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Whiplash

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Everything posted by Whiplash

  1. one more question though... Is that number effected by the number of axes? I need 6 axes as well.
  2. I am working on a switch panel for DCS: P-51. I am trying to implement as many switches and axis that I can to simulate a cockpit. My question is: Is there some limit to how many buttons can be on a single joystick, either enforced by windows or DCS? I'm running DCS on Windows 7 and I am using a Teensy ++ 2.0 board with a custom HID generic Joystick setup. I'm an just getting started on this project but I am hoping someone might be able to answer my questions as it will be key in planning what function I can add to the panel. Thanks in advance!
  3. I see, from your video I was thinking you made the whole thing using gcode. SolidWorks can export STL no problem.
  4. It never ceases to amaze me the level of detail you guys put into these sims. I'll have to test that out next time. Thanks Yo-Yo for your input!
  5. A full course prop would cause a drop in RPM not an increase which is the case in the sim. You are also able to glide relatively well once the engine quits. So that tells me that the pitch is changing when the governor fails.
  6. Hey sorry I kind of put this thread on my back burner. I'm glad you chimed in. I actually saw your video on youtube a while back. It’s pretty much the reason I went with the Teensy ++ 2.0 board. I got the axis I want to work great, thanks to your video. I’m continuing to mount and wire up my switches. I think I have the code figured out for the toggle switches but it’s still WIP. Quick question for you, will your 3D printer work with SolidWorks? I have been considering making one from a kit but it just hasn't been a big enough priority for me yet.
  7. This always made sense to me but I never thought it through completely. So during a governor malfunction the prop pitch is essentially free and subject to the forces exerted on it. For example during a failure, while the engine is still running, the spinning force of the prop cutting through the air over comes the drag force so the pitch is going to be really close to full fine. Which is why they call it a runaway prop. Once the engine fails and the drag force is all that remains it forces the pitch to full feather. Which it why you don't fall out of the sky like someone threw on the airbrakes.
  8. Pretty sure you're the only one laughing out loud at your own statement there. Not sure where you see me back peddling but you obviously didn't read my first post correctly so I'm not surprised. Either way I appreciate your opinion of my post regardless of how meaningless it is. meanwhile, I wouldn't mind knowing how the devs implement any of the damage data.
  9. Unless I am missing something here. The Propeller pitch is automatically controlled by the governor, so the pilot can set the desired RPM and the governor automatically adjust to pitch to meet the RPM setting. I do not believe there is an override for this in the mustang like there is in a 109. I'm sure someone will correct me if I'm wrong though.
  10. I did note that as I mentioned the manual is probably not referring to battle damage. I was probably a little off though when comparing it to a pilot kill. I was not trying to say that a pilot kill should be more frequent. But it's like Merlin said, the governor seems to take hits equally as often from fire taken at the 6 o'clock position. I think I would just like to see more damage to the water coolant system or oil splattered over my windshield for example. I'm not even sure what system is producing the fluid or smoke all the way at the tip of the wing beyond the guns and wing tanks. Come to think of it being hit in the wing tanks seems to have little effect on my fuel supple, but that is probably because of the self-sealing tanks and if I were to be completely honest I'm usually dead or just a short flight from base at that point so it's not really a concern. In all though, I have to say the battle damage is modeled pretty well on the mustang. Even if the governor takes hits more frequently then I would presume I have to believe it happen as often to the guy I am shooting at. If I could make a change or suggestion it would be on the visual graphics of bullets hitting the plane and ultimately the cheesy fire ball that erupts once the plane has been dispatched.
  11. I was reading through some of the emergency procedures in the Mustang manual when I came across this: Is it just me or is a governor failure one of the most common malfunctions that result from taking just a few hits. I for one wouldn't mind if my chance of a governor failure were slim to none like the manual suggest. Although, my guess is that the manual is only talking about normal failures and not damage due to enemy (sometimes friendly) fire. Even so, the governor is smaller than a pilots head and pilot kills don't happen that often compared to a governor failure... at least not in my limited experience. I don't want to sound like I'am complaining, I mostly just wanted to bring the topic up for discussion.
  12. I figured I should wake up this old thread instead of starting a new one. I just purchased a Teensy 2.0 ++ board and I'm just getting into building my own controller for the P-51. I would really like to see some interface that would allow DCS to talk to the teensy using Arduino much like it does with Xplane. But for now I am just starting simple with a basic joystick type controller that uses toggle switches and axes. My goal is to make switch panel that will fit around my keyboard with trim axes, flaps, toggle switches, etc. Once I get a little further along I'll post a separate thread that covers my build. I'm mostly looking for other people that have used these boards that might be able to coach me through some of the programming or can provide some good source material. I am in the process of modifying the arduino joystick example code so it will work with toggle switches. I am trying to figure out the best way to implement a pulse function because once I throw a toggle switch it is always on but I just want it to transmit a pulse much like a momentary push button on a joystick. Sounds simple enough and I have had some success writing the code but it gets a little more complicated when you want it to work with a three position on-off-on toggle switch or even a 5 position rotary switch. here are some WIP pictures of what I'm working on. I have access to a laser cuter at work so eventually I'll make my panel out of stainless steel sheet metal but for now I'm just using poster board until I get everything the way I want it.
  13. I have been participating in the early release of BOS as well and I can say they are doing some great work over there. While its a little early in development to be definitive, so far each sim has its own feel. I have no doubt that flying a 109 in DCS WWII would be a entirely different experience then flying a 109 in BOS. With that said, I think the future of WWII flight sims is looking bright and I wouldn't want to hinder any new developments. My only concern is that BOS has a substantial lead in development/organization and I think a lot of people won't even consider DCS right now due to the lack of a period correct map and the fact that you can only fly the mustang at the moment. I think by the time DCS WWII comes out they will have lost a lot of people to BOS. In my opinion, the best thing for DCS WWII is to stick to the basics. make an enjoyable multiplayer experience so we can start building squadrons and recruiting new people as soon as possible. Then expand from there to B-17's, zeros, lags, etc.
  14. nice work!
  15. That is good to know. I was considering giving it a try with DCS but I think I will pass. Still a similar technology like this could be the next step beyond OR.
  16. You could always try and use something like leap motion.
  17. Here is my first attempt at extending my MSFFB2 stick. I put this together in just a few hours. I hope to do some more testing and optimizing with it later. I don't really want to buy another one just to take it a part to boost the force feedback. Later down the road I might decided to do the hack that PerterP mentioned in his first post, which will allow me to increase the amps to the motor so I can use bigger motors. I also plan to install a counter weight later as well. I just wanted to give this a try to see what all the fuss is about, and I have to say after only taking a few minutes to test how it feel in DCS: P-51 and I already know I will never go back... Thanks PeterP for starting this thread! Here are some pictures of my build. I know she won't win any beauty contest... Running longer wires Making new threads. I reattached the stem to this end. Soldered the wires back. Then put it all back together.
  18. I currently run a EVGA GTX 560 Ti and I would recommend at least using a GTX 650. It's not that the 560 ti doesn't run it well, but because GTX 650 or greater is required if you ever want to run g-sync. If you don't know what that is I suggest researching it. It will require a new monitor but IMO it is the next big advancement in FPS since it synchronizes your GPU with your monitor perfectly unlike vsync. This will allow you to get buttery smooth FPS with out a $1,000 GPU. Granted you will need a monitor to support it but I would totally go with a minimum of a GTX 650 in case you decide to go that rout.
  19. Hold on, ED has actual wind tunnel testing data for a P-51? I had no idea it went that far. lol I assumed they had basic flight characteristic data that they derive some algorithm that theoretically resembled the FM of a mustang.
  20. Another difference between flight models is that some modern P-51's have removed the mock wing guns completely so there is a smooth leading edge. This effectively lowers the stall speed of the plane. I learned this from watching a youtube video of a retired Doctor taking a lucky kid up for a spin in his mustang. That was one of the points he mentioned, so take it for what its worth.
  21. They should both be available now if you search for them. ~S
  22. Awesome, you're welcome and I'm glad you like. @ LcSummers, I was able to find some good decals of Capt Weaver's plane. I should have that one done soon enough. The hardest part is really just finding the images, after that it's easy with the P-51D template ED provides.
  23. Thanks, it was actually a really easy skin to do. The base of it was pretty similar to the ED Skin Template. There was also a plethora of high definition images of the plane on the inter-web. I uploaded the skin to the DCS user files. Once it has been reviewed I can post a link to download it. Edit: You can download the skin here: http://www.digitalcombatsimulator.com/en/files/498591/ I just did a quick google search for those skins but I didn't find anything that was really usable. I can recreate some stuff, but I'm not good enough to make the nose arts or the eagle holding the swastika from scratch. At least not with out spending some serious time on it. If you have some large HD images of these parts of the skin I can probably do a quick job for you as well. Here are two examples of source images I used to make the Nooky Booky. If you can find me images like these of your skins that would make it a lot easier for me.
  24. Let me know if there is anything that you want changed. I'll upload it to the user files and post a link to download it once you are happy. Also I added the WWII Pilot skin as well. let me know if you want the original pilot instead.
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