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arglmauf

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Everything posted by arglmauf

  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.
  14. And there's the reason why having an axis for the proppitch is quite important. Having your arm adjust a slider allows muscle memory to develop which helps you setting those different RPMs quickly and accurately enough without having to look at the RPM gauge all the time. Just using buttons and counting in your head can be quite taxing, especially in combat:)
  15. First, you should get a plane that interests you. P51 you said you like so that's a runner up. Then get a SP mission with a few AI drones without armament and train your shooting there (it's easily made with the mission editor, just put their ammo count to 0%). Try dead 6'clock shots and deflection shots, get a feeling for how crosshair, projectiles and everything behaves. I suggest this to lessen the early MP frustration. BTW: Don't try full dogfighting against armed AI... that won't teach you anything or even worse, might teach you bad habits. Stick with unarmed drones, they try to evade (sometimes...) and present ample shooting opportunities in varying situations. Then, when you can comfortably put some bullets into the AI drones from varying ranges at 6'clock, you can hit the MP servers. For that, you'll need the Normandy Map+Assets pack(!). You could try to wait for a sale to get them in a bundle for a fair price. Any WW2 action will be running on that map so it'll become a must-buy. As many have told you, when you start MPing for the first time, you'll die.... alot.... That's the harsh school of Combat Flight Sims. be prepared mentally:D
  16. She might be a great turner but it doesn't mean she can enter a tight turn on the flip of the stick. Even a Spitfire needs to be "guided" into a turn, meaning you need to gradually increase the turnrate. If you yank the stick too quickly, you only manage to slam the undersides of the wings into your direction of movement causing loss of speed. Depending on your setup, this can happen rather quickly so you need to watch what your plane does when you pull the stick. Curves and stick extension help alot. And as Onlyfordcs said, keep your speed high, I would personally recommend 200mph at the least. Below 180, the plane starts to become sluggish and feels like "swimming" or "bobbing like a cork". You don't want to fight in that speed range. Here's a link to a video showing some long combat turns, maybe it helps you: https://forums.eagle.ru/showpost.php?p=3155059&postcount=13
  17. One thing to add that people tend to overlook: Knowing when not to turn and how much to turn. People assume that they have to REALLY swing that Spit around because "It's a turnfighter...". The art in my opinion is to turn just enough to keep the 109 from getting you. That can have two effects: First, the 109 pilot might think he might just get you and continue turning with you which over time will make him bleed his energy more than you bleed yours and second, it'll safe your energy by keeping your speed up. You stay more mobile, the speed difference between you and him stays smaller, your radiator cooling stays more efficient which allows for higher boosts to be maintained... A little video of mine that I hope demonstrates this a bit (check 6 minutes onward): Notice how long the turning actually lasts. That 109 driver didn't lose the fight immidiatly, he lost it over the course of following me into the turns... and he was very good at keeping that 109 going (MW50 really allows you to throw that brick around by sheer muscle power it seems). As one might guess from the video, once I had a wingman with me, this was a very opportune situation. In my opinion, the gain from having a wingman on the Spit is bigger than for the 109s having a wingman because their B&Z doesn't lend itself as well to setting up as turnfighting does.
  18. Bump. Current behaviour seems more like an incomplete feature though so I assume there's still a "Make the manual markings visible to other people" somewhere on the TODO lists of the devs walls.
  19. Generally happy with Normandy map but the general consensus among my squad mates wasn't the brightest either. Critical in my eyes are the things that demolish the scenario right now, namely the B-17 Damage Model and the lack of AAA, as many have stated. Rendering anomalies and missing roads aside, it's the scenario braking stuff that needs attention quickly. People were giddy to create big packs of B-17s to escort through enemy fighters and flak going off all around. Right now we have no flak and the B-17 fall apart when you sneeze at them:) So... keep calm and carry on I guess.
  20. That's quite relative. It can happen in DCS too if you catch them in convergence range. The damage model is in need of improvement though as stated in many places on the forums. ED is working on it.
  21. I'm far from an ace but I'll make the opening:) Generally: The P51 is about speed and keeping it. Since turnfighting costs you speed, it is not something you want to do. So in regards to flaps in turning: at best you want to avoid doing that. Proper positioning and choosing the conditions for your battle is much more important. That being said, if you end up in the situation that you have to turnfight you want: at max 40% fuel left (otherwise the plane is quite sluggish in turns) and use 1 notch of flaps (though sometimes you can drop to two notches but that should be very very brief). As using the flaps will always result in a quite rapid speed loss, you want to keep that short (mainly when you pull the lead for a shot). Effectively, you don't want to drop below 240-220 mph on the dial anyhow as below that, the 109 will run circles around you (which is the reason you want to avoid turnfighting in the first place). You can turnfight with the 190, though usually they are wise enough not to try that. And normally, if you do that there's always at least two 109s just waiting to jump on your arse to punish you for it:) If you take Burning Skies as an example: You don't want to be the guy first to the fight. Let the Spitfires go in first. They're the best turners, they can put up a good defensive game. Let them tangle up the opposition so they're slower than you. Once the furball has developed, look for the typical german movement (contact going up and down all the time). That's where you want to nail them, at the peak of their climb when they're slow and sluggish just about when they try to line up for a lower target again. Then you dash in, like a bat out of hell, pump them full of lead and boost out again before anyone can stick to you. At distance you turn, climb and wait for the next opportunity to pounce again. I bet Solty will add alot more info here but that's what I would suggest.
  22. No disagreement there principally but I'm pretty certain that they tried headons to knock out the pilots and cockpit. If you can hit an engine from headon, you can try to hit the cockpit headon. If a 20 mm (not to mention 30mm) MGeschoss slams into the cockpit headfront, there is not much the cockpitglass can do to prevent the damage. It's pretty lethal even if the pilots survive the controls probably won't. No matter what they actually went for, I don't see a short burst chopping off wings from any angle whatsoever though. EDIT: And yes, approach speed was a problem. Early Me262 pilots had trouble with it since their timewindow for firing was very very short (don't have to the numbers at hand, maybe somebody has them ready). Also tactic wasn't "Only do headons", think they tried a headon on the beginning of the fight, maybe get a lucky shot in. After that, it's probably mostly diving attacks from the rear so the effective On-Target time is higher (as can be seen in many guncam videos).
  23. No, you would get a nice fireball though but the wing structure wouldn't cave under that immediately. That's just Hollywood that does that. Looking at guncam footage (maybe I just have a bad selection) I fail to see any instances of wings being shot off like that. EDIT: Yes, there is footage of wings being shot off, but those are heavily butchered B17s so it takes quite some sawing until it comes off it seems. There's a reason why attacking B17 formations was done from the front. You wanted to knock the pilots out because knocking everything else out was pretty tough work and needed a lot of ammo. Of course, if someone has evidence of the contrary please present so I may learn. Until then, I consider sub 1 second bursts dewinging B17s a 1946 thing:P
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