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Everything posted by mytai01
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I often fill the ramp full at airbases with AI aircraft, but I want them to startup and depart later in the mission. It seems the current system is ridiculously too involved with trigger lists and such. I want the aircraft on the map sitting there till time X, then startup and execute the mission. I don't understand why that can't be accomplished by setting the start time and clicking "unit on map?" Either way, the trigger list method isn't working now. I have a mission that uses "AI Task Push" that used to work, now I can't select any units on that option in a different mission. It's making crazy...
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I posted a video of me flying the F-14A from CVN-71 in a circuit back to a recovery. External view this pass...I'll probably post the internal view soon. The Tomcat is much more difficult to fly than the Hornet, but practice pays off...
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If you lock the brake on one wheel and turn the aircraft on the ground, the wrong wheel turns. The pivot wheel rotates and the other wheel locks. There's another problem regarding the landing light. It's shown before I taxi out. P51TestsExternal18Apr2024.trk
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It would be nice if there was a price to pay for being too greedy for a kill and you get damaged, or "shot down" because you flew through your targets debris...
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The Jester menu can be brought up in external view in VR, but it can't be used. In VR, you manipulate the pointer to select what you want, but in external view, you can't make the pointer move anywhere. So, you can't select anything in the external view.
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This is a video I made to demonstrate the problem...
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The Jester menu won't disappear during track replay, so I can't make a video without the menu permanently on the screen blocking the view... The only view that doesn't show the menu stuck on the screen was the "Supercarrier view" RAlt+RCtrl+RShift+F9. All other views have the Jester Menu stuck on the screen. Single player after the latest patch...Apr 2024.
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Is there a way to get the crew back to launch positions without shutting down the aircraft after taking a trap?
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So, it turns out that if anyone changes the view choice to anything other than what was recorded, the Jester menu (which is what it should be called instead of "Toggle Menu"...). Stays on the screen! That is absolutely a bug...
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I know very few people on DCS might know this, but the louvers on the bottom of the intakes are all independently spring loaded and move in a fluttering pattern while the plane is in flight at slow speed...I have a DVD showing this... It was the first US airshow. Perhaps at Tinker AFB in the 90's.
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Actually, the old system in VR had me looking and not seeing it till it whizzed past me, if at all...that's more preferable to me...It should be an option, if it isn't already...
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I would like to turn this spotting compensation completely off as it isn't at all realistic. I've been spotting aircraft for a living for over 30 years, and this feature just makes it way too easy. It was better the way it used to be. I'm a tower air traffic controller for a living. It's not at all easy to see fighter sized aircraft beyond 5 miles without binoculars, let alone eyeballs. Even a C-17 would be a dot at 15 miles away.
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Making the indexer lights brighter fixed the problem...
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I put the E on the aircraft reference, not the FPM. I'll check the brightness control for it.
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It turns out that YouTube takes awhile to upload the HD version of videos. I was disappointed because it was still in SD mode. Now my video looks fine. It's just a bit shaky.
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I guess I wasn't specific enough about what I'm doing with the HUD. I'm actually not really using it to achieve level flight for cruise flight as much as the vertical speed indicator, as it is aligned more for the landing mode. I use it as a reference for the flight path marker. I use it as a reference to achieve level flight because it just doesn't make sense to use the +5 line.
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I'm using the G2, then recording the track file using Nvidia Experience before uploading to YouTube...
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After trimming for landing I'm finding that the indexer isn't working. All I get is the too slow green arrow. Nothing else shows.
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Everyone who's flying the F-14A/B has probably already noticed that the HUD pitch ladder seems off, and the manual doesn't have any explanations about how to set it up for proper use. The game manual appears to be based on available information from the actual NAVAIR manual. Well, the section on the HUD in the NAVAIR is missing. I don't know why, but it is. So, I recently noticed the HUD Trim knob and played around with it to discover what it does. It moves the pitch ladder up or down. That means this thing has to be setup in real life to insure accuracy. The only way I could get an accurate reference point to align it was by switching to the Landing HUD mode that provides the flight path marker. Then adjust the HUD Trim knob until the zero pitch line aligns with the flight path marker. Then select T.O. HUD mode and you're ready to go. If you're in the air, it's going to be more difficult. You're going to have to do your best at flying level and adjust the HUD Trim to be level with the flight path marker. It might be easier to be in auto pilot to do this. If anyone knows a former A/B pilot, please ask them if they can explain what they actually did.
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Well, I'm not happy with the blurriness and shakiness of my video on YouTube. I guess there's a few channels with great methods to fix the clarity and reduce the shakiness...
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In auto mode, the sweep is determined based on the airspeed and other factors. It's not necessarily changing position at the maximum rate. The only way to get maximum rate is by using the manual mode one g.
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Are there any tricks for making VR footage more stable? It's really shaky now. Perhaps a future feature could be stabilizing VR footage?