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akosmaroy

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  1. it turned out that Vanguard, the anti-cheat system for Valorant blocked the CH drivers from loading. disabling Vanguard solved the issue.
  2. Hi, My CH Fighterstick stopped working on Windows 10. I did work a short while ago. Now I get the following error in Device Manager: Windows cannot initialize the device driver for this hardware. (Code 37) The driver was not loaded because it failed its initialization call. And the device is not listed among the game controllers :( I wonder how this can be resolved? Any pointers welcome. Akos
  3. Hi, I wonder if it's possible to tell jester to 'not touch anything' for a whole? I was flying a mission in the RIO seat, set up my radar in TWS AUTO, identified my enemies, launched Phoenix' on them, then popped into the pilot seat for a second - only to have Jester change to PD Search, lose all my radar contacts, and have my Phoenix' miss everything. How can I leave the RIO seat so that Jester wouldn't touch anything? Akos
  4. to summarize: I provided an error description, with proof, that something works differently in DCS release and in Beta. this is fact, the videos also show: same yoke movement, different result. I also provided assessment that release is correct, beta is incorrect. indeed, this is my assessment, based on the aviation experience and knowledge I have. (I'm an actual pilot flying actual aircraft) it is also supported by aviation literature. the input I got on this forum ranges among the following: there is no difference between the two cases (when there obviously is, and it's documented) that's how it should be (but then release is wrong, as it's different from beta) pure nonsense (like one gets brain damage from exposure to 0.1 seconds to an onset of a redout, seriously guys) such input I find quite useless. I also urge people to educate themselves on human factors for flying, and also flying in general. aircraft have inertia, and thus it takes time from a yoke movement to move the elevator to alter the airflow to turn the aircraft which will change the trajectory and that results in a G force. this never happens instantaneously, esp. not on WWII plane. the effect seen on the problematic video is immediate, which is unrealistic. the effect seen on the DCS release version seems to be realistic. (actually if one tries to get into a redout on the Spitfire in DCS release, it is quite hard to do - which seems realistic. it also seems realistic that one gets a stall due to hi AoA earlier than achieving a blackout due to positive G forces. these aircraft didn't really get into very high G regimes) after experiencing a (negative) G force, it still takes a few seconds for the body to react, around 2-4 seconds according to this article for a high negative G load: http://goflightmed.wpengine.com/?p=2309 . again, the effect on the DCS beta video is instantaneous, which is unrealistic, even if the aircraft magically entered a high negative G state immediately on a minor yoke input.
  5. this forum qualifies for me as one of the most useless forums on the planet :)
  6. I love that you're all doubting my skills and observations (not) I did some more tests since, and one doesn't need to be inverted to see this effect. the issue is only in Open Beta, but not in release. see some evidence here: some movements with the release DCS, all seems to be fine: then see what is happening in Open Beta: it's the same movement, but pitch forward 'blacks out' immediately in the open beta the interesting thing is that after that, there is no recovery, no matter how long you wait.
  7. while it is true that one can take more positive G's than negative - your comment misses the essence of my post. negative G's, while in straight & level flight (not inverted), seem to be handled fine. BUT, when inverted, and giving the yoke a slight push, there is an immediate blackout (note: not redout!) in the simulation. this seems to be a model error.
  8. the strange thing is that in other cases (e.g. not inverted, or pull when inverted), it seems to be OK
  9. Hi, I'm just trying my hands on the DCS Spitfire model. After doing a few manouvers, I encountered a phenomenon: when inverted with the Spitfire, the blackout 'feature' seems to come at extremely small pitch movements, esp. when pushing the yoke - even on a small push, the screen is blacked out, and it won't return. I wonder if this is a modelling issue? Akos
  10. looking at it deeper, I can see the Tu-95 with PD Search at around 195nm. it shows up on RWS at about 185nm. it shows up on TWS at around 175nm. I can never see it on pulse search for some reason. isn't pulse search supposed to be the most basic but longest distance scanning mode? after TWS also sees it, I can select RDR on the HCU, then find the target on the DDD with half action the moving the HCU, then select it for PD STT with full action. so far so good. but it's still only the Tu-95. at around 100nm, I start to see the second dot (the MiG-21) on PD Search. at around 75nm I start to see it on RWS, and briefly after on TWS. my naive questions: after I see the MiG-21 at 100nm on PD Search, how do I launch a Phoenix at it right away? or what range should I wait for? for the Tu-95 I see the launch zone vector symbology, e.g. the TUMR / TUOR / TUIR dots / line on the TID. but I only see a velocity vector like thing for the MiG. why is that, e.g. no TUMR / TUOR / TUIR? might it be that it's already too close for the Phoenix at 75nm? if I fire a Phoenix at the MiG at around 70nm, and it misses it, by that time it's about 28-30nm away. what is the best course of action at this point? fire another Phoenix? switch to Sparrow? (it seems I have AIM-7M Sparrows on board, that would have a 38nm range) after I've launched a Phoenix and it dodged it, what is the proper procedure to change to the Sparrow? is that PD STT? how do I change from TWS to PD STT? is the only way to go for the RDR mode on the HCU and select the target on the DDD? is there a way to select a target for DP STT from the TID? I looked at the TID symbology part of the Heatblur F-14 docs - but, is there something more comprehensive? :) sorry for all the naive questions :) (I've changed the mission so that I start at 37.000 feet, above the Tu-95 and the MiG. I've changed the MiG-29 to a MiG-21, but that can get to me too)
  11. yes, the The WCS XMT switch is 'on' (top most position), right and ahead of the HCU
  12. Hi, I'm trying my hands at the RIO seat in the Heatblur F-14B. I've watched the Jester videos and more, etc. I've created a minimal / simple mission where I'd be flying up to meet a Tu-95 escorted by a MiG-29 from about 250nm, me starting at 20.000 feet, them starting at 25.000 feet (see attached). I'm trying to see these two aircraft with the AWG-9 from as far away as possible, but, well I'm having difficulties - and thus I'd like to get some feedback :) As a first, the MiG-29 shows up on the ALR-67 Indicator already at quite a distance, maybe at around 200nm. But I can't see it on my radar, trying all modes (Pulse Search, PD Search, RWS, TWS), rotating the radar azimuth in the proper direction and also actively scanning at various radar elevations. at around 145nm, I'll start to see the Tu-95, but not the MiG. by this time, the MiG has already seen me, has climbed to 36.000 and heading in my direction at high speed (with afterburner). I'll start to see the MiG at around 70nm, fire off a Phoenix towards it, which it will successfully dodge, and also fire its missile after me right away. by the time the Phoenix misses, the MiG is about 25nm already, I'm trying to fire a Sparrow at him, but I'm had by it. Obviously I'm doing this in a really lame way - I guess an F-14 should be able to spot these aircraft at a distance and handle them with a Phoenix each while not getting into a dogfight. (Maybe my assumption is wrong) I'd appreciate if anyone could give me input on what to do better / differently, to see these bandits at and handle them from a distance. Akos F-14 patrol.miz
  13. oh :( yeah, but I'd want to watch how I did it myself by hand :)
  14. Hi, When I try to replay a carrier landing, the landing is not the same, as the carrier seems to move in the replay. Thus the replay usually ends in a crash or landing on water. I wonder how this can be resolved, and carrier landings replayed appropriately. Thank you, Akos
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