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Everything posted by Dingo_Bob
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Pretty much as the title says If I have say a 10 slot server, and I join as one player, is it possible to see 9 other empty aircraft sitting in parking spots waiting for other players to spawn in
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that would explain the rapid switch clicking we could here in Multiplayer
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Very nice, this has saved me 10GB of space (not needing separate mod folders for 2.0 & 1.54), and moving mod storage off to a totally separate drive excellent features, hope to see it improve further (something like a btsync or Synology cloud repository folder should work right now wouldn't it??) which would be awesome for having everyone on the same page for MP mods & skins etc....
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they do, have done for me as recent as today in both SP MP, been popping tyres on taxi & takeoff in the F-5 like no ones business, giving the gc a good workout :D you have to completely power down the aircraft either before or after requesting repair, then you'll get a 170 second wait for repair notification in top right of screen, after which, aircraft magically lifts a few feet off the ground then work commences, after a short time you're dropped back down again as good as new
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afaik you have to be level, above 120kph, very little i think 6 degrees max positive or negative climb rate, under 30 degrees bank, engage Alt hold, the climb rate needle should settle on 0, you can make small banking maneuvers and rudder inputs to correct headings, climb rate may drop slightly but should re-settle on 0 after the maneuver, *once is not too excessive and your speed hasn't fallen below 120kph, While active collective acts like a throttle, increasing speed or lowering speed, if you drop below 120kph the P.A. light shows on the warning light panel and autopilot disengages I think speed hold can be engaged around 40kph maybe slower, again in level flight, once switched on you loose ability to pitch up or down and collective is slow to respond to increase and decrease in altitude, so have a key bind / hotas bind very handy in case of sudden terrain squeaky bum times,
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At least one Century series plane (pick one)
Dingo_Bob replied to carss's topic in DCS Core Wish List
F-106 so we can recreate Chase flights over Nevada Although we can do that now with the F-5 (T-38 substitute)I suppose :D -
or any of these http://forces.tv/13441903
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[RETIRED] ME Aircraft Payload Preview Overhaul
Dingo_Bob replied to uboats's topic in Utility/Program Mods for DCS World
@ac5 the mod is part of the game now (integrated) so you don't need the mod at all disable 1.9 version -
Just started getting this after updating to 1.5 beta it's just eaten 2x of keys lives after starting and restarting the game down to 6 now also looking at module manager it doesn't have the DRM tag showing like all the other modules next to the serial
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Pilot bodies cycle is nice addition but needs a tweak currently can't have only my pilot body showing Current cycle is Both, none, Commander only - pilot body invisible needs to be Both, none, pilot only - Commander invisible, Commander only - pilot body invisible)
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Low fps in 1.5.3 compared to Belsimtek UH-1D
Dingo_Bob replied to fjacobsen's topic in Bugs and Problems
has anyone considered that the lower FPS is because there's more real estate to process while viewing out of the bubble, where as most the other planes & helo's have a dashboard / large instrument panel in the way, just a thought -
check your DCS version 1.5 updated to 1.5.3.53279 if you do a startup in the Gaz and throw the fuel flow leaver forward too fast and before the needles on the engine rpm dial sync up then the engine does die, same if you change collective too fast and cause over throttle (blinky red light) too quick when airborne the engine will die too
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Operational Hangers and Hanger Doors?
Dingo_Bob replied to WolfpackOfficial's topic in DCS: Nevada Test and Training Range
there are open hangers at Creech parking C1 to C4 and A2,3,6,8 I think but yeah closed hangers with working doors & a push back option would be nice on all maps :D -
The Viviane is removed with the rocket & gun they use the Periscope instead
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even just the option to Get out / Get in (used to be an option iirc) an aircraft or vehicles so you could park empties on the map land near by and transfer from one to the other without the need to go to the role select menu would be nice
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yeah old issue, search for T.Fight Hotas X mod and you find links & videos how to do it it's fairly simple to do the dead zone is the main killer though there's about .5cm to 1cm gap in the middle where iirc the throttle swaps sides on the pot, you could probably mod out by changing the pot for a better continious pot or a Hall effect sensor but that's a lot pf headache for a cheap stick.
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ahh, the Thrustmaster Hotas X throttle it has a dead zone & a bump stop in the middle of the swing, you can't get rid of the dead zone as that's on the potentiometer, but you can get rid of the bump by opening the base and filing down the bump on the bottom of the guide cup
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I like SUNTSAG's name for them - Blinky & Fiddler [ame] [/ame]
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^^ that's what Slave is for over ride roll (x axis) so you can jink left or right in a hover would be more advantageous to dodge incoming fire / missiles so jink and collective to straff left or right & up or down
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Auto hover from cold and dark start up (or bug?)
Dingo_Bob replied to YoYo's topic in SA-342M Gazelle
Yo-Yo, from your pic looks like you don't have radio altimeter on, it's showing 0 meters when you are clearly at least 50 - 100m up, so that might be why?? also RWR is off which shouldn't matter, but as a good bit of the start up has scripted sections maybe that's part of what the system checks before allowing auto hover activation?? -
I'd say of that 1.1 million most only have the bare 1% of the game installed in order to avail of steam sales when the modules go cheaper than standalone then transfer serial keys over to standalone :D
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the missile is wire guided not IR, ie. it's physically attached to the helo by a thin filament (like old cassete tape) carrying the input from the right hand stick in the command position, until impact, the camera is just that a camera, when we "lock" the camera to point it is only to a set axis on the camera gimbal not a "hard" point on the ground like a Maverick, The wire should be cut if it gets caught on obstacles or if we change to a different weapon station, or it exceeds the ~4000m limit on the spool