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Art-J

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About Art-J

  • Birthday 06/13/1979

Personal Information

  • Flight Simulators
    Il-2 Sturmovik '46, Il-2 Cliffs of Dover, DCSW with a couple of vintage machinery modules only (more to come).
  • Location
    Warsaw, Poland
  • Interests
    vintage aviation, vintage motorsports
  • Occupation
    Paperwork guy working in General Aviation manufacturing industry

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  1. None of above are applicable at all to gaming scenarios, though (unless someone like Reflected wants to create a detailed historic single player campaign set at some clearly defined period). I'd rather point out here (once again, as it's been done already) another aspect, which is much more relevant to DCS: a) all five ED warbirds, which are more or less usable for mid-'44 scenarios, have standard (conservative) max boost or manifold pressure settings, so why should Anton and Anton only be improved in this regard?* b) thus, if we gave Spit, Mossie, Thunderbolt and Mustang an option for mid-'44 higher boost / MP settings just like we gave it to Anton, wouldn't we end up back in square one? Anton would become faster, but so would all the others. * Granted, P-47 is a bit of a freaky exception, as it can already be ridiculously overboosted in a dive beyond standard max power rating, but It can be done only by diving to sea level and flying straight, so it's not very useful in all offensive situations.
  2. @Tank50us Note, there are two holes in your suggested scenario: a) Why would Ron want to sell code, 3D model and whatever IP assets related to F-15E to ED if he can still re-use them partially for planned MSFS / "new" Microprose projects. They're still worth money even when/if his relationship with ED ends for good; b) Without Galinette and M2M aboard nobody will develop these modules further anyway, no matter who owns the code in the end. And judging from their responses on other communication channels, they do not seem to be in hurry to become subcontractors directly for ED (nor do we know if ED would like to hire them at all).
  3. ^ Got it. I should have rephrased - was thinking more about aircraft and units mods. Skins are not that harmful indeed (for many years I used to throw all of them into Bazar folder myself), but I think the sooner OP starts getting used to idea of placing all custom content in one dedicated location, the better. Just to minimize bugs troubleshooting problems in the future.
  4. No no no, you don't duplicate the whole Mods folder with its contents. You do have to create a correctly named folder tree / path, however, if you want to place custom skins there. Generally - Saved Games location is a place where all your customized changes and addons go or should go: controls, edited kneeboards, missions created in the editor, screenshots, shapviews etc etc. It's also recommended (sometimes even mandatory) location for custom skins, planes, units, any unofficial content really. It's better and safer NOT to put it in Coremods folder, as it can result either in cutom content not showing up in game, or even official modules not working correctly. Official modules are by default never installed in Saved Games, although some of them create small sub-folders for some extra data they write on a disc when they're used. That's probably the F-4E sub-folder you noticed there, but make no mistake - most of your F-4E files are stored in main DCS folder. To sum it up, don't put the Croatian skin in coremods. It may or may not work there, but if you put it in Saved Games / DCS, it will work for sure, as long as you unzip .dds and .lua files to properly named sub folder ie. : Liveries/MiG-21Bis/Croatia - kockica
  5. Can you post a screenshot? There was (maybe still is?) a reported bug with Spit mirror glitching out when rain droplets option was ON and weather conditions were set to cloudy and rainy. Without screenshot though, it's difficult to say if it's the same known issue or a new one.
  6. In theory there are four locations where one can try to install custom skins in, but "Saved Games" is preferred one just to avoid creating an unnecessary mess in your game folders. I've just downloaded and tried the Croatian MiG-21 skin above and can confirm it still works correctly in latest DCS version. If you don't have MiG-21 folder created in Saved Games, see the guide Silverdevil posted above. For example, the path on my PC is: C:\Users\[my user name]\Saved Games\DCS.openbeta (yours can be named different)\Liveries\MiG-21Bis\Croatia - kockica (note: the last folder is unzipped).
  7. After testing the upgrade for a while I decided to go back to stock textures. Improved detail of upgraded ones is great, but with gamma 2.2 I use they just seem to be much darker then the ones in 4k-modded Kurfy or stock Anton. Too dark, more of a faded black rather than RLM66 dark grey. I can only presume SAB0T used the same base colour as in Kurfy mod, so maybe it's just the question of how (imperfect) DCS lighting and shading engine works? In either case, I'd love to see a somewhat lighter version someday, more in line with Kurfy cockpit repaint. Love the Kurfy and Mustang mods, though, I'm keeping these!
  8. ^ Please keep in mind that repair command affects only main DCS game folder, but it doesn't affect "Saved Games" folder. So, if something is wrong in that one, repair will not fix the issue.
  9. With Wolfpack 2 campaign getting closer to release, I've decided to refresh my P-47 knowledge a bit, engine "torture-tests" included. Most of us remember heated debates in (closed now) threads about max RPM the engine could temporarily sustain before suffering from the dreaded master bearing failure. 3050'ish RPM being mentioned in real wartime manuals, but us not being able to get anywhere near that figure in DCS etc etc. Well, I don't want to jinx it, but it appears that this aspect of engine simulation might've been tweaked somewhat again by ED in one of recent patches, without being mentioned in the patch notes. I've just done a dozen or so high speed dives from 40k ft in an air-start mission I used in the past to investigate the controversial engine durability. Back in the day, letting the engine overspeed in a dive anywhere above 2750 RPM was a guaranteed damage, with extent of damage depending on how far and how long above 2750 you were. Steep 50+ degree dives were causing 100% reproducible failures after 12-15 seconds above the 2750 redline, every single time even in power-on condition. Today, out of these dozen'ish attempts, I've got engine failure only twice, both possibly slightly above 3100 RPM. In the other attempts, the engine kept running fine even after 20+ seconds of 3000-3100 RPM (I ran out of altitude to keep it overrevving longer ), oil temp within limits and all. I even did one 3000 RPM overspeed test with power reduced to increase master rod force reversal effect and "encourage" master bearing failure. That didn't happen though. So, a risk of random engine failure due to overspeed still exists and has to be considered in combat, but it seems to be much smaller now. All and all, thanks to ED for making the engine more durable (even though a relevant patch note would be nice).... ....unless it's an unwanted side-effect of February WEP-code change - in that case, please for the love of Flying Spaghetti Monster DO NOT "fix" it to where it was . EDIT: my test mission was using D-30 "Early". I don't think there's any difference in engine code between that one and "Late" or D-40, but you guys feel free to test these two as well.
  10. Ouch, IF the glitch turns out to be launcher-related indeed I hope it gets investigated and fixed sooner rather than later. I disabled the (useless for me) launcher soon after it was released and would rather not have to turn it back on only for a single module.
  11. ^ What Silverdevil said. Take a look at this thread, it includes more info and tips about the issue:
  12. Err..... Read again. He clearly mentions that despite having radiators full open and temps within limits, he got an engine failure. I watched the track and he also stayed within rated limit of 64" even though the plane can be overboosted much more. @Cool-Hand ever tried to repeat the test at combat RPM of 2550 instead of 2700? I haven't "torture-tested" P-47 in recent patches, but last year one could fly at 71" until water ran dry and the engine would take it no problem (well, minus oil getting a bit hot) as long as I kept it at 2550.
  13. If it goes out for any reason other than fuel starvation (which in DCS can be a result of either drop tank mismanagement or trying to fly too high with booster pump off), then yes, it's really dead, period. Healthy engine which was turned off by mistake in air doesn't require any voodoo to restart. Windmilling prop + fuel on (mixture included) + magnetos on is all what's needed.
  14. If you don't use SkateZillas utility, you'll have to do it "manual" way, by typing required command and previous DCs version number in command window or powershell. More info in this guide here (note: table with older version numbers is available in second post of that thread in "currently active branches" hidden content):
  15. I've never used that mod, so can't advise, but you'll be better off searching through a couple of last pages of the thread dedicated to it: Keep in mind that the mod might not be fully compatible with the latest version of DCS, judging from recent posts in that thread.
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