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Everything posted by VampireNZ
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I had the same till I updated my Motherboard Bios to latest version - now DCS is super smooth. I was pretty stoked!
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Yes - the F-16 uses 133% for roll with left higher than right as you say, and 185% for pitch. So for pitch for example - the max pull is 37 lbs, but the max push is only 20 lbs.
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Great to see this level of detail creeping into DCS! Wake Turb is a real danger to aircraft - see pic below of a landing CT4 of the RNZAF Red Checker display team experiencing some wake turb from a preceeding aircraft just prior. Note the full corrective rudder (mirrored by nosewheel) and aileron deflection. The CAA pamphlet attached on Wake Turb is a very easy to read info booklet on the phenomenon Photo © 2016 Brian Greenwood Wake_Turbulence.pdf
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Wow the Viper pit is looking incredible! Thanks a lot for the vid Wags.
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It is pretty tricky in VR to see the ball turning into the groove - just make sure you have the ILS sorted and as you approach the groove you will pickup the glideslope bar and this will give you a good indication of your height until you can see the ball clearly. Personally I can't reliably use the ball until about 1/4 mile from the boat, and that is with the 'bigger meatball' mod...but I am pretty old and the old Mk I's aren't what they used to be.
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Once rolled out on the downwind after your perfect 800' level turn ;), you then want to level out and let it descend down to 600' while dropping the flaps and popping the DLC. As it descends you want to make final trim adjustments to get a nice on-speed at 600' while adding some power, and looking left for the LSO platform. Also during your break turn, have you tried modulating your back pressure to maintain level, instead of your bank angle (noting that Windy says to alter bank angle, which is cool too)? Also your 'ballooning' at the end of the break is probably more because you are not letting it settle into the downwind. The idea isn't to have idle the whole way around if you are getting too slow, just idle at the break to reduce the speed for gear and flaps, put power on as required to maintain the turn, and then anticipate the roll-out with a power reduction. Same deal when you roll out into the groove - else you will balloon there also.
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Carrier Landing Pattern - The Break Break Interval 15-17 Seconds Break at 45 deg to 60 deg bank Speed Brake - Extended Throttles - At Idle Level Turn at 800 Feet
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+1 I actually just grabbed the Ka-50 on sale the other day and noticed it has a working kneeboard on the 3d pilots leg that mirrors the page on the actual kneeboard that you can also scroll pages on etc. Never noticed it before on any other aircraft - we need that on all aircraft. Obviously not as good as the kneeboard in that 'other' sim with selectable tabs etc - but it's a start! With VR picking up in popularity you really need a more comprehensive and usable kneeboard solution in DCS.
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Do your wings break easier swept or unswept
VampireNZ replied to Love_Beam's topic in DCS: F-14A & B
Fair point, as I mentioned I would be interested to see the specific manufacturer stress reports that deal with this situation. I regularly refer to Lockheed stress reports for several aircraft day to day but don't have access to Grumman ones. I am sure all the loads were meticulously calculated during initial design. -
Do your wings break easier swept or unswept
VampireNZ replied to Love_Beam's topic in DCS: F-14A & B
Logic would dictate that swept wings would be more resilient to snapping off with G than un-swept...but the way HB have implemented it is anyones guess. I am sure they have drawn upon their 'SMEs' input and experience regarding snapping off their wings in flight so they have some good realistic data to work with. If not, I would be interested to see the fatigue tables and possible FEA data/stress analysis calcs they have used to determine the failure of the wing structure. -
Unveiling the VKB TECS Throttle Control System
VampireNZ replied to UIV's topic in VKB-SIM Flight Gear
By using a LOT more people and resources! -
Operation Clear Field - Caucasus PvE Playground
VampireNZ replied to Surrexen's topic in User Created Missions General
Ah all good, no worries - so just take off with no specific mission and perform CAP. Trying to combine a A-G mission completion with CAP is a bit tricky in the Mirage due to the limited payload possibilities. -
Operation Clear Field - Caucasus PvE Playground
VampireNZ replied to Surrexen's topic in User Created Missions General
Cheers, will check out the update - after trying out last night I found in the Mirage I was always given A-G missions (despite the slot being CAP), which was fine - but these missions might be 'kill 4 tanks' and around the stated location are say 10 vehicles, which in a Mirage requires a slow flyby to try to identify the specific '4 tanks' you have to kill. Same with a couple SAM/AAA missions I tried - a whole bunch of vehicles withiin a 1/2 mile radius with no way to identify which ones you actually need to destroy, and too spread out to just cluster the whole lot...so really was just a crap shoot as to which ones you managed to kill with rockets/guns being the right ones for mission completion. The 'Skip Mission' might help with this. -
I am just interested to see if anyone actually receives anything, and if it works. The throttle unit does look pretty tasty thou.
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Operation Clear Field - Caucasus PvE Playground
VampireNZ replied to Surrexen's topic in User Created Missions General
Nice - been looking for something like this for a while, will definately check it out this weekend. -
No the stick isn't twisted that 12 degrees - just the force sensor axis, as early testing of the side-mounted stick discovered that generally a pilot would input a small amount of left roll while trying to pull straight back, due to the positioning of the stick. So by rotating the axis sensing 12 degrees it is easier to pull purely in pitch with no roll input. You can set this in the FSSB base software - actually there is a slider to change the value all the way up to 180 degrees in 2 degree increments in both directions.
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[Official] SimShaker for Aviators
VampireNZ replied to f4l0's topic in PC Hardware and Related Software
Thanks Andre - I had a bit of a browse and saw someone else mention the delay issue. Solved it with the DCS Repair Export button, so will give that a try also. https://forums.eagle.ru/showpost.php?p=3996231&postcount=2073 -
I am trying to have AI aircraft spawn in a random location in a zone for ACM. I have them activated via a radio message, then immediately run the mist.teleportInZone, which does randomize their location - but it is like it creates a new aircraft. It has a different skin and doesn't follow it's task/waypoint - just heads for the closest airfield and lands. I even flew right up behind it and shot it with no reaction. I have even tried Triggered Action after a 10 sec wait to change waypoint/engage Player aircraft etc but it does not respond at all. Any suggestions?
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[Official] SimShaker for Aviators
VampireNZ replied to f4l0's topic in PC Hardware and Related Software
Nope no log to screen checked in SSA.I don't think it is a slowing problem...as it seems to work ok for the first aircraft you fly after starting SSA for the first time. I might have a 'possible' fix...it seems you need to restart SimShaker for Aviators every time you want to change aircraft (and possibly DCS as well). I will test this further when I have more time - I have programmed a Voice Attack command to shut down SSA and restart it again from my rig. -
[Official] SimShaker for Aviators
VampireNZ replied to f4l0's topic in PC Hardware and Related Software
Sry you probably didn't see my edit - I tried looking at the .uwv files to see if maybe there was a delay programmed into some effects, but hovering over the checkbox does not tell you which file the effect uses - so impossible to tell. Yes I have run the test and it works fine - 6 motor activations. Also as I mentioned some effects like firing the gun works instantly. I just tried setting SSA to 'Realtime' priority in the Task manager, loaded up DCS and tried again and the Huey was perfect, touchdown worked fine, and then swapped to Mirage and everything like landing gear and AB was synched also, so tried the F-14 Tomcat and noted the delay again, so went back to the Huey and again it was delayed, with no touchdown effect at all. I even tried turning the seat on and off in the DCS menu - no change. Quit DCS, and loaded up again and tried the Huey - again delay and no touchdown effect. So beats me, pretty annoying thou...:no_sad: -
[Official] SimShaker for Aviators
VampireNZ replied to f4l0's topic in PC Hardware and Related Software
Andre I just have a few questions for you - the only real issue I am having with the seat is there seems to be a delay of 2-3 seconds for a lot of the effects from when they happen in DCS to when the seat reacts. Things like touchdown and buffet in the Huey, AB in the Mirage, speedbrake in the Mirage, gear movement on the Tomcat etc., but things like firing the guns in the Mirage are instant so it is not a connection issue I would guess. It is a little strange when you touchdown, then a few seconds later as you are sitting there you get a 'bump', same with a lot of things. It is a shame as really if the effects are that different from the actual sim then really it makes the experience worse not better, so really there is no point having it. Is there something I can do to fix this, like editing the profiles or anything? I have tried different USB ports etc but as I say a lot of the effects are instant like the cannon fire, and I just touched down in the Mirage and it was instant for MLG and NLG touchdown. Also, when sitting on the tarmac not moving in the Mirage it just gives a constant low brrr.....brrr.....brrr every second. A problem with the engine effect? Sorry, but as I say it is a pretty big 'immersion' breaker having such a big disconnect between the event and the effect in the seat :(. -
One of the big things I love about DCS in VR....body position. This is a real consideration and something you need to get sorted when dogfighting in VR, you don't get that with your TrackIR lol (unless you have monitors on your roof). I have found it a lot more tricky since using a force-sensor sidestick as well in the Mirage in preparation for the Viper release, no more swapping hands to turn around and look behind you! So yes, VR is clearly a lot more 'interactive and immersive' than other alternatives :thumbup: Edit: While I said specifically dogfighting, it is any form of flying really in DCS, keeping tally on a target during A-G attacks, low level through the mountains etc etc. you get the drift - VR makes the whole experience a lot more involving.
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Deano have you got the FreePIE profile by Viggen? It is a must-have IMHO as it gives you direct feedback as you approach your max load/force (I have it set at the default 80%) same as the standard beep you can set on the base itself, and then when you hit it. Particularly as in VR you can't really hear the beep from the unit if you wear ear buds/headphones, or see the LED's flashing. He has it set so it gives the same low beep beep as the Viggen. http://www.realsimulator.com/FSSB_R3_Forum/viewtopic.php?f=11&t=172
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[Official] SimShaker for Aviators
VampireNZ replied to f4l0's topic in PC Hardware and Related Software
Yep I'm reading the forum Andre :thumbup: Just received my new JetSeat FSE today after a record quick manufacture and delivery all the way from Russia to New Zealand! Had a bit of a fly around in DCS with jets and choppers and all I can say is wow - really adds to the experience in VR! Fits perfectly in my Obutto game rig seat, but has moved me forward and up a fair way so had to re-arrange everything a bit, but no biggie. Just now tweaking my settings for each individual aircraft - man loving firing off those cannons on the Ka-50 and the Gatling on the Tomcat - just flying around shooting anything and everythinig, no bush is safe. Haven't even tried the minigun on the Huey of the A-10 yet! The build quality and customer service by Andre is second to none - so thanks for such an awesome product! Attached a pic of my Franken-pit ;). -
Yep the rear of my seat in the Obutto rig also reclines which I actually find helpful in helping my upper arm clear the seat bolster. I have positioned the stick slightly more outboard than the OEM position to help with the bolster clearance as well - but I also find it very comfortable with the angle adaptor installed. Not really possible to angle up the seat cushion without positioning the whole seat in the rig, which will screw up my Tomcat & Huey flying. I would highly recommend setting up a forearm rest as well if you haven't already.