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Art-J

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Everything posted by Art-J

  1. Yes, it does. Thus, it might not be worth "wasting" an axis, unless you have plenty of them on your HOTAS. You won't be using this control all that often, if ever (carb icing is not simulated in DCS).
  2. Mind you, If they really wanted it, they would've taken it during the split. Looking at their roadmap and following interviews afterwards, guys who formed Heatblur simply aren't interested in piston-powered planes, so that "what if" scenario would never work anyway. Whether we like it or not, most of 3rd parties in DCS want to make and sell jets on this platform. Even Flyingiron guys came here to build a jet rather than port over their neat collection of MSFS warbirds.
  3. Re. 1st question - it will be used until some core game change in one of future DCS updates breaks its compatibility with the game for good. We can only speculate now that if that happens ED might follow previous example of VEAO Hawk ie. make the last F-15E-compatible version of DCS available for download for some time while the main DCS will continue be developed separately. Of course in such scenario you will have to have 2 copies of DCS installed on your PC. The old one for Strike Eagle, but not upgraded anymore (and thus without any newer aircraft and map releases) and new one for everything else, continuously maintained. You most likely won't fly Eagle online then, unless you find server running specifically that old version of DCS. Mind you, such scenario is not confirmed yet, that't just how Hawk problem was dealt with years ago. Re. 2nd question - how would you be able to fly it? A refund is a refund - you get some form of a compensation but your licence is cancelled so the plane won't be flyable.
  4. I'd say there cannot be such category because modules sold here rather than on Steam have never been refundable apart from special occasions like Hawk debacle and the current one. Choose whichever different category then and describe what your request is.
  5. Haven't done it myself, but I'd say proceed as you would in other support case, ie. go to the ED website, choose "Support" from the top menu, then "User support" -> "Create a ticket" and follow instructions in "Order, purchase, payment" category.
  6. Since neither ED as a publisher, nor Razbam as a contractor / developer are registered in UE, that 2-year UE law doesn't apply anyway. As noted above, you can request a refund, albeit whether you will receive it and in what form (credit / miles seem to be th most common outcome) is to be determined on individual user case basis.
  7. The answer was given by NL on the last page of "What's the status" thread in Razbam section of the forum. No refunds is still a general policy, albeit requests are hadled on individual case basis and may (or not) result in some form of a refund (for example with ED miles/credits/whatever they're called nowadays). Your best bet ATM is to contact support and see how it turns out for you.
  8. ^ Probably not. If I recall the manual correctly throttles in both pits are set in such a way that only pilot can start the engines or enable afterburner. So I'd guess you have to unlock them in front seat first, then switch to rear.
  9. Repair command does and always will download and restore any stock files that are missing or altered in root game folder. This is its job after all. Every next game update will do the same. So you can of course delete any kneeboard pages you want, but sooner or later they'll be back. That's why renaming method suggested above by Cab (combined with mod manager) might be a better solution to fool the game so that it "thinks" modded kneeboard pages are stock content. Then you could just disable them before each update and re-enable them afterwards.
  10. I recall staying at about 0 g cuts off the engine much faster than negative g, especially with afterburner. So either push stick more to go through 0 as fast as possible (but not stay negative for too long obviously) or even better rely on using half rolls more often.
  11. ^ Not a bad idea. When I played the landing training mission for the first time I hoped someone from community would post it on youtube as well, as it often happens with other modules, but looks like Phantom is just a bit too new... ... not to mention noticeable and inevitable gaming mentality amongst content creators with everybody showing how to get the plane in the air and activate various boom sticks but nobody (except Reflected) giving a F about going back to base and landing their new toy on the ground in one piece.
  12. Scroll to the very bottom of the page, there's a "theme" button over there, between language and privacy policy.
  13. Warlock, just follow what Diego nicely explained above. One extra note - you have to highlight a controller column to make "load profile" work correctly, for example left click on joystick column to make it go light blue (as seen on Diego's first screen), click "load profile", navigate to and load your old .diff.lua backup file for your joystick. Done. Then left click on throttle column, do the same to load throttle backup, then do the same for keyboard column to load keyboard backup etc. etc. Repeat for each controller and each aircraft, one by one. True, It's going to take a few minutes, but still faster than rebinding everything from scratch.
  14. Nah, heads up, maybe it's not too late. Do you have that backup available somewhere? If you haven't deleted or overwritten it you can still use it. Unless you're too deep into re-binding already then sure, importing might be not worth the hassle anymore.
  15. @Warlock99Mind you, new computer means new Windows USB ID numbers for anything plugged into that computer, so your controller files copied from old Saved Games / Config / Input won't be recognized and thus won't work off the bat, unfortunately. Fortunately, you can import them one by one using in-game "load profile" button, or do a bit of manual file renaming as some players prefer.
  16. I praised beefed-up 2.9.5 tailwheel unit a bit too early perhaps. Just took the Mossie for a spin around Marianas and noted that Tinian International is still too bumpy for it and causes strut failures during taxiing and rollout. But then, it generally seems to be an airport with a rather rough mesh for DCS standards and it's not usual place to fly Mossie from so I guess I'll have to live with it for now and just operate from smoother strips. I like non-documented revision of main landing gear, however!
  17. FYI, after trying exclusions again, the game starts MUCH faster now. There must be something in 2.9.5 specifically that Defender doesn't like and crunches on it longer than it should. Log viewer would probably show what was it, but I ain't going back .
  18. Landing mission follows a procedure shown at the beginning of it on a screenshot from the manual (instrument / penetration descent from high altitude, without overhead pattern) so you more or less know what to expect. As long as you follow TACAN and altitude instructions all triggers should work OK. I admit, however, that sometimes there's a lot things going on in quick succession and it's easy to miss crucial bit of info. On my first attempt I missed the approach because I didn't know If I was supposed to go straight in or continue level towards a pattern (forgot there should be no pattern at all). All of it despite using pause key often. Things seemed a bit more rushed compared to cold start, taxi and takeoff missions. Haven't even tried remaining ones as I'm still practicing just flying around properly.
  19. Coarse trimming issues is a subject discussed in the other thread. As for the AFCS altitude hold switch to stay in position, it does require: a) Having the plane trimmed for level flight as closely as possible before moving the switch (I know, difficult to do currently, but some players seem to be doing it); b) Increasing breakout deadzone in special options 'cause your joystick might be a bit too sloppy near the center. Default margins are tiny, I'd recommend bumping them up and see what happens then.
  20. Navy engine or not, there's a thread in bugs section with chart from the manual of -15 version of J-79 showing spool up time from idle to military as 3 seconds. "Our" simulated -17 does it within a second. Seems to be an excessive difference for just a slightly different version of the same engine, though unless someone finds a similar manual for -17, we can't go much beyond "feel" for now. I hope devs are going to take a look at that aspect later once more pressing module issues get addressed.
  21. Well, I recall some (if not all) M3 guys do the whole DCS development as a part-time gig, and with no money changing hands for Corsair yet, the project is indeed practically (though not officially) a non-commercial mod rather than an upcoming product, for the time being at least. Should be treated as such ie. It comes when it comes, or in worst scenario it doesn't. I'm more concerned about M3s ability / manpower to maintain it after/if it gets released and becomes a commercial thing.
  22. They seem to have increased noticeably for me as well after the latest update. Loading time of the game itself, missions loading times might be comparable I think. I excluded folders in Win Defender back when Spud did his video on the subject, but that didn't really help with loading times or stutters (albeit they were acceptable for me on my PC anyway), so removed exclusions after short tests. Will try them once again now and see what happens.
  23. F-4E requires version 2.9.5.55300 to be installed. When you launch the game what version number is shown in bottom right corner of start screen?
  24. The easiest way is clicking on chosen airbase in F10 map view which opens its properties window with ATC frequencies amongst other things. Apart from that, there are various handy custom kneeboards, spreadsheets, lists and whatnot available from community in user files section. On the other hand, planes with non-adjustable radio presets have to have their channels set by player in mission editor before flight, but I don't own F-16 and I'm not familiar with how its radio works.
  25. I think for now they're dependent on each F-4 skin. SEA ones for example yield helmet painted in green and brown camo. I guess we'll have to wait for upcoming pilot customization feature to be finished and implemented in order to change helmets independently of skins (unless it's possible to switch them now via some custom description.lua editing....)
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