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Everything posted by Teeter
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2.0.1 M-2000c Rudder authority is going crazy
Teeter replied to 3rd Wing - Raiden's topic in Resolved Bugs
Yup, rudder authority has been reported several times, and is being worked on fervently internally. We think you'll like the changes that come to you soon. -
All of the functions should be there, but many have been recategorized. In the case of the RWR, it was accidentally moved to "Systems," I have moved it back.
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Guys, I've tweaked the NWS gain a bit and it feels good to me. I'll be curious to hear your thoughts about it. Although I feel we may need some more tweaking.
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Correct, right now it's modeled as a gain of sorts. At 0kn, you have full steer authority, but the gain is decreased gradually until you have 0 authority at 60kn. I will add the logic to just turn the NWS off.
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There is no misunderstanding, since the situation is relatively fluid right now. If we are to make a Super Tucano, a Tucano is a logical step along the way.
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Whatever anybody wants to use, we have promised an english cockpit with the M-2000C before it leaves beta. I am working on the official english cockpit right now, and it is well underway.
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Fixed.
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Can somebody post a video please?
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I'll take a look at this guys, but I have the feeling that the issue is with the game engine, not the M-2000C's engine :P
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Fixed, thanks Pyraiel! Some things you just don't think to check when you're testing ;)
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Basically just polishing the logic of what you can click to do what, and when. It's mostly for the canopy lever...the full-back position is not to allow full canopy open (which is what we have modeled right now), but is used to close the canopy. It is close enough and functional enough for now that we felt it was appropriate for an initial release.
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Just so you guys know, that clickable canopy functionality is WIP, and isn't correctly modeled yet...but we wanted to give you what we have for now. Here's how it works: - Make sure canopy lever (red lever on right side) is unlocked - Click canopy handles to raise canopy to partial open - Click canopy lock (above your head) lower canopy from partially open state to closed - From partial open, use the canopy handles (one on each side) to raise/lower the canopy from full open and partially open states (the canopy lever must be all the way open to open the canopy all the way) - Make sure your canopy is fully closed **and locked** before flight, your canopy will be "forcefully ejected" at 250 knots if you haven't locked it
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Work-in-progress. Here is an album of the pilot/some of the many HUD improvements: http://imgur.com/a/1OhYU
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Haha, mesh isn't the problem, the Super Tucano has much more in the way of avionics/weapons systems.
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[REPORTED] G-Meter display issue when illuminated
Teeter replied to Steph-JJ's topic in Resolved Bugs
Thanks, will look into it -
Thanks guys! Will fix.
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Sorry guys, another quick read through this thread and I'm still not quite seeing what's wrong. All of the behavior has a valid explanation. Maximum Mach number is not a simple correlation, and the invisible wall that is being observed is largely controlled by dynamic drag.
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Just popping in quick on my phone guys, but at first glance, I'm going to recommend the comparison to the MiG-21bis stops. There's a lot that LN got very, very right...but it's not realistic for it to reach 2.3 Ma at any altitude. Please, lets keep the discussion comparisons between the M-2000C simulation vs. Reality, and not the M-2000C vs. The MiG-21.
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Teeter's Comprehensive Modification Compilation (TCMC) ___ Downloads (OneDrive) ___ What's TCMC? Teeter's CMC is a neat and tidy comprehensive package containing the best DCS mods around! TCMC is geared to all the members of this community, be you a greenhorn who doesn't know anything about DCS mods, or a veteran who just can't be arsed to take the vast amounts of time required to find, download, and properly install mods by yourself. Even then, there are mods everywhere, and it's hard to keep track of them all in terms of compatibility and updates. This is the third release of TCMC. It's been awhile since the last update for TCMC came out, and I apologize for that. I've gotten a surprising number of inquiries about an update, which surprised me. It's good to know that people actually use this and care about it - that's about as good a motivator as I can get! ___ What's new? DCS World 1.5 Support (not tested on 2.0/Nevada or other versions) A step away from the installer approach and back to the roots, with .zip packages. Not only are .zips easier to create, but there really wasn't much need for installers (and they took up a good half of the time it requires for me to rev TCMC) Version naming convention now based on tested DCS World version (first three of DCS version and last for TCMC subversion, TCMC 1.5 R0 is the initial release of TCMC which has been tested on 1.5) In general, the compilation is much more lean, concise, and therefore more usable: removed redundant/unused mods, shortened/organized mod folder names, much more Mod folder naming convention changes: Rename "World" descriptor to "DCS World" and moved to ultimate (omega) installation priority," rename "Scripts" descriptor to "LUAs" (also, now a/c specific where possible), new ways to set mod installation priority (DO NOT change tildes '~' or omegas in mod names), general reorganization and mod title improvements Improved JSGME .zip merges for things like compound mod installation (i.e. adding a clean canopy mod on top of a cockpit skin mod) New "! NO MP !" flag (not recommended for multiplayer, many servers will immediately kick you if you have this type of mod installed) Remove "[]" flag and necessity for manual editing of any mods All A/C now have their own section AI-only A/C diveplane audio productions are combined now Made too many additions, removals, and updates of mods to keep track of (I'll be more concise for TCMC updates within major DCS releases) Like a bazillion other changes ___ What do I need to know? Being the first release of TCMC for a major DCS version update, you can expect bugs. All I can do is let you know and ask that you report them to me DCS mods are best managed with JSGME, JoneSoft Generic Mod Enabler. If you do not have JSGME set up, I have included a "JSGME Setup" folder which contains everything you need to do so. It's fairly straightforward, and a good idea to use. Not using JSGME can lead to program crashes and other problems which are virtually impossible to remedy without a clean reinstallation of DCS World. Make sure you re-select visibility distance settings when you install a new terrain textures mod. Cockpit texture mods aren't yet compatible with the new DCS options selectors. They will still overwrite the default textures when installed. Do not change the folder names for the mods. If you do so, do it at your own risk. The structure that I have set is important for many reasons. Please delete any old versions of TCMC you may have installed. Please enable/disable all desired mods at the same time. Hold control, select all of the mods you want installed, and install them all at the same time. If you wish to add more, uninstall them, and redo the process. "Picking and choosing" can cause conflicts. JSGME warnings for file overwrites are normal. In most cases, you can dismiss them without worry. ___ What can I expect in the future? My current plans for TCMC, besides the obvious expansion of mod support, to start releasing comprehensive skin packs. Skins are something I never really cared much about, but I believe the community would find great use in a one-stop comprehensive DCS skin installer. As with this version, know that TCMC will only be updated for compatibility with stable releases of DCS World. Nothing stops you from using it elsewhere, but I cannot recommend it or provide support for it. I am also going to work on getting cockpit retextures to work with the new DCS options special selectors which will allow this, but it's not as simple as it may seem. If you have other ideas for where this should go, please let me know! ___ DCS mods included in TCMC 1.5 R0: I do not take credit for the creation of any of these mods, I have simply compiled them and created these packages. Credit for the mods goes to their respective authors, who are named in the mod folders' titles. Some mods may have been slightly edited myself for ease of use and compatibility with the tested DCS version. ___ Please report any bugs or problems you find in TCMC to myself either in this thread or by personal message. Thanks!
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As a TrackIR user, I would love the "Head Movement by G Forces in Cockpit" separated into two options, as right now it does two jobs: 1. It will "sag" your head and react to other forces in the cockpit (which is desirable and realistic as a TrackIR user) 2. It'll automatically orient the in-cockpit view to be (somewhat) level with the horizon in a bank or turn. This is not desired as a TrackIR user, as it feels more immersive to do this myself and not have the sim do it for me. What do you guys think?
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On initial beta release, what will work, what won't?
Teeter replied to statrekmike's topic in M-2000
Sorry if it was a stupid question, I didn't know... -
On initial beta release, what will work, what won't?
Teeter replied to statrekmike's topic in M-2000
Oh, they do? I thought France used the A400/A400M? -
What is that tapping noise in the cockpit? An analogue instrument vibrator?