-
Posts
280 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by airdoc
-
EDIT : double post
-
For the time being running on Radeon HD 7850 2GB. I 'll wait for EDGE before I upgrade
-
EDIT : wrong post
-
Guys, i think that the last update has already produced an improvement on the visibility issue. I checked the LODs for the 109, p51 and Dora with DCS Modelviewer, and didn't find the "green boxes", instead there were black aircraft models there. Unless i 'm mistaken, there has also been some kind of far dot size increase : The first picture is at 3.6 km distance and the second at 5.1 km. The dot appears bigger at 5.1 kms. EDIT : Upon checking the LOD files again, the box appears to be there for the Mustang (i see it as black with the model viewer though). Maybe the whole issue had to do with the new Omega AMD drivers that i installed recently working better with the updates. For some reason, I 'm getting better visibility since the last update. Dots appear more sharp and are easier to spot and track.
-
You 're welcome Devrim and Vespa. If you come up with specific combinations of numbers for the variables, don't hesitate to post them here. With this code, it is a lot easier than the stock one to experiment and come up with different results. For the time being, I haven't introduced other variables, in order to keep the code as simple as possible. If people are interested, the modification of other axes (x and y) for introduction of pulses and the addition of a general shake frequency variable shouldn't be hard to implement.
-
Hi, This is a modification of the Camera Jiggle function, that produces a more realistic shake than the current one. To use it, open the View.Lua file, located at C:\Users\[yourname]\Saved Games\DCS\Config\View directory, and replace the current Camera Jiggle Function with the following lines: function CameraJiggle(t,rnd1,rnd2,rnd3) ---modded local rotX, rotY, rotZ, ampx, ampy, ampz1, ampz2, durz, freqz ampx=0.022 ---x axis shake amplitude ampy=0.022 ---y axis shake amplitude ampz1=0.015 ---z axis shake amplitude for the equations of the first part of rotZ ampz2=0.035 --- z axis shake amplitude, for the intervening pulses, defined by the last part rotz equations, starting with math.floor(math.abs(... durz=0.1 ---duration of pulses for z axis freqz=60 ---frequency of vibrations during the pulse for z axis rotX = ampx*math.sin(55.0 * (t - 2.0))- 2*ampx*math.sin(0.86 * (60*t+5))+1.5*ampx*math.sin(1.86 * (65*t+3))+3*ampx*math.sin(1.86 * (52*t+3))+2*ampx*math.sin(1.86 * (68*t+6)); rotY = ampy*math.sin(50.0 * (t - 5.0))- 0.52*ampy*math.sin(0.86 * (40*t+3))+0.01*ampy*math.sin(1.86 * (65*t+3))+0.45*ampy*math.sin(1.86 * (42*t+3))+0.4*ampy*math.sin(1.86 * (60*t+6)); rotZ = ampz1*math.sin(55.0 * (t - 2.0))- 0.80*ampz1*math.sin(0.86 * (70*t+5))+1.3*ampz1*math.sin(1.86 * (65*t+3))+1.8*ampz1*math.sin(1.86 * (62*t+3))+2*ampz1*math.sin(1.86 * (78*t+6))-1.8*ampz1*math.sin(1.2*(66*t+2))+math.floor(math.abs(math.sin(0.8*t)+2*durz))*math.sin(1.34*freqz*t)*ampz2+math.floor(math.abs(math.sin(0.2*t)+2*durz))*math.sin(1.5*freqz*t)*ampz2+math.floor(math.abs(math.sin(0.3*t)+2*durz))*math.sin(1.4*freqz*t)*0.875*ampz2+math.floor(math.abs(math.sin(0.05*t)+durz))*math.sin(1.68*freqz*t)*1.125*ampz2+math.floor(math.abs(math.sin(0.03*t)+1.2*durz))*math.sin(1.48*freqz*t)*0.75*ampz2+math.floor(math.abs(math.sin(0.025*t)+3.4*durz))*math.sin(1.36*freqz*t)*ampz2; return rotX, rotY, rotZ end For better results, set the Camera Float dX, dY, dZ parameters, that are located below the jiggle function, to 0. Backup your View.lua file before doing any modifications. You can experiment with the ampx, ampy, ampz1, ampz2, freqz, durz parameters in order to tail the camera shake according to your demands. ampx, ampy and ampz1 are the main variables that define how large the shake is. Ampz2, freqz and durz currently affect only z-axis shake, that has a different structure from the rest, with intervening pulses. Ampz2, freqz and durz define the amplitude, frequency (the pulse vibration frequency and not how often the pulses appear), and duration of pulses. The numbers given are for an average shake. It can be used for in-cockpit view, shift+F4 (nose or wing) view or other views. They are meant for simulating aerodynamic vibrations and not camera shakes for airshow cameras. Setting ampz1 and ampz2 to zero, will produce a softer shake, that may be better for continuous in-cockpit view.
-
It depends on the joystick that you use and the type of flying you that you prefer. Initially I used an extension for the warthog, but I switched back because although it was more accurate, it made me perform worse in dogfights (took longer time to make sudden and full deflection in ailerons). For standard length warthog, for the Dora I use 13 curve in pitch and 10 in roll axis. For saitek pro flight rudder pedals i use 20 curve with 4 deadzone for all warbirds up to now. If you tend to fly formation a lot without an extension, a curve in pitch will make a big difference (and for the P51, an uneven user *throttle* curve can make a tremendous difference -at least that was the case for me) cheers
-
Hi I would recommend facetrackNoIR with PS3eye (supports 640x400 resolution at 75 hz, all you have to do is install the CLeye software from code laboratories to make it work for PC), since it's actively supported and has better stabilising filters. In order to get Freetrack and FacetrackNoIR to work you have to : 1. Get TIRviews.dll from NP site and put it in FTNoIR directory 2. Download the headtracker dll files for DCS from FTNoIR website (don't have the link handy, but it shouldn't be hard to find with google). 3. Put the headtracker files in ED/DCS/Bin/ directory. These files are downloaded together in a folder named Headtracker, i used to put the entire folder there, but after a DCS update, i had to put the headtracker.dll file alone in the /bin/ directory of DCS to work. Not sure how it works now, i 'm keeping both the folder and the separate .dll file in this directory just in case 4. If some WW2 aircraft don't work after this, go to the C:\Eagle Dynamics\DCS World\Mods\aircraft\[aircraft name]\input\[aircraft name]\ and check to see if you have a Folder there named Headtracker. If not, copy and paste this folder from another WW2 aircraft (ie. TF-51) into your aircraft's respective directory. hope it helps
-
Reinstalling DCS without losing assignments and options
airdoc replied to airdoc's topic in DCS World 1.x (read only)
thanks guys -
Reinstalling DCS without losing assignments and options
airdoc replied to airdoc's topic in DCS World 1.x (read only)
anyone? -
Hi I 'm reinstalling my PC on a different drive. Old drive had boot sector error, so cannot clone and migrate properly to the SSD. I still have access however to my old HDD for most files, including DCS directory and Docs/Settings. Which files should i copy in order to avoid the hassle of reassigning keybinds, axes, etc? thanks
-
I downloaded the track you posted and took control. Indeed what you show in the video can be replicated. Applying slight right rudder at 400kmh in order to keep the ball centered while in level flight, causes an upwards pitching moment, which is reversed slowly once rudder is released. EDIT : this seems to happen even with more right rudder, forcing into a right slip with crossed left aileron to keep the wings level. I tested it with the VSI initially at 0, and after right rudder the VSI increases as the aircraft pitches up. The opposite happens with left rudder. Fuel is at 100%.
-
Basic Scuba experience in the past here. Been spearfishing regularly for 15 years.
-
Hi The pilot breathing maneuver sound that is activated above a certain amount of Gs, can also be heard with instantaneous high Gs (i.e. when the aircraft touches down on landing). This is rather unrealistic. I think that this could be fixed if the breath sound is called in with a short delay after the G onset (i.e. after a second), and only if the Gs continue to be above the threshold. In this way the breath sound that is heard during an ultra brief duration G spike (as in after a hard bump on the runway) could be withheld (or perhaps replaced by another very brief sound, more indicative of the pilot being strained and not similar to the Valsalva maneuver). thanks
-
I recall accounts of allied pilots saying that they were told to shout during high Gs. I don't know what the situation was for Germans though. The most likely is that they did some maneuvers but didn't know how best to implement the combined Valsalva with leg squeeze and breathing, that is used today etc.
-
Easy wing damage has already been reported : http://forums.eagle.ru/showthread.php?t=134839
-
The aircraft tends to roll to the left below 400 kmh IAS and above that it tends to roll to the right. So maybe it is indeed modeled like this in order to simulate the pre-set aileron tab position and relative neutrality at common cruise speeds.
-
That did the trick, thanks
-
nice to know that it has been reported. cheers
-
Hi i 've been having issues with FacetrackNoIR and the Kurfurst. Most of the times the view pitches up when i spawn and head tracking ceases to function. The few times that i managed to get it to work, i had to invert the pitch axis. Any thoughts on how to fix this?
-
Hi, not sure if this is a bug or it was just designed this way. The response of engine ata seems to be very uneven to the throttle. When flying at about 85% throttle, ata produced seems to be about 1.5, while the next 10-15% causes a very abrupt power surge to 1.8, almost as if there was some kind of supercharger kicking in. thanks
-
Same here, double-checked trim settings with control indicator (RCTRL+ENTER --is that a new feature in 1.2.12 with WEP, rudder, and trim settings all in the same box?-) and it seems that indeed with full nose-heavy trim the plane still wants to go up. A concern in takeoff and landing.
-
Yes, supercharger kicks in automatically at about 15000-16000 ft. If you are having trouble climbing at high altitudes, make sure your mixture is set to run and not to emergency-full-rich
-
thanks for the info :) I 'll try and check it out.