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Whirley

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Everything posted by Whirley

  1. +1 for more options in multiplayer.
  2. +1 for disabling the automatic menu appearance
  3. +1
  4. The external view shows only 14 instead of the loaded 15 flares.
  5. Not sure yet, but there might be a pitch axis error. At least the reduced sensitivity area from the real aircraft around the neutral position seems to be missing.
  6. The current pitch implementation seems off from what I'd guess the real aircraft has: In the pitch up range (stick aft) after half stick deflection the full range is reached. Comparing the input window (CTRL+Enter) with the input assignment axis visualizations one can see that full pitch up is reached after about -0.5 joystick deflection. See two yellow arrows in the following image The control stick in the cockpit stops at the ejection seat handle. In the pitch down range (stick foward) after full stick deflection only about 0.8 pitch is reached. There is a range of reduced sensitivity around the full pitch down range (stick forward). See the bend before 0.8 is reached. From what I know there is a mechanism in the real plane that reduces pitch sensitivity around the neutral zero position (e.g. for high speed low level precision control). This is currently missing. This is visible in the CTRL+Enter input window and in the external view looking at the stabilator The following figure shows the current state (orange) and what I think the real aircraft would have (green) I've tested it in the cold and in the hot aircraft with Instant Action. There are no custom curves in my input settings. The pitch controls in this aircraft are fairly complex so this could be right after all. But is this really working as intended? The -0.5 joystick deflection thing has been mentioned here aswell
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  7. Looks like a texture sampling issue to me. More infos in the link.
  8. As you can see in the screenshot each left and right side of the horizontal markers are connected by a very faint horizontal line (might need to zoom in to see it). So this might be some mip map or other texture sampling issue, maybe really coming from the HUD image being too far from the camera, as some people guessed in that other forum thread. It also seemed to me as if the digits show their underlying rendering quad for the font character if not zoomed into the HUD. The character appears to be on some transparent green quad instead of a completely transparent quad. Which also likely is some texture sampling issue where maybe neighboring texels become visible in the distance the quads are rendered. I think some developers (ED, Heatblur, ...) use geometry instead of textures for lines and maybe even characters in the HUD to prevent any of these texture sampling issues.
  9. The Heatblur F-14 has empty external fuel tanks available in the loadout screen. This gives us the option of taking off with empty external fuel tanks and then topping up via air-to-air refueling. Which is fun. I am requesting this early in hope to get it when the F1 EE arrives. Maybe some players would also enjoy it with the F1 CE to get the look with tanks but lower total weight.
  10. According to this post it will not have CCIP. I am still looking forward to air-to-air refueling and any other ground attack improvements it will bring (INS, ...?).
  11. Yes, linking the other thread was only meant informational and so that mods might see it easier.
  12. Also using an HP Reverb G2 here. I am using the OpenXR mod instead of SteamVR. To get Mirage F1 HUD numbers with at least some readability I had to change the "Custom Render Scale" in the "OpenXR-Tools for Windows Mixed Reality" (names could be different, using non-English version) from 50% to 100%. To deal with the FPS reduction I disabled the 4x MSAA to None for now (now getting more shimmering edges of course). Will see how this goes. But the numbers are now at least somewhat readable.
  13. I have not read the full manual yet. But the HUD element is called "Distance/Heading Scale" there. I guess it changes to distance when you enable weapons.
  14. There is a "Landing Gear Up/Down" toggle for me, defaults to G key. Need to press twice to rectract to lift the switch guard. And there is separate Up and Down aswell.
  15. Whirley

    MK.83 AIR

    +1 hope we get to use it on the Mirage F1 some day.
  16. A South African Mirage F1AZ would be nice. https://www.saairforce.co.za/the-airforce/aircraft/33/mirage-f1az
  17. Regarding the FBW topic: A lot in this discussion depends on what can be called a computer. According to wikipedia what the F1 has might be called an analog computer. https://en.m.wikipedia.org/wiki/Analog_computer Thanks, the air force document you linked is interesting. It also defines what FBW is in the beginning. It states that the input can not only be forwarded electrically. To be FBW a feedback loop is required and aircraft motion is to be controlled, not only control surface motion. According to the document the F1 seems to have a pseudo-FBW. Which is a FBW with normally disengaged mechanical backup. So most interestingly it seems as if the F1 is indeed a FBW aircraft (pseudo-FBW).
  18. I've recently Joined the Rotorheads server. Entered an Mi-24P slot. Loaded double R60s. Only to discover that the R60 equipment was invisible but interactive. To reproduce this in the mission editor Place an Mi-24P in parking Disable R60 equipment Remove the payload restrictions for R60 Start the mission. The R60 equipment will be present in the cockpit but invisible
  19. Might be Edit: oh, you are the same people, well might not hurt to link the threads some more.
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