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wernst

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About wernst

  • Birthday August 30

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  • Flight Simulators
    DCS only
  • Location
    EDTF
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    FSim

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  1. The recent version 2.9. beta offers "cinematic camera view" using the key combination RCtrl + F2 in combination with mouse, allowing greater (cinematic) camera control . I tried this in the Hornet (MT) but the WASD or Q and E keys have no function. You can move the views with the mouse with very direct movements, as it was like before, but it's by far not soft and cinematic. So far nothing new, or am I missing something?
  2. omg, this is embarrassing, please forget my post, but thanks.
  3. I have the current DCS stable version. I own the "Normandy 1944" terrain (still not purchased Normandy 2.0) but I don't see the southern part of England (or don't see anymore). Only the part of northern France map.
  4. When will the next update for the stable version be released? Since 27.12. last year there are no updates for the stable versions. Is ED waiting for the implementation of the MT functionality for stable? That would not be good, I don't see any advantage for MT for me, my middle class PC ystem runs almost perfect with 55 - 75 fps (no VR, single missions only). I want to use the new F16 features introduced with the 2.8.2.35632 beta version. How long do I have to wait to get it on stable?
  5. That's it. The clever thing about this solution is that I could assigned the same lever as handbrake lever on my TM warthog joystick as it is on the real/simulated Mossi. Problem truly solved, the solution is frustratingly simple. Thanks.
  6. unfortunately "not solved". I do not have a free analog axis on my throttle unit. My only free analog axis has been assigned to prop pitch setting, which is essential to keep the engine alive. Fast overheating Mossi's engine is another issue. "This was pointed out to DCS a long time ago"
  7. I love the Mossi. Flying it is a real challenge, it seems to be as realistic as possible. But one coded peculiarity really bothers me. It's the tendency to headstand while taxiing or after landing when applying brakes not very carefully. I have owned and flown a light taildragger myself, a PA-16 "Clipper". This bird (max takeoff weight 748 kg) could accept any abrupt braking while taxiing at almost any speed without going into a headstand. I can't understand that Mossi, which is almost 10 times heavier, ever does a headstand when applying brakes at moderate ground roll speed. You can experience how difficult it is to lift the tail during take-off. During start roll it takes quite some time until enough lift has been generated and the „butt“ slowly rises at about 100 mp/h. So I can't imagine that at the roll speed of a cyclist the Mossi is already doing a headstand when applying moderate braking. But it does as the video shows. Mossi headstand.mp4
  8. Please leave the new MT function as an option - even in the future. I have a mid-range PC i9-9900K (no OC) , RTX 2080S (no OC), 16 GB RAM, 1 TB SSD. Running DCS "stable version" on an ultra wide Monitor with a resolution of 3440 x 1440, all DCS system settings to "high". My frame rates in single missions are 70 fps on average and they never drop below 55 fps. I am more than satisfied that everything runs stable with more than acceptable frame rates. Therefore: Please keep the new MT function as an option in the future. The users to whom the MT brings improvements, e.g. for VR or MP, can choose it freely. Those for whom it does not bring improvement can use the current system. I have the fear that the new MT brings me no improvements but problems only.
  9. Great! Thanks. That's it. Your trick works. Although it's not even a trick, it's taking advantage of the controls available. It's so easy, obviously too easy for me. I checked out your static template, looks truly nice. However, I'm not at all fit in ME editing (as already shown) and campaign building. And I assume the static template has no animated items. Anyway, I'm happy with the DCS "template.miz". Spectacular scenery can be seen especially during night operations when Hornets takeoff with their red glowing afterburner.
  10. I know how to move a ME item on the map. But moving/dragging the ship on the map when it has been placed some 200 miles away from mainland is almost impossible. In order to select the ship icon you have to max. enlarge the scale of the map and consequently your single step of movement is extremly small.
  11. Don't you know this?: C-SUPERCARRIER-HORNET-16-POPULATION TEMPLATE.miz Provided as standard by DCS here: . . Eagle Dynamics/DCS xxx/mods/tech/supercarrier/missions/single Nice template, nicely poulated but not freely movable in the ME map.
  12. The DCS own Supercarrier template is a truly helpful resource for creating a rich populated carrier environment with minimal work. However, there is one detail that is annoying. When loading the template into the ME map, the aircraft carrier is randomly placed somewhere in the sea, several 100 miles away from the (enemy) mainland. You cannot freely position the SC in the ME map. Moving it manually is time-consuming, and the waypoints of the AI elements are then lost. Is there a way or a trick to position the SC at a certain point in the ME map when loading the SC template?
  13. Great, thanks skywalker, I didn't notice that there is an easy accessible and accurate display of the ground speed. I ran a ground roll test using this exact display to see how sensitive the tippy tendency is in relation to ground roll speed when turning into a 45 deg. curve. 1. Viper with no payload and 50% fuel: turns into a 45 deg. curve is possible between 15 and max. 20 kts without tipping. 2. Viper with max payload and 100% fuel: turns into a 45 deg. curve is possible between 15 and max. 20 kts without tipping. I didn't expect the result because I assumed that more weight on the wheels would give more stability against tipping. Conclusion: In the sim it's not. All in all, I see now that there is no big issue, tippy is less worse than I thought first.
  14. 20 kts was just a first guessing, I measured my typical taxi speed and it's not higher than 10 kts. Rudder: Saitek Pro Flight combat rudder pedals. Of course, with much care I can manage it to get around the curve safely, but I wonder what happens IRL when a alert start is needed.
  15. It has been reported here several times how difficult it is to keep the Viper on the runway with nose wheel steering after touchdown. Worse still is the tendency to tip over when rolling into a curve. Even at a moderate roll speed (e.g. 20 kts) you have to be prepared for the wingtips to scratch the ground. You have to take any turn carefully smooth like butter. It gives the impression that the Viper is as light as a feather, as if the jet has no weight on its wheels, like a plastic toy plane. The Viper is more tippy than any other aircraft in the sim. Does the real Viper show the same behavior?
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