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Art-J

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Everything posted by Art-J

  1. It ain't so . You old diff.lua files copied from old computer have old USB GUIDs in their names. New computer means new GUIDs, thus your new Windows doesn't recognize old file names. You have to do something to rename these old files so that new PC recognizes them. There's more than one way to skin this cat. The most idiot-proof is importing files one by one (aircraft by aircraft, controller by controller) using "Load profile" button in controls menu. It can take a while though, especially if you own lots of aircraft modules (multiply number of controllers by number of aircraft and you'll see how many files need to be imported). It's the only one I use, however, 'cause I'm too "programming-challenged" to write anything that would do it automatically for me. Not a big deal anyway, I can do 20-odd minutes of tedious clicking, one doesn't buy a new computer every year, right? For more info take a quick look at attached guide one of our experienced forum brethren posted here years ago (don't remember which one and aparently he was too shy to sign his work ). DCS_New_Computer.pdf
  2. You should rather set both brake axes as sliders rather than "just" axes. That applies to all aircraft and all types of axes which are meant to work as 0 / 100% and not -50% / 0 / +50%. So throttles, RPMs, brakes etc. With sliders you won't even need such extreme curves to brake gradually.
  3. Art-J

    Wacko needles

    You mean like DCS 190 Anton? Its needles are super wiggly below 1000 RPM (together with the whole cockpit) but they smooth out at higher RPMs. Yup, it might be an interesting animation example to consider.
  4. Even better, hit Left Ctrl Y while in cockpit view and you'll get the info bar as well, toggling between IAS, TAS and off (albeit, If I recall correctly, TAS in info bar in not really TAS but GS - at least it used to be long ago. Worth checking again with some wind set in th mission).
  5. @CF104 I'm quite sure OP's comment is not about engine reaction time to lever being pulled to cutoff, but more about how fast the prop comes to a stop. There's some inertia in this big prop and, looking at vids of restored 3-blade Corsairs, it takes between 8-9 seconds for the prop to stop. In module right now, the complete animation finishes in half of that time. Not a deal breaker issue, but something worth tweaking a bit in my opinion.
  6. Art-J

    Wacko needles

    It's not, however, that's the point. Needles in pneumatic flight instruments don't shake, vintage or modern, doesn't matter, physics is the same. Whether the gauge has diaphragm or bourdon tube inside, the air filters out small pressure irregularities quite well. Granted, entire insrument panel shaking from engine vibrations or stall may induce wobble indeed (after all, panels were usually mounted on rubber dampers, not bolted stiff to the fuselage), but not to the scale present in current module version. Mech-driven instruments, like engine tachos - sure, depending on how they're driven exactly they can be a bit more shaky than pneumo ones. I'd say if Corsair module needle animation is here to stay, it should at least be toned down. Apart from th vids above, here are a couple of warbird examples showing how much wobble one can expect in various phases of flight:
  7. ^ That's how the system is supposed to work indeed. But if it's true that some guys get a couple of extra knots by pressing that nonexisting button anyway, then we've got another FM simplification/bug to report.
  8. I recall reading that info about that "primed" message in EA guide is a leftover from earlier development phase, and you will not see it in current game verion.
  9. Both Corsair and WWII Marianas are just fps-hungry modules, especially Corsair in VRAM department. Using them together is the worst combo. I've hit a wall of my old 3070 performance with these, even though I'm a 1440p pancake user. I can either fly "lighter" modules (P-51D for example) over WWII Marianas, or Corsair over modern Marianas butter smooth for the most part, but WWII Marianas AND Corsair combo just kills my fps when flying low over palm trees.
  10. Mind you, aircraft external models and textures will always be downloaded whether you own these modules or not, because they have to be usable on your computer as AI units, or other players' units in MP. But it's the terrain modules that have always had the biggest disc footprint in DCS.
  11. Para. 2 and 3. are still in black, but 1 is good That's how it looks for us, dark-theme guys:
  12. If only that quoted part was not pasted in formatted text . For those of us here who use dark forum theme, only the 1st paragraph is visible while all the quoted rest shows currently as wall of black text over almost-black background. Good luck trying to read that .
  13. Are you talking about cold starts? I used to struggle with these as well, despite following advice in the other thread of keeping starter switch pressed long. Turns out, if I you keep it too long then indeed, moving mixture out of cutoff position does kill the engine for whatever reason. Yesterday I got it figure out eventually. It's just a question of timing. Once the engine catches, I move the mixture to lean first and let go of starter switch immediately after that. The engine starts properly every time now.
  14. Don't expect that much modelling fidelity . There's a relatively recent YT video by Reflected covering this issue. It's not related to Corsair but it's just a general DCS AI problem. In short, once you're past certain point on the runway, AI considers you "gone" and takes off and rams whatever is on the runway no matter what. The trick is to know where that point is. I'm not at my PC at the moment and can't provide the link, but go to Reflected's channel and you should find that vid easily.
  15. Art-J

    Dump fuel

    Fly around and burn it off. There was no provision for in-flight fuel dumping on Corsair (nor on any other WWII fighter I think).
  16. Nah, he uses DCS allright, but the sim utilizes separate 3D model for cockpit view and separate one (with simplified geometry and texturing) for externals. That applies to all aircraft for that matter and to other flight sims as well. That's why crew model is always visible in externals even if it's disabled or not even implemented in cockpit.
  17. Airfields at Guam seem to be the worst so far, Orote and Agana at least. My old 3070 struggles bad when low above these, intermittently sinking below v-synced 60fps even in empty missions (just my plane flying around), which is surprising because they aren't THAT populated with static objects and structures, are they? I thought it was just a question of running out of lousy VRAM budget, but I'm running out of it even faster on NTTR map and yet that one remains butter smooth. Maybe it's something about trees or shadows, can't narrow it down yet. Some extra optimisation would definitely come in handy.
  18. Yup, it's impossible not to notice that, although I suspect it's just a low'ish priority WIP aspect of engine simulation. I wouldn't mind, however, seeing animation extended somewhat in the future to more accurate levels for such a big prop, as the real vids like the one above show.
  19. ^ What razo+r said. Which video would that be? Reflected provided excellent faux-navigator voiceovers in his campaign, but that's about it.
  20. Eh, I had it as a link to website of Aviation Museum in Cracow, which used to have a couple of old manuals scanned and uploaded as jpgs. That was 9 years ago, however, and the links don't work anymore.
  21. I was strictly referring to them not being mentioned in patch notes (albeit patch notes being incomplete even for ED products, let alone 3rd party ones, are a common thing in DCS )
  22. Keep in mind Bearcat was a very highly specialized one trick pony, fantastic at point interception task but mediocre or downright bad at everything else, with flimsy structure and low G-limits taking the cake. Sturdy and proven Corsairs with greater payload and range were simply better all-around warplanes for any hard and dirty job. There's a reason they were in active service up till early '60s.
  23. New undocumented sound tweaks introduced in latest patch are a nice surprise and noticeable and welcomed improvement already. They're not that far off from Thunderbolt ones now. I think the external sounds @ low RPM should be somewhat quiter though (and/or mid/high RPMs could be louder?). In tutorial missions on the ground it's a bit difficult to hear instructor when AIs are starting up and taxiing around, I also think I should NOT hear AI Corsairs taxiing when I'm zooming over their airbase at 500+ ft . Mind you, that applies to having "hear like in helmet" option turned off.
  24. Horn is activated by throttle levers position only, so you can go below 7 without setting it off simply by decreasing RPM for better economy. Also, at medium and high alts you'll always be above that lever position anyway. Granted, that indeed doesn't help folks who want to fly across the Channel, low and at 2650 RPM.
  25. Back in March you could go up to 3000 for short periods and the engine usually survived it: https://forum.dcs.world/topic/371375-p-47-engine-might-be-less-susceptible-to-overspeed-failures-now/#comment-5646979 If it's back to blowing up easily in latest version (haven't tested yet), then I'll be a sad panda again. You can always assign manual RPM decrease/increase/auto to some key/switch and drop RPM in a dive manually.
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