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camsr

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  1. Don't stall on the slowdown, and when you do the final flare (or maybe glide?), full airbrakes.
  2. You can replace those sounds with something more enjoyable.
  3. No one misses CRTs, but the charm of the color saturation and blending is the only thing it will ever have over LED.
  4. I made a mission that embarked an "officer" (holding an AK47 :P) onto a helicopter. I used the altitude below trigger and vertical speed and unit in-zone. It works perfect but like you said, altitude is only above sea level.
  5. I have an idea, but it may not work if the helicopter is hovering (very) still in the air. First, differentiate the unit's vertical position to attain it's vertical velocity. Might need to do this at a high rate, maybe 100 milliseconds per iteration, depending on how fast you'd want the landing event to register. Then add the unit's forward and lateral speeds (taken via differentiation again) to the result of the vertical. After doing this, you'll need to apply a peak following algorithm to the summed values, which is a function that will instantly increase in value if it goes above it's "decay", and the function will decay if the input value is lower. If you are familiar with electronics, it would look like the output of the bridge capacitor following the full wave rectifier in a power supply circuit, it just decays slowly after the input has ceased. And then maybe after that, use the InAir() function or whatever is used to report the aircraft is indeed flying, and if it returns true, add some large number to the derivatives' sum to offset any lack of motion in the air. Then compare the final sum to a small number and if it's below, most likely the thing has landed or crashed. Rather difficult to explain completely, if you want some help with the math, send me a PM.
  6. Alright then I should use ALT/HDG to stay on course longer. One thing I don't understand about ALT/HDG mode is crosswind. For example, if I am flying a crosswind and my plane is heading left, TVV right of the nose, what heading does EAC attempt to keep?
  7. Every time I use PATH mode for more than roughly 2 minutes the planes begins to veer off course. Put simply, what gives? I go and fill a glass of water next thing I know I am running on the MO MO. Thanks.
  8. I think it's just the first bomb exploding the second before it's able to register as a hit. Don't blame the player, blame the game IOW.
  9. 4xGBU10, dropped one after the next, NOT ripple pairs or pairs, single. Or the GPS version of the same bomb. Reason being the pairs will explode one of themselves, and it registers as one hit, not two.
  10. FOV is important. 60 degrees monitor FOV is about what I have, but I still have my default game FOV somewhat wider, to compensate for lack of peripheral vision I guess. I actually find the game to look quite good at that FOV. A few decisions had to be made as to visibility of the MFCDs in the default view, so head position had to be moved up. I think it's too low by the default setting. The compromise was not being able to see the airspeed meter on the front panel.
  11. Seems to me that TrackIR and head tracking in general, forces the eyes to move in the opposite direction to the head, to simulate looking the direction the head moves. This will actually depend on the "azimuth?" of your computer display, as a very wide screen will have a larger angle. I would rather have screens in surround, to avoid this unnatural eye movement. Does having only one monitor hinder my DCS experience? Only when I can play the thing without a CTD. Oculus Rift seems like the only small scale solution to the eyes VS head thing, but I am sure it has it's drawbacks. Unfortunately those sim pods cost a shitload of money. But they are the best thing for "natural" IMO.
  12. Thanks guys I wouldn't know how to fly without the forum lol
  13. TrackIR seems totally backwards to me. I would rather have a very short throw joystick. Or a multi-projector pod!!!
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