Jump to content

Art-J

Members
  • Posts

    6599
  • Joined

  • Last visited

Everything posted by Art-J

  1. 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.
  2. Rudel posted excerpt from manual indicating how it' supposed to work now (?) but I find it even more confusing really
  3. 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.
  4. Yup, guys have been reporting it for a while in F4U section of the forum, no ETA on a fix yet (at least to my knowledge):
  5. The name of this very forum section did :D. But indeed, WIP shot seen above clearly shows extra 13.2 mm guns which shouldn't be there on b variant.
  6. 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.
  7. 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 (?)
  8. 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.
  9. Hey, it If it works it works. The 50% jump shouldn't happen in the first place, though, so something's fishy. MFG crosswinds here, set to full linear without curves, deadzones or anything. They modulate smoothly from 0% as they should so I'm puzzled why your Saiteks are acting up.
  10. 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.
  11. 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
  12. 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.
  13. 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.
  14. 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).
  15. @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.
  16. 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:
  17. ^ 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.
  18. 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.
  19. 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.
  20. 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.
  21. Para. 2 and 3. are still in black, but 1 is good That's how it looks for us, dark-theme guys:
  22. 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 .
  23. 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.
  24. 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.
×
×
  • Create New...