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Everything posted by Bounder
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Hi Maulkin, welcome to the fun! I'd recommend teaming up with players from one of the ww2 orientated DCS groups and using voice over comms to learn the 109, like ourselves at 9jg27.com (link to our webpage with forum and teamspeak details http://www.9jg27.com). Regarding your specific question about the radiator, there was an issue reported with the manual controls for the 109s radiator a while ago but I thought that had been fixed? Either way, you shouldn't need to change the radiator setting from automatic (straight up position) to anything else. Unless there is still a bug when using manual radiator control it might be something else is going wrong, e.g. getting too slow for too long and directly overheating or indirectly via some form of engine damage (like going full throttle without mw50 engaged). You shouldn't need to touch the radiator controls in the 109. On the other point, I know the 109 wants to roll left on very low speeds (e.g. like during take-off) but once airborne and during combat ideally you shouldn't be flying so slow or close to stalling. The 109 has a pretty gentle stall before it will fully stall out and once you get used to her behaviour you'll know where the edge is and when to back off a little, especially when flying with a full tank of gas! Best of luck.
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As the others said above, unfortunately a server can only enforce whether labels are on or off, the use of any label mods are client side. So while you may use a mod and see a dot, comma or an asterisk symbol other players will see full label ('big banner'). For the 9JG27 server, DavidRed had made a LoD mod that makes contacts stand out more and visible further than the default LoDs. Whilst it isn't as clear as labels it does make a subtle difference and I'd highly recommend trying it. The mod is currently accepted on the ACG server (uses same mod by another name) and on burning skies afaik and for any that don't, it takes a second to disable/enable via JSGME. For those that haven't installed mods before or used JSGME I made this video guide:
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Feedback and General Questions for Video Updates
Bounder replied to Groove's topic in DCS World 1.x (read only)
The stream video quality was excellent. Wags microphone was however too low to make out much of what was said, especially with the RWR sounding. Would love to see a prop plane (Mustang/109/Dora) Wasn't able to stay online for the whole broadcast, would be great to have a video of the livestream/highlights added to youtube etc -
9./JG27 are pleased to announce the addition of the virtual No.66 Squadron to the -=FightingLegends=- group for our Tommies who prefer the P-51 Mustang and eagerly await the arrival of R.J Mitchell’s magnificent Supermarine Spitfire to DCS. Our website http://www.no66squadron.com/ Part of the 9./JG27 FightingLegends Group http://www.9jg27.com/
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Very nice, NTTR footage looked great and very smooth - can't wait
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I'll quote the manual from another thread on same subject (p33) Since the 109s slats deploy before the wing stalls as AoA increases, deployment can be used by inexperienced pilots as an indication to stop increasing AoA if they are not used to the 109 yet. As such any indication, including speculated audio cue, that slats are deployed may help inexperienced 109 pilots avoid unexpected stalls. Experienced pilots will of course know how much further they can increase AoA following slat deployment and may pull harder. On the 'bang' noise, it was something I read/heard somewhere, may not happen every time and may be an old wives tail for all I know, just thought I'd mention it in case there is any truth to it.
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+1. Further, I've heard stories of an audible 'bang' as slats were deployed in 109s (which allegedly 'scared' inexperienced pilots) and wonder if this sound effect was added in DCS it might give us an extra vital cue of slat deployment before full stall
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It's been stated before that it's an issue with the AI damage model. Against player controlled P-51s the 30mm cannon is very effective, most of the time 1 hit takes a P-51 down in my experience, sometimes but rarely 2-3 is needed which is working as it should imo.
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If you're interested in ww2 multiplayer action there are a good couple of servers to check out - Dogs of War (DoW), Burning Skies, and my squads server 9./JG27 (formerly hosted by the ACG server). DoW is more popular in the US timezone and the 9./JG27 and Burning Skies are more popular in EU timezone. I believe all 3 are running missions that include AI - I know our dogfight mission does (depending on number of players online). I'll drop some links to our website and the DoW website below... and see if I can find a link for the Burning Skies chaps. 9./JG27 website: http://www.9jg27.com/ DoW website: http://www.webfortress.com/dogsofwar/ [edit] Burning Skies FB page: https://www.facebook.com/pages/Burning-Skies-DCS-WWII-Server/724145110991574 PS: Something to bear in mind is that the ww2 stuff is slowing growing in DCS and we expect it to continue to grow with the implementation of DCS 2.0 and with the introduction of the Thunderbolt and Spitfire mks (IX and XIV).
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Does the engine die much faster with the new patch?
Bounder replied to taps's topic in DCS: Bf 109 K-4 Kurfürst
Agree very much with the above and matches my experience so far. -
I think older modules like the P-51 views are located in C:\...\DCS World\Config\View. Read Kuky's posts in this thread http://forums.eagle.ru/showthread.php?t=105035 and use same method for '51
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Thanks for sharing, lots of good stuff there, the 109K4 pilot notes in German also look like they'll be great.
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Is this project still being developed?
Bounder replied to Fangio's topic in Western Europe 1944-1945
Welcome to the forums, you might try the official updates section of the forum - for example here's an update from last month (Feb 2015) including info on DCS 2.0, the P-47 and the Spitfire IX: http://forums.eagle.ru/showthread.php?t=139694 -
EDGE will improve WVR visibility in DCS: WWII?
Bounder replied to IIIJG52_Otto_'s topic in Western Europe 1944-1945
Really really hope ED will look at and a/c improve visibility, it's critical not just for ww2 but also Korea (Sabre & Mig15). DCS is an amazing sim but I feel it is let down by little things like LoD which don't do the fantastic FMs and a/c op modelling justice. DavidRed's mod (ACG WW2 mod) goes a little way to improve the current LoD situation but a proper official fix by ED is badly needed. -
Show me your mad dogfight skills (FW190D9 Version)
Bounder replied to super_baloo's topic in DCS: Fw 190 D-9 Dora
Link was broken - you don't need the url tags only the youtube ones and only include the bit after v= in the url i.e. "9T9MZqRK4O". If that doesn't make sense hit the quote button on this post to see how the video link is done. Congrats on your kill Fasteddie1, look forward to watching ~S~ -
VEAO also have Mozzies on their list, worth checking it out: http://forums.eagle.ru/showthread.php?t=127100
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I tried making gunsight changes including adjusting sight distance, sight wingspan, gyro on/off (switch right of gunsight "EZ42 powerswitch"), the EZ42 gunsight adjustment unit (right side cockpit, behind circuit breakers) all to no avail (guns still work). Silly question but you don't mean that you're turning the "master arm" switch left of the gunsight, sitting in between the ammo counters on/off as this will turn the guns on/off?
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Dunno what else to try - as you can see from the track I uploaded the guns are working fine for me on the same mission, with little to go on it might be helpful to upload a track. All the best.
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Ok just flew that mission (Mission->Dora->Furball) and guns work fine once airbourne (see attached track). Maybe check your keybindings? Dora_gun_test_furball.trk
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Hi Mastiff, could you maybe post some more info and a track if possible? Is it in single player or multiplayer you are having the problems, are you running latest version of DCS and is it standalone or steam. I just updated to latest patch (standalone v1.2.12.35194) and tried the Dora from cold start mission (single player) and upon takeoff my guns worked just fine.
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I'll leave this up to the experts to debate as honestly know nothing about this sort of stuff. My uneducated impression was that the speed of a projectile would have an effect on it's penetrating ability (and that the cannon round is decelerating over range) but I guess that is not the case. Not being funny, honestly know nothing about this. All I can say from testing is that if you hit the P51 from the range shown in my screen shot it is wrecking it in 1 shot (and not 3-4 as suggested).
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We were playing on the ACG server earlier, it's still up but only has 109s. After replying I just went off and tried against an AI P51 and 1 cannon hit from fairly close range (P51 almost filling my gunsight - see attached pics) took his tail clean off and set it ablaze. Maybe I am being very lucky or maybe you are firing from too far away or something? [edit] earlier one person hit me with 2 cannon shells which did little if any damage but they were much further out. I suspect range may be a key factor here with my successful 1 hit = kill shots occurring where my target is almost filling my gunsight. Will test some more tomorrow.
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[NO BUG] Cannot fire guns/Cannon after runway start
Bounder replied to fjacobsen's topic in Bugs and Problems
You have ammo but it seems we need to set the ammo counter from cold start etc. Under each counter there is a small knob that you have to turn (a lot with middle mouse wheel) to slowly 'fill up', once set it will decrease as mgs are fired. also to note (from page 63 of the manual): The ammo counters are not directly linked to the ammo stores. Instead, they are reset to full (top) position when the guns are loaded on the ground, and then each mechanical indicator bar is lowered whenever a weapon is fired. -
I haven't tried it against the AI but against players it's definitely not weak at all! 1 shell from dead six took out my opponents engine (instantly dead) and on a second player 2 hits (one straight after the other) took his tail clean off :megalol: I fired my shots when my target filled my gunsight and can say it's anything but weak :thumbup:
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[NO BUG] Cannot fire guns/Cannon after runway start
Bounder replied to fjacobsen's topic in Bugs and Problems
There is a safety cover on the flight stick for arming the guns. The default to toggle this is "L.shift + spacebar". Once that is "up" make sure master arm is on (left of ammo counter) and your guns will work