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Bounder

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Everything posted by Bounder

  1. I had an interesting experience on Burning Skies WW2 server yesterday and would like to query a possible bug I encountered on the Normandy map. I landed a damaged Spitfire at a blue airfield, taxed and parked in a hangar and then went through a repair. Once the countdown finished and the repair cycle began, I was lifted through the ceiling of the hangar (I passed through it without collision). However, once the repair cycle finished I was unceremoniously dumped onto the now very solid roof of the hangar. See the attached video: I have a track file but am unable to upload it with this post - I imagine it's because it's 89mb (it covers several flights). When I try to attach it I get the message: I have tried re-creating this offline via the mission editor but I am struggling a little to damage the aircraft and get the ground crew to respond and carry out a repair. Anyone else seen anything like this or able to test /recreate better than I? Many thanks, Bounder. PS: If nothing comes of it I hope it provides entertainment as it gave me a good laugh! [edit] fixed spelling error, cheers.
  2. This is on the Alpha build correct? I only get that message if I don't log in (on the box that now pops up before DCS loads). If I log in when prompted DCS loads without the message and I've then played online
  3. Joystick (Microsoft FFB2): Pitch (Y axis) = deadzone: 4; saturation X: 100; saturation Y: 78; curvature: 21 Roll (X axis) = deadzone: 7; saturation X: 100; saturation Y: 100; curvature: 5 Rudder pedals (MFG Crosswind): Rudder (RZ axis) = deadzone: 7; saturation X: 100; saturation Y: 100; curvature: 20 Wheel Brakes (Y axis) = deadzone: 0; saturation X: 100; saturation Y: 80; curvature: 0 (invert on)
  4. If you're having problems getting manual prop pitch to work in the 109, here's what you need to do: 1) Turn ignition switch on. (Note: Battery switch should also be on be default but if you've accidentally turned it off, it will prevent use of manual prop pitch). 2) Check prop pitch manual / automatic switch is in the forward position (forward = manual / aft = automatic) 3) Adjust prop pitch using "Engine RPM Decrease" / "Engine RPM increase" assigned buttons (default = page down / page up keys) I've attached some images to help. Have fun.
  5. Thanks Sith. I had a little trouble remembering last night but I had to do a complete fresh install of DCS a week or two post the flight I captured those images (which is why I don't seem to have any tracks going back 4 weeks). I've not seen it since and so the bug may have been due/linked to a larger problem on my install. How do you know what you saw was actually related to the prop being shot off? You say you didn't experience any flight / engine problems and the only thing that suggests you had a problem was the view once you had landed. Is it not possible you may have seen a similar disappearing/see through texture bug on your prop like I saw on that 109's wing? Obviously until anyone sees anything like that again and uploads the track file it will remain a mystery.
  6. I know that Sith, but unfortunately that's the best I can do as I don't have the track file. All I can do is say what I say in my post and at least raise the possibility that the bug I describe exists. If I see it again I'll be sure to save the track. Cheers.
  7. I've seen a texture bug related to damage (once) - see attached images. In my case the bug occurred after I landed hits on this 109's wing. The missing texture popped back when I got closer.
  8. The B17s gunners fire now? Great news! How bad is the performance hit?
  9. There's a Spitfire prop mod available for DCS 1.5, not used it myself. Could work in 2.1 as well. Don't know if it will help with the problem the OP is describing with the gunsight but should help with FPS https://www.digitalcombatsimulator.com/en/files/2306815/
  10. I get exactly the same - bad flickering on trees and particularly the hangers with the external metal scaffolding and have found no setting eliminates it. Have tried removing shadows / enabling flat shadows but to no avail. I'm running a 1070 and have good performance, 50-60 FPS but the flickering is really ugly. I've noticed on the metal scaffolding over the hangers it pops in as i get closer at a certain range, but then when I fly close over them the flickering stops momentarily when im low and directly overhead. As i move past it starts again. Wonder if it's partly to do with the lighting? I think the only setting I've not adjusted is deferred shading which I really didn't want to turn off, will give it a go.
  11. Just wanted to say thanks for getting Burning Skies up and running for Normandy, I dunno how you do it Eeks but you had over 60 in the server and smooth as butter for me.
  12. Those replies make a lot of sense and I guess it's a lot easier to centre our toy controls with their centre springs than the real thing, which don't have centre springs and all the while being disorientated spinning under G with the fear of real consequences of crashing. Thanks. Posted from my phone
  13. But is this self-recovery after centering the controls correct for the Spitfire? Philstyle links to a copy of a Spitfire (mkI?) manual which states: "There is no difficulty in recovery, provided the standard method is correctly used - full opposite rudder, maintained until the spin stops; stick fully forward." If the real Spitfire manual states this there must surely be a reason for it? It may be that the standard recovery method isn't always (or ever) needed and simply centering the controls works as well but I've not seen any literature/ evidence of that shared here (for the Spitfire) and it begs the question, why go through the trouble of opposite rudder and stick forward when centring works just fine? Is it speed of recovery? If so, the Spitfire recovers extremely quickly in DCS currently with centred controls - opposite rudder and stick forward seems redundant. Don't mean to be a pain but have to ask why the DCS Spit differs in behavior from what is described in the real Spitfire manual. Posted from my phone.
  14. So it's different for DCS 1.5 and 2.0? Interesting... To clarify, I wasn't saying there is a difference between 1.5 and 2.0 (I haven't tested that). My comparison was the behaviour of the Spitfire in December 2016 (see linked video in my post) and behaviour now (will try and get a video of this). Both tests were carried out in the standard DCS release of the time (1.2 / 1.5x back in december and 1.56 now). There have been patches in between the two and I noticed the Spitfire is more difficult to stall now and more interesting in the context of this thread, ceased spinning far faster now compared with previous tests in December.
  15. Just a question to those testing, are you using modified joystick settings i.e. curves & decreased saturation? Bringing it up as there were threads very recently describing reducing saturation and using curves to improve the sensitive Spitfire controls and I thought it might have an effect on these results if still being used? [edit] reading back through the thread again I'm not sure I'm understanding fully "Spinning the Spit" - are we talking about the ability to get the aircraft to enter a stall (e.g. accelerated stall), enter a flat spin, about behavior once in a stall, or all three? If we are talking about pulling enough AoA to get the aircraft to enter a stall your controls (or lack of them with limited joystick saturation) will most likely have an effect for obvious reasons. I posted a video before on this subject and can post it again, the Spit will enter an accelerated stall. I don't use any saturation or curves and it will do it: Having said that... I tried the same test tonight on current 1.5 patch and had more trouble. I did enter a stall but not as easily. Further I had a lot more trouble entering a stall in a right turn than left. It is almost a struggle to get the Spit to stall in a right turn now. Furthermore, once in the stall and with hands off the stick and pedals, the Spitfire seems to settle out very quickly, stop spinning and then gradually nose up. Seems a bit wrong to me (but whatdoiknow)? I can post a new video for comparison with the above (filmed back in December) compared with now where it does seem far more difficult to enter a stall and far quicker hands off recovery. If I've got the wrong end of the stick please ignore but very interesting thread.
  16. The last date of the month is Wednesday 31st May. Just saying.
  17. It used to be. Not sure when it was removed as I don't fly often on the Alpha build. Anyone know the story? Has model enlargement been permanently removed or just implemented some other way in 2.0?
  18. I just fired up the Alpha build to test model enlargement and I'm scratching my head trying to find the option. It was a drop down box under settings -> gameplay (and that is where it's still located in 1.5). Has it been completely removed from the Alpha (2.0) build?
  19. If it's the same bug I've no idea if it's visible in F2 as the multiplayer servers I play on don't have outside views (hence why I said from the cockpit). Have you checked to see if another player sitting in another aircraft can see you venting? If it's the same bug then they will see it but you wont. This bug doesn't just effect venting water but all smoke effects.
  20. There's been a bug in 1.5 since a patch or two ago where you can't see any smoke effects on your own aircraft from inside the cockpit. Very noticeable in multiplayer where everyone can see you venting but you don't see a thing.
  21. I'd agree with this Phil, there was a noticeable difference in ground handling a while back. We'll keep seeing changes until the Spitfire is out of beta.
  22. Great stuff, thanks very much for posting this Racoon, low level dogfights just got a whole lot more interesting. Cheers.
  23. The answer wasn't just yeah certainly. You can read the whole answer above in full, the language suggested it might instead be something planned the future. It wasn't clear to me hence my question. As you're an ED tester I can take it from your answer that you know for a fact that the trees on the Normandy ww2 map are collideable? If so that's great news and thank you for clarifying.
  24. I have faith, just asking a question. Are the trees collideable or not?
  25. Just watched the livestream video recording up on youtube ). Great to watch and hear all the news. Wanted to clarify a question Wags answered during the live stream regarding whether trees are collideable or not? The question was posed during the video and answered as follows (from 6:37 in the youtube video): Q) "so another big question we have of course is the functionality of the trees, whether or not they're going to be collideable or not?" A) "and yeah, certainly, we believe that moving forward with any new DCS map, having a collision model for the trees is quite important, not just for the aircraft but even more so for the helicopters and combined arms, and things like that." Does this mean that all the trees in Normandy are collideable right now or it's just something you recognise is important and is planned to happen in the future?
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