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JupiterJoe

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Everything posted by JupiterJoe

  1. @SmithThe front strut 'EXTD/KNEEL' wouldn't work for me with your config file. The mains now compress using your file though, which is great to see. I guess the Devs hadn't worked-out the kinks yet either, hence why it was just nose-strut for the 'official' release.
  2. Thank you. Is there anyway to make a button push progressive (0-100% accumulating over 1 - 1.5 secs perhaps), in the config file? It could save me 100 Euros for a set of pedals
  3. This is a fantastic improvement. However it should be noted that you really need to have an analogue axis for this to work as it should IRL. I have a VIRPIL Controls T-50 CM3 throttle and Thrustmaster T-Flight Stick X and unfortunately there are no suitable analogue axis for brakes with these two. Up 'til now I have simply used a button for brakes, but it's obviously all-or-nothing in that case and the new and improved nose strut will now quickly bottom out with almost any forward momentum. I guess the time has come to invest in pedals, unless someone has a better suggestion? The spring-loaded thumb joystick on my throttle (which I currently use for DLC, (on the up/down axis), but tried using the left/right axis for brakes), is the closest suitable candidate, but it of course springs back to centre upon release; meaning the brakes spring back to 50% application. I've fiddled with deadzones, X,Y saturations etc, but I can't make it useable.
  4. Shadows and reflections are looking great on the water's surface lately. Is it possible to get aircraft shadows cast onto the clouds themselves? I suspect it would be pretty tough to do. Higher on the priority list should be clouds that block player & AI sensors anyway.
  5. Hi Reflected, No Mods. Cold start. No time acceleration. I use the start-up procedure you recently did a tutorial about (NATOPS). Cheers.
  6. As you can see from the image, I am getting read the Training Rules by Bio (near waypoint 2) whilst my wingman is probably still in the O Club . His engines are running but neither he or his RIO are anywhere in sight. Played this mission last night and he showed up late and starting taxiing as I was holding short of runway 3R. Perhaps I upset them. This is an AI problem with ED's current build? This is the latest MT, Open Beta I'm talking about.
  7. That'll teach me for being impatient
  8. Thank you for updating this wonderful Campaign. With the new map it feels even more authentic and immersive. A WWII sim enthusiast's dream come true. Is this guy in the stationary jeep supposed to be there? Does he move away once a certain trigger is activated?
  9. Could a Dev please take a look at the original post and comment?
  10. Mission 2 didn't work for me either (in terms of triggers not activating etc), on the first attempt. Retrying now. Will post Track if I get the same result... ...Shortly after I arrive on station for CAP (North), I hear Venom telling Magic their mission is complete and I get a call from Magic to tell me to cover Venom and expect RTB shortly: null ...Then this happens, but no Mig 29's are in sight: dcs.log
  11. ...Sorry, ECS. Edited accordingly. My current solution is to adjust In-cockpit volume to a level where the ECS doesn't give me tinnitus, whilst being able to hear the full spectrum of sound effects. Love being able to hear other aircraft on the carrier deck, even if only for atmosphere/immersion's sake. Would you be able to feel/hear a nearby F-14A on the catapult, at full afterburner IRL?
  12. Understood. I guess IRL pilots wouldn't hear much beyond the white noise of the ECS and comms? They would feel various vibrations through their bodies though, which of course cannot currently be simulated, only artistically interpreted through sound design?
  13. I will say that ECS is a little loud without helmet though. Perhaps that could be dialled back 15% to simulate wearing a helmet, whilst keeping all the good stuff in the mix.
  14. I didn't know this. I shall go back to 'hearing without a helmet'. EDIT: A huge improvement of the soundscape. I'll never put my helmet on again.
  15. Happy to be wrong. I love that these subtleties are modelled. I'm guessing this load-out was not used IRL then? Makes takeoff etc pretty hairy. Can we jettison the empty rocket dispensers from the front seat, without a human RIO? I didn't realise we could set unsafe/unstable loadouts. Cool! EDIT: After today's patch, loadout variation has changed. I look forward to trying it out when I get home from work.
  16. When you have a LANTIRN on 8B and rockets on 1B, there seems an excessive amount of drag to the starboard. As if the LANTIRN has no drag assigned to it. A double rocket pod looks like it has more surface area at the front to create more drag, but still feels excessive. Am I wrong?
  17. It did help. Thank you so much for all your guidance with regard to the Virpil Controls. Is your profile image a reference to Frank Zappa? Very cool.
  18. Hi, I have an unbalanced output when the throttles are split in the F-14. I have both cutoff/idle and afterburner detents installed. Even when the throttle are joined I get slightly more power from the left engine than the right. For example, I gradually go off centreline when taxiing. Any advice? Thank you: null
  19. When the sun is low in the sky, I think the canopy is milkier/more opaque recently, especially the tinted green glass of the front window. Am I wrong? It's probably the MT business. Clarity could be increased by about 15-20%? EDIT: I think this situation will improve when shadows are fixed. On the subject of canopy, I'd love canopy fogging to be modelled like the J-17, but I guess that's a distant possibility:
  20. Thank you. So only being able to slew to targets within 20 miles, if you've selected them as a map marker, is a limit of the real-life LANTIRN system, or a limit of the sim?
  21. Is it true that MT has increased the draw-distance for the LANTIRN/TCS feed? If so, it is still only able to slew to targets within 20 miles if you've selected them as a map marker. Is this a limit of the real-life system, or a limit of the sim? Thanks.
  22. Thank you IronMike. I think I may have spotted two dynamic cockpit elements in the B:
  23. First of all let me say thank you for continuing to improve this incredible module. It has brought a tremendous amount of joy to my life. The attached images are from the 'Night Hunter (Top Secret)' mission, using Multi-Thread. I use this scenario as a probe light test because the bad weather and absence of moonlight means it's very dark. The Patch notes mention improvements to the refuelling probe light. I'm still finding the basket is only illuminated immediately in front of the aircraft. As the F-14's fuel probe is significantly off-set to the right, I tend to look above and right of the canopy arch (as seen in the image below) and the basket remains in near total darkness. IRL the basket and part of the tanker should be bathed in red light, making night AAR at least possible without NV goggles. This is not the improvement I was hoping for. The above image shows the basket almost directly in front of the probe. Surely it should be illuminated in this position? The image below shows the basket almost directly inline with the ADL. It being illuminated in this position is not of much use. Were the probe light improvements included in the MT version? On another matter, the shadow of my plane at Nellis seems to be a little bugged (also using MT of course):
  24. Apropos of nothing, but what a campaign. Wow! null
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