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Everything posted by =Mac=
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"Good", we have. (Go ahead; disagree. Make my day.) "Fast", we have. (To the limits of YOUR computer. I get just under 30 fps in Las Vegas.) "Cheap", we have. ($50 for a top quality sim of a Spitfire? Hell YES. I'd pay double.) From 1987, thirty years ago. December, 2015
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I saw a video that spoke of the Tomcat's huge radar which was one of several attributes that made them so awesome. Swept wings, long legs, two humans, and that radar with multiple target tracking and launching.
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Coins are jiggling in my piggybank already. You release it, I'll buy it... maybe even twice! My old squadron eventually moved from the F-4Js to Tom Cats. (Yeah, I know, I'm old...)
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No, guys. I am serious when I say I am not complaining. You both are right: the level of detail I saw is going to be awesome.... especially in a Huey! I was just reading the Wikipedia the other day about the Grey Nose and quickly jumped back to see if it was going to be modeled in the Normandy map. I suppose I had just put my foot in my mouth (like I always do.) (Well, if you do it enough, soon the taste doesn't seem that bad unless you walk somewhere amongst cows and horses...:)
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Calais? Dunkirk? Cap Gris Nez? In September 1944, the 3rd Canadian Infantry Division's operation took the fortified French port of Calais. A subsidiary operation was executed to silence and capture the heavy batteries at Cap Gris Nez, which threatened the sea approaches to Boulogne. The operation was part of the Allied effort to capture the Channel ports, following the breakout from Normandy. The 7th and 8th Canadian Infantry Brigades started the main attack from the south west of Calais and cleared the outer defences on the city's southern and western sides. The 8th Brigade were then transferred to the eastern side and the inner defensive lines were attacked from both sides. In the meantime, the 9th Brigade took the heavy batteries on Cap Gris Nez. I'm not complaining, mind you. But, come on! I'm Canadian!:smilewink:
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NOE is almost orgasmic! Unfortunately, one of my close calls with a mountain side... well, somebody peed in the cockpit!:doh: I know there will be bugs. I don't care. I'm flying this lightning bolt now! One question: I read somewhere the landing speed is 220 kph. I get it down to 300 kph with wheels down (and the canard down on its own) and still get up close and personal with a stall. Is there a landing mode I don't know of? That thrust reverser! OMG, that is so awesome! Trim buttons seem either non-functional or extremely weak. (Mapped to my TM HOTAS stick.) And the FPS readout (upper left) is in red. Is that new? I flew a great (for me) landing (Sochi RWY 06) and saved the track. Replaying the track had me landing about a mile west of the runway and thus crashing. DCS 1.5 bug? Finally, guys: thank you so much for this (what's another word for awesome?) aircraft.
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DCS Worlds (the planes and this forum) are pretty much THE hobby for me other than picking my nose or flirting with strange women. Throughout the week, I work hard to pay rent, buy food (and Coca Cola!!!!), and put gas in the car. The weekends are MINE. This is when DCS and I have our love affair. My wife barely speaks English but she does know two phrases and uses them at me occasionally: "Altitude! Altitude!" and "Pull up! Pull Up." (She thinks I have a bad "altitude" if I yell at her for something.) You've done a great job as The Moderator, Sith. If I recall correctly (and don't bet that I can because I'm old, decrepit and have caught a viral case of Alzheimer's), you climbed on my case about something one day a year or so ago. I was surprised that you rubbed my nose it what I wrote... until I re-read what I wrote. You were right. Fortunately, you didn't ban me.... at least, I don't recall that!:)) You've become a standard fixture here, my friend. We have come to depend on you to be here for us. (Well, most of us.) Thank you for the work you're doing here.
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I haven't been flying much due to work so the Christmas holidays gave me lots of time (not enough) to fly. I hopped into my trusty Hog ready to demo just how an insane killer this bird is to my son-in-law. He now thinks I'm a nut case and can't tie my own shoes. My god, none of the buttons worked as I remembered! I push the landing gear lever down and the windshield wipers turned on. I was going to land but discovered it doesn't land well on water. I was going to shoot a T-72 to pieces only to find that when I pulled over, the cops were waiting for me. No, I don't drink: I'm just that bad of a pilot in a plane I haven't flown in 3 or 4 months! What has happened to my fingers? Or is it actually my brain has been disconnected for lack of payment????? Seriously, though. I found that the TGP has always had some unrealistic display characteristics. I, of course, have watched many times the YT vids recorded from Afghanistan and the like. No similarities almost. I think, like most here, that 2.5 will have addressed this to the point where we can use the TGP a bit more realistically. And, like most here have said, we'll see.
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***DCS: AJS37 Viggen Now Available for Pre-Order!!***
=Mac= replied to swither's topic in DCS: AJS37 Viggen
Just think! A-10C "Some planes have a gun. This gun has a plane." AJS37 "Look! Up in the sky! It's a.... wait a minute, I didn't get to see it." So, when can I strap one of these beauties to myself and go blow something up? January? -
[REPORTED] Spitfire propeller with motion smoothing/ASW
=Mac= replied to Reflected's topic in Bugs and Problems
Well the view of that spinning prop just has to be the most awesome feature of any prop a/c. As soon as I saw it, I fell in love with it. I sure hope they can get the fps back up and still keep the eye candy. -
The propellor graphics just kills me! Awesome! Frame rate dropped into a slide show at 3840. The Pony runs around 30 to 40 fps at that rez. Went back to 1920 and still had low fps (around 18 to 20 at times). Climbed up to 26,000 and nosed over with almost full throttle. The dive was spectacular until I blew something out. Landing in the grass didn't go well, either. But THANK YOU, Santa Claus! (I mean, Eagle Dynamics!!!!)
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Set up waypoints for flight lead. Click on the plane. Cntl C to copy. Make sure you are zoomed in close on the map. Move your cursor to where you want a copy of that plane (keep it really close for formation flying.) Cntl V to paste a plane there. The waypoints will all be offset perfectly. Cntl V until you're happy with the positioning. Select one to be your plane and change it to client. Save the mission. FLy the mission. Keep in mind that the group's waypoints are all offset by your copy offset. So, watch your turns. You can set speeds too. Set an F-15 a couple miles behind, crank up the KIAS and watch the waypoint time. Cool flybys that way! Attached picture: An F-14A, an ME-109 (yeah, but I've always called it an ME-109), a P-51, a Focke Wolfe 190 all in formation. Oh, and from my cockpit. We were flying about 300 knots. Moments later, an F-15 sliced past just 100 feet above us about 900 knots. All I got was the sonic blast and a disappearing blur! So nice. Make sure the radios are all set to the same freq. and listen to the call signs announce the waypoint changes (Choose different call signs, too, if you want!)
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I think, if you look closely, you can see several indicators that the aircraft in your photo is on -- and has been on for quite some time -- static display. (Check out Pima Air & Space Museum in Tucson, AZ.) Often, display military equipment is not to full milspecs once released to the display area. That's not to say the a/c tire was not used in actual service on this specific type a/c, but, rather the example should not be used to authenticate actual service parts and equipment. I saw an F-4 on static display once with a narrow wing tank loaded on the centerline station. I'm sure it could have been done somehow, but I've never seen it.
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Yes, I had seen the story about the F-15 longeron failure. I would imagine that ride was a wild one! From what I can gather, the F-15's main mount is a 36x11R18 inflated to 300 psi. The empty weight of an F-15 is around 28,000 lbs but the maximum takeoff weight is about 68,000 lbs. These radials are designed and tested to handle these static loads as well as, at the 68,000 mark, overspeed conditions. Yes, takeoff speeds are of the increasing type with much lateral loading mixed with normal high-speed loading. However, landing speeds begin with unusually high-speed loading mixed with extreme side loading (cross wind landings) and intense overpressures of slam-loading during impact landings (those infamous rough landings). The tread damage from landing tire friction (initial spin-up skidding from the instant of touch) has been inconsequential to the loading issues in tire failure. In essence, landing physics produce the most off-nominal loading in an aircraft tire. Today's F-15 tires (and those of the 1970's and 1980's) are tested with these extremes in mind. A normal, fully loaded, 150-knot takeoff should rarely cause a blowout, even in a wild side skid. Tire failure, during such a wild side skid, would be from tread wear-through only (assuming no tire side-impact events). There is only the occasional story of a blowout on takeoff yet history is replete with stories of blowouts upon landings. And, for me, no: I have not tried any other landing/takeoff tests to determine any cause. I flew on the Aerobatic Online server out of Nellis and had a takeoff blowout. I also flew a short single player takeoff out of Nellis and had a takeoff blowout. (I don't get to fly as often as most other sim pilots here. :(
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In May, 1983 an Israeli F-15d landed at 260 knots without blowing the tires. And, yes, at Nellis, one of the tires blows consistently now. (Loadout was 2, 2, and 4 ... I think... with two bags. Rotated at 120, lifted around 150 with one tire blown.)
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You know when it's time to take a break from DCS A10-C when..
=Mac= replied to HAVOC131's topic in DCS: A-10C Warthog
When you get up for an urgent pee and realize that your butt is numb... Time to take a break. -
Engine kill? Only have a second or two to submit... Friend asked me to demonstrate deadstick landing. I cut the fuel/rich knob (up) Cut fuel valve (down) Cut fuel booster (down) Cut engine starter (down) Killed the magnetos killed the two power switches (right panel, down) Throttle full back RPM full back both gauges showed almost zero. prop still spins... (okay, windmilling?) both throttle and rpm levers full. Merlin still working! Sort of. gauges say yes. KIAS says no. Confusing. What went wrong? (Kill procedure not listed here in any order.)
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Just to be certain: Will it be possible to fight a WWII battle with an A-10 or other modern machines? (Ref: Final Countdown with 2 Mitsubishi Zeros v 2 fully functional Tomcats!) Note: don't get into a low and slow fight against a couple of Messerschmidts with just an Eagle.
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Thanks for the input, guys. I assumed it was the memory. It's not important, anyway: my gaming machine is well capable of DCS World. (It's all that it runs! :thumbup:) As for my GFX card, I am currently running DX11 (on this house server.) (See diagdx screenie attached to this post.)
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I"ve got 4GB of system RAM. I suspect that's not enough to run DCS World. That may be the problem. Shouldn't DCS World check for enough system requirements and report if it can run or not? If the RAM is the problem, simply crashing on an Access Violation isn't a good way to handle the issue, eh?
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=== Log opened UTC 2016-08-17 03:04:39 00000.000 INFO VFS: Using 'Saved Games': "C:\Users\Randall\Saved Games" 00000.120 INFO DCS: DCS/1.5.4.55584 (x86_64; Windows/6.1.7600) 00000.120 INFO DCS: CPU cores: 2, System RAM: 4094 MB 00000.125 INFO EDCORE: (dDispatcher)enterToState_:0 00000.129 INFO Dispatcher: 2016/8/16 23:04 V1508170900 00000.143 INFO INPUT: Device [Keyboard] created deviceId = 1 00000.144 INFO INPUT: Device [Virtual Hid Device {1564F6D0-FB72-11e5-8002-444553540000}] created deviceId = 2 00000.144 INFO INPUT: Joystick created[Virtual Hid Device {1564F6D0-FB72-11e5-8002-444553540000}], ForceFeedBack: no 00000.164 INFO INPUT: Device [Mouse] created deviceId = 3 00000.379 INFO SOUND: loaded 1096 sdefs from "sounds\sdef" 00000.421 INFO SOUND: Using driver: xaudio27 00000.425 INFO SOUND: XAudio2: Using device ID:'{0.0.0.00000000}.{e4b7df4e-0f06-48d8-b032-3768d71b4a6a}' Name:'Speakers (High Definition Audio Device)', channels: 2 00000.495 INFO SOUND: XAudio2: channel layout: Headphones/Stereo 00000.495 INFO SOUND: Using SSE FTZ/DAZ mode. 00000.849 ERROR VFS: Can't mount './CoreMods/aircraft/Hawk/Textures/Avionics' to '/textures/'. 00000.856 INFO SOUND: loaded 19 sdefs from ".\coremods\aircraft\m-2000c\sounds\sdef" 00000.857 ERROR VFS: Can't mount './CoreMods/aircraft/M-2000C/Skins/1/ME' to '/textures/'. 00000.857 ERROR VFS: Can't mount './CoreMods/aircraft/M-2000C/Textures/Weapons' to '/textures/'. 00000.862 INFO SOUND: loaded 10 sdefs from ".\coremods\aircraft\mig-21bis\sounds\sdef" 00000.880 INFO SOUND: loaded 7 sdefs from ".\coremods\aircraft\sa342\sounds\sdef" 00001.164 INFO WorldPlugIns: No 'registryPath' for 'AVIODEV_C-101' 00001.188 INFO GRAPHICSVISTA: Creating Resource "Unicode" of type 1 00001.191 INFO DX11BACKEND: TRUNK renderer init: showShaderError coreCount=1 00001.235 INFO DX11BACKEND: Driver Concurrent Creates - 1 00001.235 INFO DX11BACKEND: Driver Command Lists - 0 00001.236 INFO DX11BACKEND: DX11ShaderBinaries::loadShaders 00001.236 INFO DX11BACKEND: DX11ShaderBinaries::loadCache Bazar/shaders/fxo 00003.371 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done 00003.372 INFO DX11BACKEND: DX11ShaderBinaries::loadCache C:\Users\Randall\Saved Games\DCS.openbeta\fxo 00003.372 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done 00003.372 INFO DX11BACKEND: DX11ShaderBinaries::loadShaders finished 00003.397 ERROR VFS: Can't mount './Bazar/EffectViewer/envcubes' to '/textures/'. 00003.511 ERROR VFS: Can't mount './Mods/tech/Kuznecow/Textures/TUG_3913' to '/textures/'. 00003.648 INFO RENDERER: Global metashader cache enabled 00003.648 INFO RENDERER: Loading metashader cache from C:\Users\Randall\Saved Games\DCS.openbeta\metashaders/ 00003.648 INFO RENDERER: Metashader cache: 0 (0) cached shaders out of date 00003.668 ERROR DX11BACKEND: failed to create structed buffer. Reason: E_INVALIDARG 00003.668 ERROR DX11BACKEND: CreateShaderResourceView FAILED. Reason: E_INVALIDARG 00003.668 ERROR DX11BACKEND: CreateUnorderedAccessView FAILED. Reason: E_INVALIDARG 00003.668 INFO DCS: try to write dump information 00003.669 INFO EDCORE: # -------------- 20160817-030442 -------------- 00003.669 INFO EDCORE: 00003.670 INFO EDCORE: # C0000005 ACCESS_VIOLATION at E9A1E174 00:00000000 00003.672 INFO EDCORE: 00000000 00000000 0000:00000000 00003.674 INFO EDCORE: E9A1E174 002AF080 0000:00000000 D3D11CreateDeviceAndSwapChain()+68BB0 00003.674 INFO EDCORE: E9A72755 002AF0F0 0000:00000000 ??1DX11Renderer@RenderAPI@@QEAA@XZ()+A85 00003.675 INFO EDCORE: EA7EC915 002AF240 0000:00000000 ?addMSAAShaderDefine@PostEffectBase@PostEffects@@IEAA_NW4MSAA_ENUM@render@@AEAV?$vector@VDefinePair@render@@V?$allocator@VDefinePair@render@@@ed@@@ed@@@Z()+3275 00003.678 INFO EDCORE: EA7E9989 002AF270 0000:00000000 ?addMSAAShaderDefine@PostEffectBase@PostEffects@@IEAA_NW4MSAA_ENUM@render@@AEAV?$vector@VDefinePair@render@@V?$allocator@VDefinePair@render@@@ed@@@ed@@@Z()+2E9 00003.678 INFO EDCORE: EA8A1629 002AF2D0 0000:00000000 ?initPostEffects@SceneManager_Implement@@QEAAXXZ()+239 00003.679 INFO EDCORE: EA8A33E5 002AF350 0000:00000000 ?StartInterface@SceneManager_Implement@@UEAAXXZ()+205 00003.680 INFO EDCORE: EA8A01E4 002AF430 0000:00000000 ??0SceneManager_Implement@@QEAA@XZ()+724 00003.681 INFO EDCORE: EA8AACBA 002AF470 0000:00000000 ?CreateSceneManager@smSceneManager@@SAXXZ()+2A 00003.681 INFO EDCORE: 3FEBBD09 002AF580 0000:00000000 00003.681 INFO EDCORE: 3FEBA409 002AF600 0000:00000000 00003.682 INFO EDCORE: 3FB8D4F3 002AFCD0 0000:00000000 00003.684 INFO EDCORE: 3FFB4139 002AFD10 0000:00000000 00003.687 INFO EDCORE: 76E9F56D 002AFD40 0000:00000000 BaseThreadInitThunk()+D 00003.687 INFO EDCORE: 76FD3281 002AFD90 0000:00000000 RtlUserThreadStart()+21 00003.738 INFO EDCORE: Minidump created. 00003.738 INFO DCS: try to write track file # -------------- 20160817-030442 -------------- # C0000005 ACCESS_VIOLATION at E9A1E174 00:00000000 00000000 00000000 0000:00000000 E9A1E174 002AF080 0000:00000000 D3D11CreateDeviceAndSwapChain()+68BB0 E9A72755 002AF0F0 0000:00000000 ??1DX11Renderer@RenderAPI@@QEAA@XZ()+A85 EA7EC915 002AF240 0000:00000000 ?addMSAAShaderDefine@PostEffectBase@PostEffects@@IEAA_NW4MSAA_ENUM@render@@AEAV?$vector@VDefinePair@render@@V?$allocator@VDefinePair@render@@@ed@@@ed@@@Z()+3275 EA7E9989 002AF270 0000:00000000 ?addMSAAShaderDefine@PostEffectBase@PostEffects@@IEAA_NW4MSAA_ENUM@render@@AEAV?$vector@VDefinePair@render@@V?$allocator@VDefinePair@render@@@ed@@@ed@@@Z()+2E9 EA8A1629 002AF2D0 0000:00000000 ?initPostEffects@SceneManager_Implement@@QEAAXXZ()+239 EA8A33E5 002AF350 0000:00000000 ?StartInterface@SceneManager_Implement@@UEAAXXZ()+205 EA8A01E4 002AF430 0000:00000000 ??0SceneManager_Implement@@QEAA@XZ()+724 EA8AACBA 002AF470 0000:00000000 ?CreateSceneManager@smSceneManager@@SAXXZ()+2A 3FEBBD09 002AF580 0000:00000000 3FEBA409 002AF600 0000:00000000 3FB8D4F3 002AFCD0 0000:00000000 3FFB4139 002AFD10 0000:00000000 76E9F56D 002AFD40 0000:00000000 BaseThreadInitThunk()+D 76FD3281 002AFD90 0000:00000000 RtlUserThreadStart()+21 Graphics Monitor Name SyncMaster on NVIDIA GeForce GTX 295 Current Resolution 1920x1200 pixels Work Resolution 1920x1160 pixels State enabled, primary, output devices support Monitor Width 1920 Monitor Height 1200 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY1\Monitor0 GeForce GTX 295 GPU GT200 Device ID 10DE-05E0 Revision A2 Subvendor nVidia (10DE) Technology 55 nm Die Size 470 nmІ Transistors 1400 M Release Date Jan 8, 2009 DirectX Support 10.0 DirectX Shader Model 4.0 OpenGL Support 3.0 Bus Interface PCI Express x16 Temperature 78 °C SLI 2 GPUs: GeForce GTX 295 + GeForce GTX 295 => SyncMaster 245B/245BW/245BPlus(Digital) ForceWare version 190.38 BIOS Version 62.00.45.00.01 ROPs 32 Shaders 240 unified Memory Type GDDR3 Physical Memory 896 MB Virtual Memory 2688 MB Bus Width 448 Bit GeForce GTX 295 GPU GT200 Device ID 10DE-05E0 Revision A2 Subvendor nVidia (10DE) Technology 55 nm Die Size 470 nmІ Transistors 1400 M Release Date Jan 8, 2009 DirectX Support 10.0 DirectX Shader Model 4.0 OpenGL Support 3.0 Bus Interface PCI Express x16 Temperature 75 °C SLI 2 GPUs: GeForce GTX 295 + GeForce GTX 295 => SyncMaster 245B/245BW/245BPlus(Digital) ForceWare version 190.38 BIOS Version 62.00.45.00.02 ROPs 32 Shaders 240 unified Memory Type GDDR3 Physical Memory 896 MB Virtual Memory 2688 MB Bus Width 448 Bit
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Je vous remercie pour votre travail, mon ami d'avion.
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Sorry: that was suppose to be the Module manager.
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Thanks. The UI said that I could so I said "OK."
