Jump to content

Mnemonic

Members
  • Posts

    3834
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by Mnemonic

  1. 100% This is very important to fix.
  2. It’s a different thing, cockpit frame might shake, things in the cockpit might shake, like aiming sight, but never needles in the altimeter or VSI, as others mentioned maybe RPM but not the rest. To make cockpit more alive shake the cockpit not the needles, it’s unrealistic and indeed annoying.
  3. At least please fix the material, shader, I don’t think the problem is in textures, just pilot body is so bright it’s blooming.
  4. After new standard of F-4 Phantom, where every part and bolt visually shakes, rattles and reacts to different engine settings and G-Forces Corsair feels sterile, and kinda old-gen. I would love to see various parts of the cockpit animated and providing visual feedback, we have that in most of the other warbirds to some degree, Corsair only shakes instrument needles, even those that usually fairly stable in warbird cockpits in real life, like altimeter, variometer, etc.
  5. There is a shake feedback on the force-feedback joystick which is good, but no visual Animation unfortunately.
  6. 2 bugs: 1 - I can’t assign joystick button to toggle pilot body (only via keyboard) 2 - Material of pilot body is too bright and doesn’t seem to react on shadows? Also looks very low poly comparing to Phantom, but that’s ok if material will be not so bright.
  7. Honestly I’m super happy to see Turkey with normal HUD, it’s epic. Early A would not bring as much to a table, but of course I would love to see that one too.
  8. Still happens for some planes, first time it happened to me, I assumed it was a noob take off mistake, as you are commanding noobs in this camapign, but if it is a bug, better be resolved
  9. Pretty please ED, add pilot body to Anton, it’s important!
  10. That’s clear, I can RTB myself when hitting Bingo, or I can just restart level, but those are Game-isms There are also tankers around I can hook with (hush!) Would be cool to have a mechanism to make your scripted RIO aware, by F-10 menu option for example, that’s (unfortunately lame) pilot is now running on fumes and want’s to go back, so that mission “gracefully fails”, keeping immersion in place, scripted RIO could switch to exit at CESAR for example, etc. It’s not a big problem or anything, just a suggestion of something that could make it cooler, without too much scripting. I’m going through missions, they are really well made!
  11. I noticed this is only an issue in “Fam Flight - Event 1”, because it’s one long uninterrupted mission. We barely have the fuel to do all the maneuvers once, maybe one of them twice, and return back with tiny reserve. On subsequent missions it’s not an issue as mission will load parts of the training (sub missions) with more than enough fuel to complete each task. Reflected, maybe a suggestion for Fam Flight mission to have an option in F-10 menu to tell your instructor that we’re low on fuel and RTB? Or have it automatically triggered by pilot once certain fuel minimum reached? Just a suggestion
  12. It’s just great, I turn it on the background in low volume, so all in-game sounds and comms are clearly heard. So your campaign with this playlist quietly playing on background, in VR is truly immersive, or should I say more period correct - psychodelic Just awesome, highly recommended to everyone, it’s in the main campaign readme pdf.
  13. You can also mouse click release button, not necessarily bind it.
  14. I love the campaign, my favorite one so far, setup an voicelines and supplementary materials made very well, highest quality! Please don’t get it as a critique, but it feels a bit fragile, one wrong move sometimes and illusion of realism falls apart, no way to finish, just have to start over. Maybe some features have to be implemented in base game to provide instruments to campaign devs to make campaigns more resilient without creating extra 3000 triggers. Fail state should be clear to the player, and user shouldn’t guess if it’s a bug or something went wrong.
  15. Honestly one could easily land without using chute at all, in this case pilot should automatically say “didn’t use it” or something like that, otherwise it’s strange to pull the chute while taxiing just to satisfy checklist.
  16. +1 It should be must have day 1 feature, like HB did with a Phantom.
  17. I noticed plane also slides if there is a tiny bit of incline on the parking place. Plane very slowly drifts with chokes on, and does those bumps and shakes as it goes.
  18. Looking around S/W part of the map that I thought is close to finished, but apparently not. Camp Bastion is WIP etc. So which parts of the map are good to take a look now in a helicopter? Thanks!
  19. At this stage indeed it looks very rough and bad quite frankly, disappointing after such hyped announcement. Somewhat detailed areas are far inbetween, terrain textures are of poor resolution and color uniformity, they often don’t fit. Areas that are supposed to be detailed and almost done - look poor and incomplete. Terrain looks somewhat okayish from the high altitude, but even then you can see geometry shimmer where the “detailed’ areas turn into blurry photo. No blending whatsoever, tech wise it looks outdated and not next gen. Syria is head and shoulders above quality wise. And on top of that it stutters even in the empty desert. We got used that DCS has small maps, but they are nicely crafted, it’s such a joy to fly on Channel map where it looks great even on pedestrian level. Syria looks amazing, just Cyprus alone is a real eye candy. Not the Afghanistan unfortunately, it looks more like initial prototype, that needs couple of years of work.
  20. Dear Heatblur. DCS World Supports VR hand tracking as a platform, also ED modules: F/A-18, F-16 and others support clicking buttons and switches with hands using hand tracking. Simplest and most popular way to enable hand tracking is with popular Meta Quest3 headset, that can stream hand tracking data via OpenXR into DCS. Unfortunately this feature doesn't work in Heatblur's modules: F-4 or F-14. Hands appear, as it supported by the sim, but buttons are simply not clickable as fingers go through cockpit geometry without interaction with Heatblur modules. Here I have a few videos on how it works when it works (with F/A-18) Would be great to enable this functionality in our beloved F-4 (and also F-14) And this is how to enable hands in DCS with Quest3: Thanks in advance! P.S. I'm not talking about VR controllers tracking and interaction, also I'm not talking about flying airplane with "air guitar" I'm talking about reaching out for a switch to flip (like master arm) or click on a pylon selector buttons, with bare hands, and then continue flying with HOTAS as usual.
      • 1
      • Like
  21. I love HB F-4E as it is, and I have no problem with analog steam gauges flying, but I love F-4 so much I'd like to see other variants as well It's not because it's "too difficult" or "too easy", it's because I'd like to try them all
  22. How much force is required to activate it? Is it easy to accidentally punch out?
  23. Dear Heatblur, is there any chance you thought to make "modernized" Phantom in the future? Hellenic Air force has F-4E's with HUD and MFDs, JASDF had EJ model with upgraded avionics, I believe Türkiye has upgraded avionics of their Phantoms as well. Just asking if you considered making any of those as an option in the future, thanks. null P.S. Here is one of the upgraded Hellenic F-4Es phlying phootage:
×
×
  • Create New...