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Everything posted by David OC
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reported earlier [REPORTED]Master Arm On to Dispense Expendables?
David OC replied to Nealius's topic in Bugs and Problems
I'll take your word for it "Anonymous User" on Russian forum....:D You sound like you know your stuff...;) -
reported earlier [REPORTED]Master Arm On to Dispense Expendables?
David OC replied to Nealius's topic in Bugs and Problems
If you can use the ALE-47 without the MA armed. The switch would disable with wow right. You wouldn't want to bump the hotas on a flight deck after startup. -
When you hit the break 350 kts Supertaquito, go to idle on the throttle, speed brake to full (You need to hold the switch until full brake) Change Bank degrees "dynamically" so you can hold 800 feet level at 1% G of speed throughout this turn. You should be around 250kts at the 90 degree mark, so while your still pulling 1% G, once you hit 250 drop the gear and go full flaps all while pulling 1% (250kts = 2.5G) and staying level at 800 feet, as you are coming on to the downwind wings level bring the throttle up to catch the speed once it's near on speed, around 140 kts. I throw in a bit of trim just before coming out level. It's all dynamic and takes practice and more practice.;)
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I would generally have a play with the options Paletus. It's all very highly subjective.... Different color sky, ground summer/winter, sea, aircraft paint. To name just a few variables. Predicting Visibility of Aircraft Howell carried out a field study in which pilots attempted to detect another aircraft (DC-3) approaching on a collision course. (DC-3) collision course Over various conditions (detection distance) 5.5 to 8.7 km 3.4 to 5.4 Miles Knew exactly the approach angle of the target aircraft 17.3 to 23 km 10.7 to 14.9 Miles About three times larger than the detection distance. Here is a few post about making and using a label. 1) First post how to install and modify a label. 2) 2nd post has a label attached for VR. ED has now updated the visibility options, so the file you copy is now a little different because of the label options under game play. This is what it looks like for ground units.
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Can I change video cards? BitMaster
David OC replied to lazduc's topic in PC Hardware and Related Software
He's just playing around as usual.......:D The title, it was posted for BitMaster to answer. -
Not true, watch my video above. They come for me at the start when AWACS or they can see me, then return to their set course. Watch between 0.20 and 0.30. Edit: Well I tried this again and they stayed right on me the whole time when hidden behind the hill...? So I don't know now, you can see them turn away in that vid tho.
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They stopped working on the older engine, they needed to update two engines side by side while building the new engine and redoing the older map. Not real efficient and once 2.5 came with all the maps under one roof, 1.5 was cut loose. Now the engine coders/engineers are focusing on the one engine and implementing Vulkan for better optimization. This is still quite a new engine and needs a little more time in the oven to mature. That's all, it still looks great and needs tweaking for better results for mid powered hardware, hopefully Vulkan will help here.
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No, beaming means perpendicular (Side on around 90 degrees) to the "Aircraft" There is a great guide here on Mud spike if you want to know more about that. Get the free version of Tacview, it's really cool to see how you get shot down.:cry: In the video it looks to me when I get a dashed line is when the AWACS/Fighters cannot see me. I think that line is (LOS) line of sight. You see them turn back at around the 0.22 second mark. This is all subject to change;), they might at some point make the AI a little smarter and come looking in the area I was headed.
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I think the Warthog has a push down Z axis on the thumb button. I have CH gear so forward Amraam, Gun Aft, Sidewinder left (No down on ch fighterstick)
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AI Harrier starts immediatly
David OC replied to jef32's topic in Aircraft AI Bugs (Non-Combined Arms)
Just to let the moderators know. The startup works properly when it's a "Take off from ramp" (Airport) The startup is "instant" when "Take off from ramp" (Helipad) The harrier is started "instantly" also when you select take off from ground. -
You can sneak up, the AI even turned back here to their heading after coming for me at the start, when AWACS could see me. Not until AWACS could see me again did they come back after me. This was on the highest skill set, the guy's set to follow the AWACS did nothing except get out of the way lol. and I made it all the way back to base.:D Not
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Case 1 BRC is given or just line it up when in the pattern overhead. Case 3 is Final heading, when you cannot see crap all.:cry: CASE 1 Approach Chart https://forums.eagle.ru/showthread.php?t=215256 CASE 3 CV-1 Approach chart https://forums.eagle.ru/showthread.php?t=216331
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Ability to customize VR menu hangar with aircraft of choice
David OC replied to rag48's topic in DCS Core Wish List
If you don't mind modding a few files? Main menu hangar Some of the guy's in that thread have shared there own. You might find something you like? Backup any files that get changed first.;) -
It said the basics of it above in the newsletter I posted above. Quote "This provides us with three primary weapon effects on a unit: penetrating (projectiles), volumetric/pressure wave (high-explosive) and volumetric/shrapnel. This last effect allows weapon casing fragments to be tracked as unique objects entering the unit. This is not modeled in our current damage model system, but it will provide a great improvement to aircraft, and later, ground unit damage." End Quote The logic is in the code that will be written to cause and display the correct affect on all this tracked damage in sim that will be in the sim at some point. Soon we hope.;)
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From the newsletter Quote "Modeling Update We recognize that an important aspect to improve in DCS World is more realistic damage modeling in regards to localized effects, visual effects, affect on hit components, and type of weapon impact. Regarding the latter, the new damage model will be based on two types of weapon impact: penetrating impact and proximity impact. This provides us with three primary weapon effects on a unit: penetrating (projectiles), volumetric/pressure wave (high-explosive) and volumetric/shrapnel. This last effect allows weapon casing fragments to be tracked as unique objects entering the unit. This is not modeled in our current damage model system, but it will provide a great improvement to aircraft, and later, ground unit damage. When a projectile or shrapnel penetrates a unit, the strength and functionality of the of the unit component it intersects with is affected. This includes components like spars, flight control surfaces, engine, weapons, fuel, etc. This, in turn, can greatly affect aircraft performance and system functionality. The team has been working hard on this new damage model system, and the primary work is now complete. It is now undergoing internal testing. We will first roll out the new damage model system in our World War II aircraft, then later move to our more modern aircraft and then ground units." Seems to me like once the damage / ballistic models are done they can add the appropriate smoke and fire to the appropriate damage locations to make it more realistic. For all we know there could already be many more effects built and just waiting to be added to this damage logic.
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Yep, I was zooming in a bit when long in the groove. If you are 18 seconds or less once wings level into the groove you can see the ball easier. Scan Ball - On speed - line up (Repeat) To make this easier use ICLS for Case 1, it's even harder to see the ball in VR. The trick I got from Wags interview with a former F/A-18 pilot is to use the ICLS and fly the height bar with the throttle once it shows up in the HUD around the 45 degree mark. This will have you at the correct height once you come wings level and if you are deep, keep flying the bar until you see the ball, then fly the ball. It's all in the same HUD picture. This is what it looks like in VR, I like it better than zooming in and distracting myself. I'm around 15 seconds here from wings level to landing, if your deeper than 18 seconds work on your turn in from the abeam. You should be turning in 30 degrees when across from the LSO / back of the ship. Adjust when at the 90 degree mark, takes practice to keep the skills up.
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The unit icons are working for me in the editor, is that what you mean. Select the the tank icon at the bottom of editor to turn this on, then you need to zoom quite far in to make them appear.
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What I mean is turning in when abeam so the groove length wings level is only around 18 seconds, this way you can see the ball in VR easier. The ICLS bars help if you are a little deep to get the height right until you can see the ball well. This is around a 15 second groove length once wings level. Yep, it's not set in stone, adjust if needed as you come around. It just takes a lot of constant practice to keep the skills up.;)
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Please make the game support IP change finally.
David OC replied to D4n's topic in DCS Core Wish List
+1 I'd also like to know who they are? Are they any good? Google them + problems + Multiplayer and see what comes up. -
Here is another older good set of videos for the old Su-25 (No TV screen etc), this is a good series by bunyap and really helps to understand the big picture of what you need to be thinking about once you go into battle. The Su-25 is part of the DCS: Flaming Cliffs 3 or purchased separately. I've Just been playing around with these lately myself, still loads of fun! Giving the F/A-18 a little break.
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This is a good video tutorial series on the Su-25T
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1) press "TCN" button on upper panel 2) Press the ON button 3) enter "74" and press "ENT"
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Here is a good tip for Case 1 In VR make sure you are turning in at the right time and not way to deep in the groove. Use the ICLS and fly the height bar when coming off the 45 degree point, this is a great way to quickly adjust height before the groove/Ball call. Here's the VR vid This seems like a cheat...? I got this from Jell-O a former F/A-18 pilot when talking with Wags. Time 50:45 I also learnt that you can reset the HUD peak G indicator before the break by recycling the HUD display switch.
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You would never do or try these maneuvers in the real world, like you have pointed out here. For safety and in some cases structural integrity. This is a very high fidelity simulator, you can try these maneuvers in a sim when your life doesn't depend on anything going wrong "one time".