gospadin
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Everything posted by gospadin
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Glad you got it sorted. I've never been able to get non-default skins for weapons to work in the model viewer, but then again i'm a hack. maybe someone else knows the secret.
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It's trickier than it looks, though the 3ds experts probably find it "simple" or "obvious".
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A mod will either augment (new liveries) or modify the existing file structure, and as such, the type of mod itself determines how you need to install it. I strongly recommend JSGME to allow you to install and uninstall mods, as well as fixing them after an update.
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I'm guessing that the livery search path is loaded after the primary model texture path, so the file PTB-800-PAINT.bmp.dds matches first from Bazar/World/textures/WorldTexturesBMP2.zip. Did you try giving it a different filename, like ptb-800-test.dds ?
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first argument is the material name, get it using uboats' app: http://forums.eagle.ru/showthread.php?t=159784 2nd argument is the layer, 0 is the diffuse, 2 is spec, most others aren't used 3rd argument is the name of your file, don't need extension if it's .dds or other supported format 4th argument is true if file is retrieved from primary location, false if retrieved from the same directory as description.lua
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I recommend starting with 50% saturation on the cyclic, 70% saturation on the tail rotor, and 100% saturation on the collective, all with 0% curves. As your skills improve, move to 70% saturation on the cyclic and 85% saturation on the tail rotor. The advantage of keeping curves at zero is that when flying with a non-centered cyclic, you don't get asymmetric fore/aft or left/right control inputs based on your stick movement. Curves will have a steeper and shallower side, based on where the stick is currently located.
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I agree with Fri13. A nimble helicopter doesn't necessarilly mean that you only move the stick a few mm to achieve a steep turn.
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nobody knows?
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Enough wind will change Caucasus runway defaults. I believe NTTR is broken, I always get runways that are offset 90 degrees from the wind.
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DCS: SA342 Gazelle Complete English Cockpit Mod
gospadin replied to Devrim's topic in Utility/Program Mods for DCS World
just a guess would be "RELAIS" or "RELAY" to allow the gazelle to forward communications from a ground team back to HQ I haven't come up with an alternative plausible definition. -
If I put a carrier in the middle of the black sea, is it possible to setup TACAN to find it? Or are radio calls the only mechanism for navigation?
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Yes, but the pitch inertia on the Huey is huge and has enough mass to be stable. Gazelle really needs it because of how sensitive the controls are.
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It's already solved. =P
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F-15 has huge problems clean at low altitude if you don't limit your airspeed. You can't get there with wing tanks due to drag, but you can with just 2 missiles or so.
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At 0:22 I believe you could have recovered if you'd immediately dropped collective to zero and pulled back on the cyclic. You were in a nose down attitude at 200 kph, but stable. By 0:26 your speed exceeded 300kph and you entered RBS in a dive, which I think is unrecoverable.
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hat-based trim works fine magnetic brake/force trim/etc. should be changed so that it ignores input until after the joystick has been centered. This would eliminate the huge pitch oscillations. my observations exactly match dotChuckles' observations
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Yea, on the gazelle, trim takes effect immediately, so if you're trimming in a significantly different position from your previous trim setting, you'll get a jump as the trim takes effect and your joystick is still non-centered. All other helos ignore cyclic input after trim until cyclic (joystick) has returned to center. Because of this, the other helos are more-friendly to users using joysticks with centering springs. I'd like to see Polychop fix this, but they may believe it's not a bug. Not sure.
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This is definitely needed. If you fly the gazelle for too long, your real-life vision goes blurry for a while. Need an option to turn the continuous shaking off, or really, just nuke it.
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Yes. Keep your rate of change on the collective as small as possible, so the governors can keep up without bumping you below the critical ~91% rotor speed.
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When you say "trim" do you mean directional trim using the hat, or are you talking about the magnetic brake on the cyclic? (aka "force trim" in the Huey) Did you enable the magnetic brake switch, so that it'll actually hold a position? both of the above work as-expected for me (warthog) --gos
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Thrust tables in the SFM are organized by the intersection of altitude and airspeed. We can boost the throttle setting in this range to only help you below mach 0.3 or so, thus not affecting NoE flight. Thanks for the suggestion.
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Yes, the F-18 simply has enough thrust, as does the Su-33. All my tests have been done with the default carrier model. indiadamjones gave the A-4 about 15,000 lbs of thrust from a standstill at low altitude + slow speed, and that's enough to get above the stall speed at MTOW by the time we reach the lip of the deck, if you roll from the left catapult to the nose of the carrier. It's a hack, but it works. The AI planes cheat and have a magical catapult that launches them.
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Landing on carriers works as well as any other carrier-capable plane in DCS. Tail hook is functional, plane traps just fine. We slide across the deck if brakes are off just like every other plane and helo in DCS. To get takeoff to work, since DCS doesn't have working catapults for player-flown aircraft, we've faked the thrust numbers at low altitude and airspeed to allow you to takeoff from a carrier if you're very careful. This unfortunately makes the takeoff runs in Caucasus a bit short (with any sea-level runway), but we haven't yet come up with another solution. SFM doesn't allow us to arbitrarily set thrust values. We also attached LN's MiG JATO bottles to our plane, and while they do shoot flames, they don't affect thrust in the SFM either. (Though it looked cool) If ED or one of the 3rd parties improve the core carrier mechanics and we're able to integrate with that, we will do so.
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If that's the case, it would explain the behavior on the ground when we have a non-zero yaw deviation from the direction of travel.
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I made a quick video to demonstrate the issue: At around 0:14, I apply left rudder. I then re-center the pedals about 1 second later. The plane continues turning sharper and sharper until it crashes, even though the rudder forces should be zero. Airport is Min-Vody, DCS:W stable 1.5.353279, 3 fuel tanks. [ame] [/ame] Edit: My (latest) hypothesis is that the thrust force in the flight model is actually pushing on the model behind the rudder, perhaps even at the nozzle, making tail & rudder completely ineffective. In fact, if it's pushing behind the rudder, then any yaw would become magnified, like throwing a paper airplane backwards. I'd expect the engine to be effectively pushing through the airplane's CG, which is well in front of the rudder. The tail & rudder should act like a weathervane and help keep the plane pointing in the direction of travel. The more the plane yaws, the more the airflow deviation from fuselage alignment should force the rudder (and thus the fuselage) back in-line with the movement vector. I found I could simulate this centering force by using the wheel brakes, which act as a pair of drags to balance any asymmetric yaw. The below video is taken with the same conditions above, and you'll notice i'm applying left rudder during the entire takeoff roll. Holding the plane straight with enough additional right brake to overcome the rudder, but a bit of left brake to provide some balance, was relatively easy (with occasional corrections). In all my tests with only a single brake, I crashed very quickly, but by adding the drag/resist force on both sides, takeoff wasn't too hard: [ame] [/ame] Edit #2: If I enable airbrakes during takeoff, the plane has even less yaw stability than without. This would imply that the airbrakes (in the middle of the wing) are similarly pushing backwards against airflow on a point significantly ahead of where the thrust is pushing on the plane, thus amplifying any yaw asymmetry when the nose and the travel vector don't line up.
