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Art-J

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Everything posted by Art-J

  1. All three methods work actually, that's why you see all mentioned, but it's recommended to choose and stick to one to avoid causing unnecessary mess in main game folder. I was using bazar location for all skins for years, but this weekend decided to switch to Saved Games location just to keep custom skins separate from my other mods and thus manage them easier with OVGmE. It's personal preference thing, followed by your partitions space available. If you choose to do the same, in Saved Games you simply need to manually create a folder called "Liveries". Then, this is where individual aircraft/unit folders should go (either created manually or unpacked from archive - correct naming is crucial, otherwise it won't work). Example from my "Liveries" folder is shown below. Last step, in each of these, you just drop individual skin folders and thats it. Remember that some skins are restricted to be visible only when unit is assigned to some specific country in the mission editor. It can be changed by editing description.lua file, but that's something you'll tinker with later. Get the basics right at first.
  2. You mean without any head tracking or VR device? I guess creating your own 2 custom snap views, one for each tank gauge, could help, but I've never done it myself. Googling for DCS snap views reveals some tutorials, though, so you'll certainly figure it out. A short term option, IF fuel shortage was indeed the culprit, just switch to right tank when the engine quits. As long as it's windmilling and magnetos is on, it will restart on its own once booster pump picks up from the right tank so there's no need to hurry.
  3. Well, there you have it then. It's quite possible you ran dry on the left. Don't forget to check the quantity and switch to right when needed. Also make sure you've got mixture on "run" rather than "emergency rich" (popular mistake amongst new DCS Mustang users), as the latter guzzles fuel like there's no tomorrow.
  4. When the engine quit, have you checked the fuel status? I can see this mission has fuel set to 50% between both tanks so it doesn't take long to run empty on left if you forget to switch to right and back on regular basis.
  5. I was lucky to notice the updater issue immediately on first launch after seeing the "MT preview" written in main menu despite using old shortcut to start the game. Asked about it in patch notes thread and got confirmation from BN. I guess they forced it because most of the new advertized functions require MT to work at all and thus all people who run ST would be asking why they can't enable these features. I agree, however, such change in updater launching process should've been mentioned in patch notes. It's kind of funny to know that Steam guys have the opposite problem and their "launch MT preview" button starts the ST version whether they want it or not.
  6. I'd say let them tackle the incorrectly marked 2.9 boost gauge first, so that it actually shows what boost we're really pulling. Followed by fixing inop P8 compass. These are going to affect our flight ops more than external rivet-counting bits mentioned above .
  7. I've noticed the magic eternal fire from some stacks is present on Mossie Merlins as well, so Spit is in a good company . Haven't investigated the other V-12 birds so closely yet.
  8. @CrazyGmanTo each his own. Autoexec method has been used for years for enabling/disabling various WIP features which would otherwise clutter the already "crowded" menus even more and which are going to be used by only some players anyway. Usually parameters set in the file pass the IC check, so you're free to try it. The jury is out, however, if the reverting method works at all. I, and couple of other players it seems, don't see any difference between using this line in autoexec and not.
  9. Is it one of the stock missions or custom one, downloaded from somewhere? If the latter, attach it here so we can take a look.
  10. About the bars, you've got some cockpit mod leftovers in Saved Games location (repairing and reinstalling doesn't touch that folder, so don't bother - they can't help). That was the culprit for the same problem, found in the other thread (though the guy didn't mention which mod exactly caused it). About green tinge, it's part of new dynamic reflections. It will depend on sun position and terrain you're on / over.
  11. ^ In the other thread, a guy got it solved by updating his drivers from 531.xx to 545.xx version. Which ones are you on? Might be worth trying. Edit: Disregard, I've noticed you updated them already. I wonder if some NV cpl setting might be interfering, though.
  12. Yeah, not sure If the line given in patchnotes is correct. I've added it to autoexec but screenshot taken in default Fw-190A bomber intercept mission (attached below) indicate there's no difference between using the revert line and not using it. Unless the difference shows for VR users? I'm on 1440p monitor.
  13. Yup, I can confirm the magic flames are there allright. Not really visible much unless you really move camera close (or use default F4 view to glance at the left set of stacks), but it's a visual bug nevertheless.
  14. Now I know why I was fumbling with throttle lever like an idiot on my first 2.9 Spit takeoff yesterday. The memory was saying "pointer flat right = 8", but the eyes were seeing something different. Did not compute. I'd hazard a guess fixing the texture by the gfx guy is easier and faster than changing the code by the code guy, so here's hoping they'll choose the former path. @NineLine Could you please poke the right person in the team? That's a pretty serious functional drawback in otherwise awesome visual revamp. In the meantime, does anyone know if cockpit textures are hardcoded now? IF not, maybe some modder could slap the old 2.8 gauge face onto the new one as an interim solution while we wait for the fix? Not a photoshop user myself so I don't know how difficult it might be.
  15. A screenshot would help, but if you're trying to describe what I think you are, then it's probably new dynamic reflections on instruments, introduced with this update. They are a bit excessive indeed, compared to other warbirds.
  16. It needs to be created manually by user, so if you never needed to do it previously, it just won't be there.
  17. ^ If the shortcut you used for ST launches the game by dcs_updater rather than dcs.exe directly, then it launches it in MT mode now in 2.9. As always, check bottom right corner of the menu screen to confirm. If you want to run ST, you need to launch directly by dcs.exe in Bin folder.
  18. So looks like it's a Single Threaded executable then (thus without some of these new gfx functions). The question is why Steam launches that one despite "Play MT preview" button being used. Not a Steam user myself, so others will have to assist. EDIT: See what dirty wrote above . @BN, something to pass to guys responsible for Steam implementation?
  19. Apart from some weird lo-rez reflection showing up on the gunsight dimmer glass (something to bug-report I guess?), the rest of the cockpit looks friggin' great and finally matches the likes of Thunderbolt or Mossie.
  20. You're the 2nd Steam player in this thread reporting similar issue. Can you check if the Steam launches the MT (I know it says so, but does it really)? What does the note in bottom right corner of the menu screen say? "MT preview 2.9" or version number only? About the new splash screen... I don't even remember how the previous one looked like and I play the game on regular basis. Some of you guys are really way too easily miffed by such (un)important things. Do not worry, though! 15th DCS anniversary year ends soon, so you'll get some whatever "normal" splash screen then.
  21. @BIGNEWY Has MT become standard exec with 2.9? I'm asking, because even though I don't see it mentioned in patch notes, when game's launched from "normal" ST desktop shortcut, the menu screen says "MT preview 2.9.xxxx". On the other hand I can see both execs (in Bin and Bin-MT) are still slightly different in size.
  22. Double binding or not, the plane should react correctly to trim inputs if game flight mode is really off and non-FFB joystick is used (as in this case allegedly). @unmar Post a short in-flight replay track so that we can take a closer look at what happens.
  23. You probably have "game flight mode" turned on in gameplay options. Warbird trims are animated but non-functional in such case. You need to go full simulation mode to be able to use them.
  24. I used to wonder about it too. I recall there was be a very old post from Yo-Yo where he explained why the regulator was simulated the way it was, but it's borderline "mission impossible" to find it now. An interesting note about necessity of advancing throttle during climb with reduced power can be found on the always-informative enginehistory.org website, but I admit I never investigated the rest of the article super closely. https://www.enginehistory.org/Piston/Rolls-Royce/R-RmerlinABC/R-RmerlinABC.shtml
  25. P-factor and gyro have been implemented since forever, though. At least in ED warbirds (I don't own I-16 and CE-II so can't comment on these). They differ a lot from plane to plane and one might argue about how strong they "should" be (though posting just "feelings" alone won't get anyone anywhere on these forums), but they're there allright. Just did a refreshing rides in both P- and TF- Mustangs. As far as P-factor is concerned, apart from obvious pull to the left on takeoffs, high AoA slow flight results in left yaw, throttling up makes it even deeper. Gyro precession has always been noticeable in all warbirds especially while raising the tail during takeoff roll quickly (mostly in 109, which requires full right rudder kick to counteract the effect). Haven't noticed any changes today either. Pitch changes in flight - up yawed left, down yawed right. As for the vertical climb with constant power, well, both Mustangs do start rolling left when the speed drops really low, even more so when throttling up. Not much difference compared to 190s apart from slower roll rate at which it happens. All and all, I just can't agree with all of your observations. Are you sure you don't have game flight mode and rudder & takeoff auto-helpers reset to ON after one of the last game updates?
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