amazingme
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Everything posted by amazingme
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Yo-Yo: "Немного подняли эффективность радиаторов по объективным показателям" which google translates: "A little raised the efficiency of radiators for objective indicators." The direction ED is taking will do more harm than good..
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
amazingme replied to gregzagk's topic in Multiplayer
Thanks for the answer! Hmm.. there must be something wrong.. I haven't played during the week-end.. was it team balance? -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
amazingme replied to gregzagk's topic in Multiplayer
Round 10 over already? -
Actually, the logic here is: if you claim something, you have to prove it. ED claims they sell a simulator. They have to prove it's a simulator. Of course there are flaws in ED's design and some of us just want ED to acknowledge them and correct them. Defending ED in the manner that you do is the most ignorant thing to do. Questioning everything is the key to learn and to improve... everything.
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I also truly believe that IT IS ED's obligation to show us HOW they came up with the FM and not the other way around. If they can show the hard evidence for their FM then all these useless discussions on the forum will come to an end.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
amazingme replied to gregzagk's topic in Multiplayer
So, are we close to the real deal soon...? -
Why in the world would the devs change it..?
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Operation "Blue Flag Normandy" - 24/7 WWII PvP Campaign - ROUND 1
amazingme replied to xcom's topic in Multiplayer
That'd be nice! -
That's because they don't understand aerodynamics and how it works..
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+1 for SRS
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Let's assume that the charts are 100% accurate.. their implementation though.. I've just tested and came with these in-game results: 1. @280km/h IAS it takes 5 seconds to move the stick from neutral to full forward => do you find this correctly implemented? 2. @350km/h IAS it takes 7 seconds to move the stick from neutral to full aft, bear in mind that the airspeed drops to ~200km/h in a horizontal turn => do you find this correctly implemeted? 3. I use a FFB stick (G940 and MSFFB2) and I observe NO change in forces when trimming, none whatsoever => do you find this correctly implemented? 4. When trying to do the Californian Giant Slip the rudder is ineffective.. => do you find this correctly implemented? (see it all) (check from min 6:35) 5. When looking around in the cockpit the pilot is bouncing his head all over the place. => do you find this correctly implemented? I rest my case..
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It's definitely not you.. Also, the trim axis cannot be fully used in the positive part which is, at least, annoying as it forces us to use buttons instead of the analog axis. The implementation of trimming is just.. not right
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Some of us are still not convinced by your arguments, as there are too many extrapolations in your judgement that definitely bring errors in calculating the trim and stick forces for the K-4. We, the virtual pilots, only have to press buttons to change the trim. Now, think about the real pilots who had to rotate the trimming wheel AND the flaps wheel together with the stick and throttle and they only had two hands. Something is not right here.. Food for thought..
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IRST elevation indicator on HUD problem?
amazingme replied to PeaceSells's topic in Su-27 for DCS World
I noticed that too.. Thanks for posting the bug. -
TrackIR not as smooth in 2.5 as 2.2 and 1.5.8
amazingme replied to Jacks's topic in Game Performance Bugs
Same here.. -
TrackIR not as smooth in 2.5 as 2.2 and 1.5.8
amazingme replied to Jacks's topic in Game Performance Bugs
Did you check the HPET on your BIOS? ASUS doesn't know about it, unfortunately.. -
You're free to share. :thumbup:
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Very nice.. me like it, and, in reply to this I may add:
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People, please stop with this non-sense. I didn't start this to complain about the bugs nor the missing feature of DCS WWII, but to make the most of what we have. That being said, we, the players that still want to play DCS, AS IT IS, would really like to NOT spend a lot of time finding each other on the current mission. I propose having a mission, besides the existing one, where we can have ground targets to attack and to defend and distances between airfields that are proportional to the number of players on the map. During the weekdays there's a small number of players on the server, and for this and only for this, I kindly ask you eekz to take my request into consideration. That is ALL. Thank you all and see you up there! Sent from my HTC One using Tapatalk
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..and some people who always complain.
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+1 for the SRS
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You either did not read the whole thread or you do not understand english as you draw the wrong conclusions... Please, for the love of sanity, read it carefully and don't interpret what I'm asking here.. just don't. Thank you! Sent from my HTC One using Tapatalk
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Picture this: fly for 15 minutes just to be killed after your engine gets seized by '1 hit engine dead' bug. Repeat this for as many time as needed to realise that this map needs shorter distances, at least..
