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arglmauf

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  1. It's part of the design philosophy of DCS. In general, DCS tries a "what you do is what you get" in terms of the stick deflection. Meaning, you pull your physical stick back at this speed to this deflection, the DCS control will try to do the same. It does not look at any sorts of physical limitations of the pilot in that regard. Exception is the 109 to give credence to the control stiffening at high speeds (and that was a topic of hot debate for a while). The result is that all planes in general in DCS feel quite a bit twitchy because we lack a lot of feedback we would have in real life. We only have the visual feedback which is pretty late for when it comes to judging how strongly we pulled back on the stick. Other sims start to add delay or sluggishness as speed increases. That has the advantage that it avoids strong deflections at high speed which is one of the major sources of wing ripping in DCS. The disadvantage is that there's a huge disconnect between the control the physical input and the ingame input. The ingame stick basically chases the physical stick with a delay. This also has one advantage in that it smoothes over the smaller movement range of our gaming joysticks compared to the real things. There's no "proper" way to model this in a game until we get lawnmower engine powered force feedback devices:). The biggest issue is probably that other sims used the second approach and DCS feels wonky to many simmers due to that.
  2. It's even worse than this and mixes with what Yoyo said. The problem is that the centering force of our joysticks causes us to apply so much force that once we overcome the centering force, we easily overshoot the save deflection range in the spit. That's why a warthog extension and/or curves are almost a must for flying the spit without risking wing rips and blackouts all the time.
  3. This is an age old discussion. In short: they had access to MH434, so that's what they modelled. Many (me included) hope that they'll add variants for later models that put us more on par with the D9 and K4.
  4. arglmauf

    Trim?

    The design doc for the I-16: Engine Wings Some guns (only capitalist dogs need this) (only capitalist dogs need this) (only capitalist dogs need this) (only capitalist dogs need this) (only capitalist dogs need this) At least four more levers than capitalist planes Compass heating Gotta get your priorities right, tovarish. The I-16 is a very hands on little repurposed lawnmower, you gotta love it for that:)
  5. Did Nineline just soon the "soon"? Soonception?
  6. Maybe one general hint (that applies to all airplanes in DCS really): Learn to actually do less. When I started learning the ropes with the Spit in DCS, I constantly overdid turns by pulling too hard and too quickly, engine settings too high, etc. The result was I wasted energy and degraded the structural integrity of my plane very quickly ending in ripped off wings or broken engines. So forcing yourself to do things slower is a big part of flying energy efficient and "clean". I still do it today when I switch over from another sim and I require time to acclimate to DCS. So try not to mix sims, it messes with your head. To the high G turns and whatnot: It's related to how stick forces are modelled in the game. DCS in general limits you much less than other sims. This results in your pilot being able to pull enormous Gs at times because the game does not limit the deflection speed (exception being the 109 which was a hot discussed topic at the time). Other sims start to reduce the input once your airspeed increases. Technically, the DCS approach is more correct but it leads to weirdness due to the virtual pilot being a big green mountain of muscles going "HULK PULL!" on the stick.
  7. Okay, I solved it. What I did: I enabled IPv6 on both my Desktop and Server, then created a network homegroup for them. After that, I was able to see the Server in the list and connect to it via the IPv6 Address. The IPv4 connection handles the connections to the outside through the router. I don't know why DCS behaves this way, maybe it's due to the server being a bit picky on what IP address it actually listens on and hence only listens on the external IP. A PC trying to connect from the same LAN over the external IP would look like the server connecting to itself and hence can't make sense of it? Anyways, for anyone encountering the same problem, try if my solution helps and DCS devs might want to look into the IPs the DCS server listens on so people can still connect to it via the LAN IP.
  8. Wonderful, I'll try to be there. In the meantime, a little addon: I got a third PC, a laptop and did some connection trials. Computers used were Server, laptop and desktop. Server host, laptop on same LAN -> No connection. Server host, laptop on tethered Mobile Phone connection-> Shows in list and connects fine. Desktop host, laptop on same LAN -> No connection Desktop host, IP forward changed to go to desktop, Laptop on Mobile: shows in list, connects fine. Server host, routing disabled, desktop or laptop on LAN: No connection. This is definitely connected to the LAN and DCS interaction with it. Other services (VNC, SAMBA shares, SSH) connect perfectly fine with all involved parties.
  9. That's great of you, thanks. I'll hop on your TS and see if I can run into you. In the meantime, if you have any suspicion as to what might cause this, do write it down here so it's documented and others have a chance to run into it. Can't be the only one having that issue.
  10. Aye, forgot to list that. Both DCS installs have same version and run on two different accounts (with two different Email addresses too since that was a problem in the past as mentioned somewhere on the forum). Port I use 10308 as is set as standard. But yes, both ports the same. The strange thing is that the public IP (which is forwarded to my server through the router) doesn't react at all when I try to connect to it from the client (not even a server offline message, it just does nothing like ignoring the attempt).
  11. Hello chaps, I'm kinda sitting in the same boat here. Running local server, ports forwarded, people are able to join, all good on that side. Only that I can't connect to my own server. The conditions: Firewalls disabled (both machines though client shouldn't matter) Server not showing in list on client (according to what I read, that's to be expected) Trying to connect via IP to server on local LAN IP (192.168.1.3 in my case) yields the message "server offlline" (which it clearly isn't) Trying to connect via public IP results in the join arrow button to do nothing Anyone got a clue as to what is going awry here?
  12. Philstyle and I have been fiddling around with the bombers lately. Phil was kind enough to record the occasion and publish it: Problems we had: Bombers facing backwards on spawn. This seems to be related to group placement. Switching around the position seemed to resolve it. There was also a problem with keeping altitude when we added a landing waypoint at the end. With the waypoint added, they descended quite a lot after their bombing run.
  13. As so often with such questions: It depends. The Spitfire has the advantage in punching power and agility. Nothing turns as well as she does. That makes her an excellent gunplatform that can reach firing solution pretty quickly. It's major shortcoming is speed. It's the slowest fighter of them all, meaning that no matter how good you can get a solution, out of gun-range stays out of gun-range. That also shows it's second shortcoming: You don't decide whether the fight happens or not. Once they know you're there, they can get to you. So if you're in a fight, you stay in that fight usually. Silver lining: The Spit can put up quite an effective defensive game. The P51 has one advantage: Speed. The .50 cals are pretty lackluster currently and their dispersion pattern doesn't help things. But it can run fast. It's turning is shite though, only better than the 190. In the P51, you have to go fast (insert insipid Sonic the Hedgehog quote here) and keep it fast. Everything else on the block including the continental plate below you accelerates faster than the P51. That's what gets most inexperienced P51 fliers killed (me included because I'm too much of a spitty jock:D). They give up too much speed while pining for a shooting solution and another opponent maneuvers on them. The real beauty is P51 and Spit combined. If the hun want to get on a Spit, they have to maneuver to a degree which slows them. That's when a fast P51 can run them down and nail them. The P51 that has Spits nearby can engage in some turnfighting, risking its life to get the enemy into the Spits preferred waters. The 109 and the 190 can do this as well but they're both more at risk.
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