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Everything posted by Flagrum
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That was probably not a RB15F, which we use in DCS according to the manual, but an upgraded Mk.III version which is supposedly GPS capable.
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Modifying the loadout options in the lua should at least result in a corresponding visual model in-game, even if the weapons might not be usable from the cockpit. So if the module diappears completely from the aircraft drop-down menu, it sounds to me as if you made an error. If a syntax error prevents DCS to actually read and apply the lua file, it might just not show up there. So, my suggstion here: check your changes and check the DCS.log for scripting errors.
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2.5 graphics settings for gtx 1080ti
Flagrum replied to FlyingTexan's topic in PC Hardware and Related Software
640x480 with Low - Med. Textures should produce some decent FPS, I'd say! -
Probably not gonna happen anytime soon as shrapnel effects are not modelled in DCS, yet, and flechettes are basically just a special form of shrapnell.
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This unintuitive behaviour is probably better discussed here: https://forums.eagle.ru/showthread.php?t=196099
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Not sure if I got my point across properly here. I am not questioning the AP holding the attitude of the helo. But I am questioning why I can not do exact the same manually. The mag.brake trim holds the cyclic in a certain position and also keeps the helo's attitude. The position of the cyclic obvously is meant to match the helo's attitude. My understanding is that the AP keeps the helo in the trimmed attitude and just then sets the cyclic position to match that attitude. (as opposed for example in the huey, where the trim sets the cyclic and the helo follows the stick input). But my issue now is: if I try to replicate that maneuvre manually, it does not work. If I deflect the cyclic exactly as the AP would, the helo just keeps rolling. It will not settle anywhere near the same attitude as if the AP would be in charge. Maybe I post a track later to illustrate this a bit more. edit: attached track. At first I entered a left hand turn, then clicked mag.trim. Watch the controls indicator - the moment I clicked trim, the cyclick jumps violently to about ~50% left. Then I fly hands-free - the AP performs a nice turn. Later, I add right cyclic input to level out the helo again. Once level, I click trim again (controls indicator jumps back to neutral). Then I try a manual turn by deflecting the cyclic by hand to - not even - 40% left, without AP support at all. Result: barrel roll into the ground ... So, how can the AP keep the helo stable at 50% stick input and I can't? ap1.trk
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I have my troubles with the trimming system of the DCS Gazelle - there are already a couple of bug reports and/or other discussions revolving these mechanics. Today something occured to me that I haven't noticed before consciously: if you press mag.trim, the AP keeps the helo in the attitude it had in that very moment. Additionally, the cyclic forces are also set so that the "center" matches the desired attitude. (I had my troubles with that already documented ...) But now I noticed, that this "desired attitude" and matching stick position can not be done manually - only with AP magic! Example: I slowly put the helo into a 45 deg. bank by applying tiny stick inputs (everything else would cause death by PIO ...). Once arrived at 45 deg. I press mag.brake trim. The 45 bank attitude is now the APs desired attitude and it keeps the helo steady in that attitude. Also, the stick forces move the stick a good amount (about 40%?) towards the side of bank. Now you can fly hands free - the 40ish% stick position appears to match the established banking angle of 45 deg. Now try that without trim, just free hands! I bet, you'll die.:D (I know, I did. Repeatedly.). If you just manually deflect the stick 40% and keep it there, the helo banks ... and banks ... rolls, does a barrel roll and eventually spirals into the ground. edit: Tested on New Caucasus, 2.5 + latest hot fix, using G940 FFB stick with FFB enabled in the options. No curves, neither in DCS options, nor in Gazelle special options.
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Werbung, afaik. Send via my PC using Firefox.
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Oft werden verschiedene Teilaspekte von verschiedenen Leuten im selben Thread diskutiert. Da hilft es imo, wenn man den betreffenden Absatz zitiert. Aber gerne auch nur diesen ... ich gehe mal mit gutem Beispiel voran! ;-) Eine Bildschirmseite zu zitieren, nur um dann +1 zu schreiben muss dagegen wirklich nicht sein. Daher: Zitieren JA! Aber: aufs nötigste gekürzt.
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OK! I figgured it out, I think! :book::smartass::pilotfly: omg, this is so embarassing ... :cry:
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Tried that now for an hour - different parts of the Caucasus map, including far north, outside of the detailed map. Tried different time-of-day as well: the (new) default time 8:00, but also 12:00, on a sunny summer day with no clouds. The results were as before: no luck/no lock. Yes, PLEASE. +111111
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I dont think that this is weapon dependent - the mechanics of explosions are a core feature of the sim. But what exact type of rocket do we talk about, what warhead? 2.75" / 80mm? Anything HEAT-like will probably really do nothing to anything further away than 0.5 meters. Those warheads are meant to concentrate their energy forward - and maybe have some sort of shrapnell sleeve ... which is not modelled. HE type warheads should be more effective ... dunno, perhaps within a 2-3 meter radius.
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It is in the Bugs and Problems section because it seems that more than just one or two encountered a problem ... which even seems to be a bug. See attached track file and help me finding the pilot error! Admittedly, it's some time since I flew the Ka-50 regulary, but I really can't remember any remotely special procedure that one had to follow. Shkval on, Laser on, slew Skhval, lock, fire. :dunno: no luck no lock.trk
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2.5 and KA-50.. Unable to lock onto target
Flagrum replied to Blindeye_03's topic in Bugs and Problems
Same issue here: https://forums.eagle.ru/showthread.php?t=192432 -
Blast damage is modelled, but shrapnell effects are not. I suppose, that is what you meant. An other aspect here is that atm the visual effects of (at least) the 2.75" / 80mm rockets is quite exaggerated imho. Also to be taken into consideration: a dust plume of an explosion does only mean that there is dust ... not necessariy lethal overpressure/blast damage. (but also vice versa, just because something was not engulfed in dust does not mean that it is safe from shrapnells:-)
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No, I think, the pictures show just what is visible at the HUD to the pilot. First pic shows that the actual CCIP cross would be below the HUD and thus, the dashed cross, aka "reflected pipper" at the bottom of the FOV is shown. The pilot can not accurately place the actual CCIP cross onto the target (that factory) as it is not visible. So he places instead the dashed reflected pipper at the target and depresses the pickle button. This switches the dashed cross to the dashed diamond to indicate the switch to auto mode. Now the pilot can furhter maneuer the aircraft, even with the diamond disappearing beneath the HUD, and as long as he meets the CCRP criteria, the bomb will be released eventually according to the designated CCRP target (the factory).
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Not sure, but I tend to believe that he's playing in game mode...
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Nothing happened to Paypal. Thanks ED!
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I just ran into the same problem. After jumping into the Shark after quite some time, I was unable to get the Shkval to lock to anything, no matter if dead/alive/scenery/just ground and no matter how far/close (i.e. <1km). Time of day was 10 am in October, Caucasus 2.5. Even more weired: when using the HMS, it would lock-on to anything right away! ... as I would have expected, even without the HMS.
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Uhm ... the aircraft modules are tied to the DCS version: older DCS version means older module version. And that, of course, means less functionality and/or more bugs.
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Scale of Speedtrees in 2.5
Flagrum replied to Bananimal's topic in Utility/Program Mods for DCS World
Hrm, I think, I'll take back my previous "+1" - at least until I find more evidence for Mega Trees. Actually, I just took a ride in the Huey and inspected some of the trees, using the radar altimeter: the smaller trees (not the tiny ones) are about 70 ft, medium trees are roughly 90(ish) ft and the largest I found, those conifers, are about 160 ft. Seems about reasonable to me ... maybe a bit unusual to have so many of those big trees in an urban environment, but probably not impossible. -
Scale of Speedtrees in 2.5
Flagrum replied to Bananimal's topic in Utility/Program Mods for DCS World
+1 I thought that as well. While forrests look great - as there is no refrence point, just trees, it is a different matter in urban areas. Yes, trees can get that big, like as large as a 10 storey building, but no, not every tree like in New Georgia atm. -
https://forums.eagle.ru/showthread.php?t=201296 :D
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The Mission Editor remembers the map that was used the last time in the Mission Editor. It does not care, if other maps were used when starting a mission from the main menu, it will always get back to the last map used in the editor. Loading maps for the first time, be it because it is used in a mission or be it in the ME, takes a fairly long time. And chances are, that the ME "always" loads exactly the "wrong" map when you start it, and you have to change it with "File -> New" ... Suggestion: add a smal dialog window asking for the map to be used when opening the mission editor. Perhaps pre-select the last one used as default.
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unneeded file(s) when updating
Flagrum replied to Cid's topic in Release Version Bugs and Problems (Read only)
This deserves to be nominated for "The Bug of the Year" Award. Especially as, when I typed the code to fix it, into my C=64, all I got was "SYNTAX ERROR" and then "READY". :-(