39, but I have not seen one covering SARPP, though I have not really looked for one.
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