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Art-J

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Posts posted by Art-J

  1. Crumble, if you looked close enough, you'd notice cockpit card texture was made based on dash 8 non-water-injected version of the engine and not what "ours" should be in 1D Corsair, so it's incorrect anyway.

    M3 guys are still tweaking their engine code, so I suppose even they can't answer your question for the time being, as some parameters are going to change in upcoming patches.

    • Like 1
  2. On 8/17/2025 at 5:03 PM, Doughguy said:

    This video?

    Well i posted a track where i exactly do that.

    Sigh....

    Nah, you didn't, that's the point, at least not in both no-wind-taxiing tracks. Granted, I watched only these two to take the problematic wind out of equation. There's nothing in them comparable to the video, which shows that plane's inertia in itself, at a taxiing speed comparable to a jogging man, is sufficient to groundloop, even with engine off. It corresponds more or less  to how the other single engine DCS warbirds behave, except Corsair (and I-16,which I don't own so can't comment on it).

    Your tracks, however, show different behaviour and highlight one of the issues I pointed above - you need to throttle up to military power for a moment (40-45" @ 2700) and then keep it at cruise power (30" @ 2700) to swing the tail around. That's simply not right.

    Let me post a short track of 109, doing something similar to the Corsair vid. No peripherals plugged in, so only mouse and keyboard were used. Even though I didn't keep the left brake on and just tapped it after shutting off the engine, the plane kept tightening the turn, as any taildragger with castering tailwheel would and should. Now, If I tried to do the same in DCS Corsair, it would stop straight, that's the issue. 

    I don't mind imperfect tailwheel animation if it indeed turns out to be general DCS limitation that we have to deal with. Tough luck. There's something iffy with inertia (or rudder effectiveness?) at low power and taxiing speeds, however, and I hope devs will find some time to revise it again in the not-too-distant future. 

     

    109_turn.trk

    • Like 2
  3. 58 minutes ago, Doughguy said:

    The problem is again wind. Remove the wind from the mission and you can taxi. You dont even need differential braking but can steer with rudders.

    No you can't* and that's not what this thread was initially about. All the talk anout the wind derailed it, albeit one can assume two SEPARATE issues discussed here might be somehow connected in the code. The issues are:

    1) Inability of the tail wheel to caster freely while unlocked, which makes making tight turns with diff brakes (ie. taxiing out of parking spot to perpendicular taxiway) impossible unless you use full rudder + stupid amounts of power to literally scrape the tailwheel sideways across the ground. Simply put - tailwheel always remains locked either fully or partially (ie. it kinda unlocks but to about 30'ish degrees only). Watch the video of the real thing posted by Super Wabbit on the previous page. Wind or no wind, It's impossible to do the same sort of turn in DCS Corsair right now. 

    * Makind mild turns with rudder only as in DCS Mustang is perfectly doable indeed, but that's not what we're talking about here.

    2) Some excessive weathervaning caused by adding wind component to the mission. What wind speed threshold maxes turning impossible is still to be determined.

    I would also add a third issue of tailwheel getting stuck hard in the mud if one incidentally rolls off the runway/taxiway on some maps, which makes the plane very difficult to get moving again, but It's a different issue and I don't want to derail the thread myself.

    • Like 2
  4. On 8/16/2025 at 1:28 PM, Luka CMF said:

    since the update DCS randomly crashes to desktop. I have the latest Nvidia driver 580.97, latest pimax play with latest pimax light firmware, rtx 4090, 7950x3D, all drivers up to date. If there is a discussion about this already, please point me to it.

    Thanks

    I haven't noticed specific 580.97 thread yet,but you'll get more attention by posting in crash-related section of the forum:

    https://forum.dcs.world/forum/482-game-crash

    Keep in mind providing logs is crucial, because it's impossible to investigate anything without these really. In the meantime, you can also try to use DCS log anaylzer to try to narrow down the cause by yourself:

    https://forum.dcs.world/topic/343412-discord-dcs-log-analyser

     

    • Like 2
  5. Hoss, the module never had separate push-to-talk command, so I'm surprised it was picking up your VA in the first place 😁. Should be no changes here.

    I'm away from my gaming rig so can't check  implemented changes now, but reading other threads, I can see it's going to be a challenging experience.

  6. In either case, we're getting a -5 Zero (whether it's really 5b or maybe 5c is not quite certaint for the time being?) vs non-water-injected -3 Hellcat. These two are not THAT far apart in relative performance and they'll be even closer given similar experience level of online players on both sides.

  7. I've never played some of the default instant missions for P-47 because they override my snap-viewed personal FoV settings. I've read it's beacuse of some leftover file ED put in these missions. Now, If I play my own mission afterwards, i expect the game properly loading my own view settings and for Thunderbolt it does.

    That being said, I remember when for a few years we needed to load D-25 and D-30 Mustang missions in correct order to avoid loosing all custom controls, same for clipped and non-clipped Spitfire. I'm glad this bug was fixed eventually. Maybe ac5 discovered a new but similar issue which doesn't go away unless game is restarted?

    I do use snap-view customized FoV in my Corsair and I haven't yet experienced missions resetting it to default even though I switch between training and my own ones multiple times. The only time it happened to me was when I switched from American Corsair to British MkIV one, because the latter uses separate camera settings and thus I had to separately customize it as well.

  8. On 8/5/2025 at 9:56 PM, MiG21bisFishbedL said:

    I've yet to see it and now I will notice it and it will drive me up the walls, thanks!

    If it's the one I think it is, you'll only stumble upon it when pilot's body is on and flight stick is hidden. Otherwise you'll never see it.

    I also believe it got fixed after few years in -C and "only" affects -ZA now (?)

  9. 5 hours ago, peachmonkey said:

    [...] I.e. when trimming you're not moving the main control surface but a tiny little 'tabs' on them. Do these trim tabs exert pressure on the main surface and cause it to deflect (therefore moving the stick in the cockpit) [...]

    Yes, that's what principle of operation of any trim tab in any aircraft is, no matter whether it's articulated by wheel, hat switch or whatever.

    Thus, in these planes which feature trim tabs and have control surfaces directly connected to control sticks, yokes and pedals, the latter want to move when trimming - unless pilot is strong enough to keep the controls fixed in place of course - then he will "only" feel force changes.

    FFB sticks should move a bit then for us gamers as well. If they don't in some modules, it means FFB implementation in FM is not yet complete, or FFB software of device itself needs further development as well.

    • Like 1
  10. 10 hours ago, SharpeXB said:

    Yeah basically all you have to do is, using Explorer, paste the new file name containing the new ID onto your old controls file. Very fast and easy to do. 

    Ha! Fast and easy if you know what the new IDs are supposed to be, but on new PC with fresh Win 11 you just don't.

    The only way that comes to my mind is loading DCS, making single change to each controller in each aircraft so that a bunch of diff.luas with new file name get created, then exiting and doing the renaming. 

    I'd hazard a guess, however, that it's going to take even more of tedious clicking than using built-in "load profile" option.

    • Like 1
  11. 1 hour ago, NIAGARA MOHAWK said:

     PLEASE SAY IT AINT SO ?

    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

    • Like 2
  12. 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.

    • Like 2
  13. 2 hours ago, Invisibull said:

    Go into F2 view and you'll see exact RPM and speed. I have it mapped for when I do tests like this that need exact values. 

    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).

    • Like 2
  14. @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.

    • Like 2
  15. 20 hours ago, TacticalOni said:

    I'd say that it's very, very accurate to the real thing taking that into account. 

    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:

     

     

     

    • Like 2
  16. 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.

  17. 2 hours ago, sirrah said:

    Ah ok

    I'll try that

    (I haven't made the plunge into DCS ww2 yet, so that's quite a heavy chunk of data not being used)

    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.

    • Like 2
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