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Mysticpuma

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Everything posted by Mysticpuma

  1. That's about it really. I have a friend who hass flown.Mustang's IRL and he really likes DCS Mustang (apart from a couple of issues with rudder on take-off). Anyway, I or he would like to host a game so that we can both be on the same runway, taxi together and take-off with him teaching me. So how can I or he launch a game so we can practice together? Thanks for any advice, cheers, MP
  2. I think at the moment Luthier is a bit snowed under working out systems and rewards for those who were there for the Kickstarter. Once he has completed that and got the rewards web-page/site up and running, then there may be a possibility of opening up the purchasing again? Currently he has a lot to do for the original Kickstarter backers before taking on any more, I would presume? Cheers, MP
  3. Thanks Luthier, just saw the huge update. Good work :)
  4. As this is the 'official' thread, I'd like to point out that most of us aren't 'angry' were just frustrated :( Having seen the mistakes Luthier made on the CloD forums with lack of communication, patronising replies, etc, etc this is is chance to break free of the previous issues by setting a new standard and benchmark for 'his' community. I personally have no expectations of huge updates and multiple new aircraft/tank/vehicle WiP images being shown, I'd much rather have Ilya drop in here, much as we do, and just put a message on here, have a chat, or just interact with us more. These threads are more out of concern to make sure that outside of this community there doesn't begin a 'told you so' attitude, whereas with a little input by Luthier, it would show that at-least he was interested in his backers and keeping them inside? So, Luthier, if you do read this, the support is there but please don't let the momentum you have be diluted through multiple requests for contact that are ignored. All of us take a few minutes out of our day to read and post on forums, if you are unable to.do this you really should get a spokesman :) MP
  5. Hi Ilya, just popped by to see if there was any news/updates. Looks like it's been really quiet here and on the forums as regards any news. May I respectfully ask that you post a short update, or at least interact with your backers, just so that none of the old school issues arise and people start reverting back to the bad old days of the 'banana' forums! Please understand it's only going to be out of frustration that negative comments get made and maybe you should change your idea about Tuesday/Friday updates to just one comprehensive update every two-weeks for the first 3-6 months until momentum starts building in your software build? I remember the days of lack of communication on previous forums and this led to tempers being raised and flame wars beginning, please do your best to dampen these fires before they start to burn uncontrollably. Looking forward to news, cheers, MP
  6. Just heard back from ATAG_Bliss. He is not able to make the draw for a further two-weeks due to work commitments! Please look at this one of three ways. 1) Okay, at-least I'm in the draw and it is going to happen in two-weeks! 2) I can't believe it! They're giving away a free set of very expensive rudder pedals and we have to wait another two-weeks! I want my entry back and I don't want to wait anymore. 3) Okay, great, I thought I'd missed my chance but at-least now I still have a few more days left to enter! Sorry about this, but the pedals will be given away...patience....patience...
  7. Hi Bucic, I will be looking at DCS P-51 in detail in about a weeks time. Currently I have been bogged down with the Team Fusion update for Cliffs of Dover which has taken up a huge amount of personal time. I intend (probably next week) to sit down and go through some tutorials and see if I can take off. Literally I will be starting this Sim from scratch, so it could be messy ;) My only 'problem' so-far is I cannot seem to find any way to assign my Thrustmaster Cougar Throttle to the P-51 Throttle control. Currently I have it assigned to a rotary as I just don't see how to use the HOTAS throttle for it? Cheers, MP
  8. Yes, if you have already posted in the thread your Raffle ticket is in the hat ;)
  9. Crossing fingers things are still in track for the regular twice weekly updates?
  10. Well I think this one will come in very useful ;) http://www.youtube.com/watch?v=9KnwIYwEh6o
  11. I was got mine out first and then I contacted the history Channel. There's came out about a year later...I always feel I had a contributing hand in that sequence ;)
  12. This is the closest I ever got to a P-47 in real life (while it's engine was running). I had ky Canon XF100 on a tripod as it taxiied up to.me the day before the Camarillo Airshow in 2012. I was getting a little nervous as it got closer, but the Jug is such a beauty, I held my ground ;) (also got a P-40 and 51) Glorious engines - Wings over Camarillo P-40, P-51 and P-47 shot on a Canon XF100
  13. http://www.gametrailers.com/videos/alop0e/il2-sturmovik-46-not-my-time-to-die?sa=X&ei=vlBaUrCVC8aN7QbqzoCADA&ved=0CB0QqwQ I made a short machinima movie in 2007 about the fight for survival by Robert S.Johnson when he was hit by Cannon fire at 26,000 feet, knocked out, recovered but couldn't escape from his P-47 due to a jammed canopy and eventually was attacked on three separate occasions by Egon Mayer as he headed for England. It's an incredible true story (although it's a P-47 Razorback). In comparison to newer HD machinima it's like watching a VHS, but I'm still happy with it. Can't wait to.see the jug take to the skies once-more..cheers, MP
  14. Hi Ilya. Looking through the comments here and on the Kickstarter page I see what are usual comments (in a good way) with players/historians who have a real in-depth knowledge of certain aspects of Military History that you are entering in to. I remember the update where you asked for people to help you with information you didn't and this update with the tanks seems to be a perfect example of community support. So feedback so-far has explained the different historic units that were present in the combat zone for the period you are looking at and wonder if this information will be of use to you or have the units already been researched hence the current skins? May I request another bit of PR from you with the updates please? It would be great to see a little more interaction on these forums when you post updates there as questions usually follow, but do.see to be left 'up in the air' with no response coming back. Similarly I find myself asking a question here and on the Kickstarter forum because I don't know where it will be best to guess where you may read a post? The feedback on this model across a few of the forums has been very impressive so it's nice to be able to share your good news and great work. My only question now is, how will.we know which are 'Backers only updates' and one's that have information we can share elsewhere? Generally any update will have information that can be shared, but how will we know what you want to keep 'between us' and 'them'? While on the subject of future updates, would it be possible for your team.to.release skinning templates for the most important vehicles? Obviously having seen the Template for the P-51 which is in..dds format, this wont be open to everyone, but I think if possible it would be a good idea for community interaction, to get a skinning template out for the aircraft as they are released so that when the Sim goes 'live' later next-year, there will be a lot of community made skins ready to be added to the aircraft of new purchasers. Actually, considering skinning, would you consider having community made skins added into.an official skin pack so that skin downloads don't have to be switched on and cause server lag? At-least if everyone has the same ' Official skins' then they will be visible to everyone if everyone has them in their game? Looking forward to Normandy Map updates...this time hopefully with some shaders/shading and textures in place :) Cheers, MP
  15. When the Kickstarter was announced the ATAG community offered as an incentive the chance to win MFG Crosswind Rudder Pedals for anyone who backed with $40 or more. The draw is going to be made.on October 20th and if you want to be in with a chance to win just visit the thread below and add an image confirming that you are a backed and showing the amount. Please note there have already been a few 'chancers' who have copied other people's pledge images! Trust us, these expensive rudder pedals will need more authentic verification from the winner than just the screenshot of a pledge! So don't risk being embarrassed by copy and pasting someone else's image! If there is a chance of making this a sticky until the 20th it would be greatly appreciated, but for now, if you pledged $40 or more, visit the link below and enter for your chance to win. Cheers, MP http://theairtacticalassaultgroup.com/forum/showthread.php?t=5635
  16. Good point about the -F model, especially as they are looking at the 1943 era for the Pacific. Have to remember that it's in conjunction with the Fighter Collection, so what model is Sally B? Cheers, MP
  17. Ilya just posted an update saying the keys should be with us shortly ;) http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts
  18. Interesting update on Ai in another Flight Sim in development: 'Turn and Fire' – A basic mode. Useful if a target is near the firing line and all AI needs to do is adjust aim by turning and then fire. 'Vertical Power Climb' - The Plane sharply climbs on maximum engine power, effectively converting aircraft speed into altitude. Usually this maneuver is used for saving energy in a situation where the AI has a higher speed over enemy and may fly past it. 'Immelmann' – The plane makes half of a loop climb. It’s useful in the same situations as Vertical Power Climb. 'Steep Upward Climb' - The plane sharply climbs, but not vertically. The general idea of this maneuver is the same as of Vertical Power Climb - converting speed to altitude. 'Combat Turn' - The plane climbs following a tight spiral trajectory, reducing its speed. This can be used after engaging a target from behind. 'Upward Spiral' - The plane turns around to a general direction of a target on maximum engine thrust, keeping the same speed and gaining altitude. This algorithm is used if a target is more than 100-200 meters above and to the side (not directly ahead). 'Downward spiral' - The AI engages in this turn if a target is more than 100-200 meters lower and not directly ahead. Can be used to shake a pursuing enemy from AI tail if altitude is high enough (downward spiral draws very high and prolonged positive G). 'Max Power Turn' - The AI turns in horizontal plane using maximum engine thrust (and drawing maximum G) if a target is in forward hemisphere and on roughly the same altitude. 'Standard Turn' The AI turns in horizontal plane using maximum engine thrust, measuring out excess G to achieve optimal turning speed. This turn is used in all other situations. 'High Yo-Yo' - During the turn, the AI slightly reduces the roll for a short time, trading a bit of speed for a bit of altitude. This is useful if speed is much higher than optimal during the turn and AI converts part of it to altitude to not squander it. 'Low Yo-Yo' - During the turn, AI slightly increases the roll for a short time, trading a bit of altitude for a bit of speed, reducing the time needed for a turn, but increasing excessive G. AI does this if angle to target doesn't reduce for a prolonged amount of time (this means that two planes can't 'out-turn' each other). 'Split-S' - The AI plane rolls over 'on its back' and follows with Immelmann with maximum engine thrust resulting in maximum excessive G. This can be used for shaking an enemy from AI's tail if it has a sufficient altitude reserve. 'Fishtail' - AI adjusts the rudder, simultaneously compensating for it to keep flying straight. This may lead an enemy firing at it from far distance into thinking that it is changing course and aim wrong. 'Rolling Scissors’ - The AI plane reduces speed and makes turns to left and right to shake a pursuing enemy, if altitude reserve is insufficient, but AI plane is more stable at low speeds than an enemy plane. ‘Tuck-under break’ - The AI pilot breaks the nose up and then starts a barrel roll. Just another trick used to drop the enemy off the tail. This isn’t a simple manoeuvre and it’s only available to AI aces. ‘Defensive turn’ - The AI pilot holds the enemy on a perpendicular course, permanently ascending or descending. It’s usually used to prevent enemy from precise aiming especially for attacks from a long range. Apart from the new multipath system for the close combat manoeuvre that depends on the AI level, we have we worked on adding more realism to the AI fighter behaviour in dog fight: - We have implemented a system of limiting the visibility of a target for the AI depending on a specific cockpit construction. It is adjusted in a unique way for every plane and takes into consideration not only all pilots’ head turns, but all other possible moves as well (when a pilot half rises, ducks or looks over the shoulder). - In the dog fight state we have introduced a new target seeking sub-mode when a target was lost for some reason (AI pilot banks the plane and tries to acquire the target once again. If this doesn’t help the AI pilot banks the plane in a counter direction until he decides that he has completely lost the target). - Also in the dog fight state, for the cases when the target is way too high we have implemented the mode of the most optimal climbing for the AI pilot to be able to could catch up the target. - While deviating from enemy fighters, attack planes and bombers now not only make evasive manoeuvres, but also nose dive when the altitude and the distance to the enemy allow them to do that. - Evading fighter attacks, bomber and assault planes are not limited with the S-turns anymore, but they may also try power diving when altitude and distance to the enemy are appropriate. - Later this winter we plan to add a forward air controller that would be evaluating the combat situation in the sector and direct planes to the targets using radio-comms. And right after that, AI-pilots will also be taught to coordinate their attacks with the air controller. - Along with the existing system of attacking ground targets the AI planes will be able to use unguided missiles when diving, while the aircraft will get to drop bombs in a vertical dive. - With the higher speeds and the variety of firearms, we needed to improve both the calculation and leading of the target for precise shooting. AI pilots are not just considering target’s motion parameters, but also have in mind the difference in ballistics for different cannons and machine guns. Moreover: - AI pilots were taught to exchange radio traffic with the airfield and with their leader/wingmen. - AI planes were also taught to perform taxiing-out to take off and perform the taxiing operation after landing. - And of course the AI planes now know how to use systems that were not available during World War I. but appeared during WWII: retractable landing gears, flaps, blocking the tail wheel, navigation lights, landing lights, cockpit lamps, air brakes, wheel brakes, air-brakes, wheel-brakes, controllable supercharger, speed governor, operable canopy, parachuting, etc.
  19. Hi guys. Just wondering does anyone know when the DCS P-51 keys should be arriving. I'm assuming it is supposed to be this week as the Kickstarter was successful? Just wondering, cheers, MP
  20. Yes...everyone remembers the talent and work that went into the 352nd Channel Map. A true community spirited effort and immensely appreciated. This is what the SDK should be for chaps ;) Cheers, MP
  21. The Spitfire certainly played a part in the Falaise Gap in August 1944, so it has a part to play :) P-47's strafing ground objects.......oooooooooohhhh the excitemnrt rises! Anyone mention trains :) or ammo dumps ;)
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