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camsr

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Everything posted by camsr

  1. How can I set a condition that trips when the unit does a barrel roll or wing tips? I want to do this to signal a ground unit. It seems kinda lame to just use velocity and altitude.
  2. I am more interested in small planes since I like to do acrobatics :) But what I really like is the idea of a mission campaign or some kind of missions like FU2 has. But I will take a look at all those products and see what I find. If you have any other names to drop plz do.
  3. Where can I find this stuff?
  4. I have been trying out XPlane but it feels (and looks) very retro compared to DCS. I am now looking for another flight sim for civilian missions, with a focus as good as DCS is on combat. I used to play Flight Unlimited 2, and it had very fun and challenging missions, but doesn't hold it's weight to DCS's AFMs. Something 21st century basically :)
  5. Quick question, do both engines need to be spun up before any alignment can happen, real life and/or game? Or am I wasting time in the game by not starting up systems after the first engine? IFFCC?
  6. My guess on why it does this, is the front wheel is offset to the side and it's tracking the uneven runway.
  7. If you use the two different versions, you can switch them with the DSMS profile and the DMS keys
  8. I was using the EGI and my previous flight course to calculate the 90 degree turn towards the airstrip. I couldn't find the taxiway at the end of the runway until I was right on it, maybe that didn't show well or the replay is borked(1.2.3 replay). The important part of the whole affair was keeping the engine up until aligned. If I didn't make it the first run-in, I could level off above the runway and visually grab the true runway heading for the second approach.
  9. I took everyone's advice and did the correct landing procedure. Have a look at the trk for a zero vis landing. Got it on the first run-in also. lucky.trk
  10. I'm not too thrilled with the target damage simulation either. Guns shouldn't be able to take out a bridge with only a few rounds. In fact I don't think all the cannon rounds the a10 carries could do anything to a bridge other than make some hefty potholes!
  11. The TMWarthhog is a really nice thing, just too much money ATM and I don't have anywhere comfortable to mount it. Is there any other twin throttle sticks?
  12. Since I use a keyboard to fly, I use Rshift and WASD to trim. FPS Syndrome big time :joystick: I use WASD also for coolie switches.
  13. I was using the gear as a lazy speedbrake. :music_whistling: Is it standard to deploy flaps first?
  14. Pfunk, what does AoA refer to specifically?
  15. So it's all about throttle finesse then. I think I found it easier before to use the speedbrake, and just cut the throttle, but many times I did overshoot the runway. I guess I will practice more, thanks.
  16. Okay I did it and all went well, I was even able to put it down on autopilot :) It was different gliding in, and took a lot longer. I assume doing it this way only works if you get on the glide slope with the correct speed.
  17. Does the speed remains constant in the glide?
  18. Is this a good landing? I usually glide in at a steeper angle and carefully use speedbrakes to get to 140kias, to keep the touchdown lighter. a10c landing.trk
  19. I have found it easier to control the glide in by deaccelerating quickly until the runway. I don't know why the training mission says to maintain 120kts, that's just wrong. But every time I come in I am way above glide slope speed, until the runway.
  20. Yeah, it just seems different. What happens if the airspeed indicator is busted?
  21. The flaps go down automatically when slowing?
  22. Sometimes the flaps don't go down, but I still find it easy to make a not so rough landing with the speedbrake. Why don't the flaps come down?
  23. Have you installed VC++ redist 2008 and 2010?
  24. Just bumping, play on :thumbup:
  25. Thanks rotorhead for the tip! That one should also clear up the problem of the p51 gunsmoke killing FPS and making the controls sluggish. Not everybody has a dev level workstation to play a new game on. Granted, the devs need to assure that a game works reliably and smoothly on a broad target of systems. If that means cutting out effects and only rendering triangles, then that's all there is to it. Which symptom breaks realism more, not seeing something that might occur in real life in a video game, or not being able to play a video game fluidly because of low FPS?
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