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Posts posted by Ripcord03
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first module that i have pre-ordered in a long time. Also been waiting on the apache for a long time to so cant wait!!!!
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I might've just wet myself with joy, those things look fantastic! Keep it up RAZBAM!
I just hope we get improvements to the naval environment to DCS from ED in the future to really give these things the environment they deserve
Someone forgot to align their NAV systems, we are in Heatblur's forums not RAZBAM's :P
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ME option, defaulted to off.
Sorted :)
yep, but i would have to make it on by default on my game, because who wouldnt like to have the Oh Sh't moment when they realize they didnt get stopped, and they forgot to jam the throttles back to full, only to watch in terror as the plane falls into the ocean.
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i've never seen any smoke on start-up in any WWII fighter...
got a screenshot or a short vid?
there are a few for ya ;)
There are a ton more videos out there, i've even got a couple from when i had the delight of riding backseat in a P-51D.
EDIT: heres one of Kermie's P-51C:
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well, i cant get the chewing-gum note to fit on the front dash and be readable, i did however get it on the dropdown door on the left side of the seat :) i am currently working to find other possible locations for it to be easy to view, and read.
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^ correct, but its kind of a misnomer as the L.F. IXc (C-wing like we have) has its best performance around 23k feet. with a steady decrease in performance below 20k
a good quote:
"the LF MK IX is a high altitude fighter in a low altitude fighters clothing, it turns better at low altitude, but goes quicker at high altitude."
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2.0 will get the spitfire next time they patch 2.0, so yes, next friday is a valid assumption, however, as with any in-development game/content, everything is subject to change, and everything will happen Soon
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Hey, so for those of you too afraid to wander the depths of the liveries and skinning section of the forums, here is a little teaser of a project i started working on at the request of CHSubZero and NRG-Vampire:
For those who don't know, this is a USAAF Spitfire MkIXc, Tail Number EN447, flown by Lt. Victor Cabas, The USAAF painted over the British roundels (save one on the left underwing) and put their own markings on it.
I started this just because I wanted to make a less generic skin than the Squadron skins that came with the spitfire (yes i know, early access :P ), but also because there are no US skins in-game. Also, the challenge of making a skin with no template appealed to me, so here I am, roughly 3 days into the project, and Im down to fixing a few small things here and there along with finishing up a few minor details.
I am hoping to have this up for a public release before christmas ;)
Also for your enjoyment: a few in-game screenshots with an early version of the skin with me smoking the engine of the spit right after downing a 190. Not once, but twice. My only guess at why the engine failed is it overheated, even though the Temp gauges were fine during the engagement, so either that or the engine siezed for an unknown reason.
Luckily, on my third attempt to kill the 190 without killing my engine in the process i kept the throttle at around 50% and used the prop pitch adjustment to control my rpm, and i successfully down the 190, and landed (the landing wasn't great, but i didnt break anything off the plane xD)
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A few in-game SS of the skin, sorry i didnt get any underwing shots for the underwing roundel, but i was in a bit of a hurry when i grabbed them so i didnt even take off.
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Updated the Top wing roundels, still patching up a shoddy camo paintjob (crew chief let a private do the painting, goes to prove, if you want something done right, do it yourself xD ;) ), finished up a couple of touches around the rest of the aircraft and finished up the bottom wings.
Now, I have a few contradicting sources regarding the Roundel markings on both the top and bottom of the wings, so i went with the first and most informative source i found.
If you want samples of the other markings let me know, otherwise i plan on sticking with the ones in the Screenshots, I'll PM both of you (CHSubZero and NRG-Vampire) with a private link to the download to let you guys look at it in-game yourselves, and get back to me with any feedback, since you guys requested the skins, and because I want to be as accurate as I can without a template. (Im slowly making my own as I progress on this first skin).
Once you guys give your feedback and/or the OK, if you want, I can/will upload to the DCS site for Public use.
EDIT: forgot to post images xD
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yea i noticed the roundels are too big, that was just a first placement, like i said, i still have a few adjustments to do. ;)
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Alright update on KAY III:
USAAF roundel added, along with kill marks, just have to finish up a few minor tweaks and ill have an upload ready to go.
and the right side:
And the top view:
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@NRG-Vampire that's the plan, I've got the star marked up just haven't finished my recoloring of the red and white section of the rounded yet, I'm at work atm, will be finishing it up when I get home, more pics and a potential upload of the skin to follow later today
Also @CHSubZero I have gotten the markings I need for the Egypt skin, but I'm still trying to figure out the best way to approach setting it up, I believe the Egypt skin has a slightly different color scheme to its camouflage and I'm not sure if I want to attempt to recolor it without a template
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I can't post pics atm as I'm on my phone but did you turn on the fuel pump switch (located front most of 3 toggles on the left of the seat)?
I ran into this issue middle of trying to record for a first flight video and ended up having to glide it back down. Found the switch as I can in to land with no engine and all the sudden my engine kicked in and I about crashed lmao
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Hows this for a starter still working on removing the default numbers from the Plane in the ME and model viewer, but its a start, actually shouldnt be too hard for me to finish even with out a template provided there aren't too many major changes, I found the USAAF star for the side, but haven't put it in and sized it over the rondel's yet.
EDIT: Managed to remove the Default Numbering from the plane. took me a minute to find the right texture references but got it, she's looking perty good imo. Ill have a rough draft of it ready to go sometime tomorrow probably.
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Thanks for the quick responses.
@Davison I have the Warthog what did you bind the slider to?
I bound it to the Wheel Brakes (Analog) function under Axis Assignments.
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I have Saitek pedals and I'm having an issue with the brakes. It looks like there is no left and right brake, it seems that both sides are applied simultaneously??
Those of you using pedals how did you map the brakes?
I have the brakes mapped to the Slider axis on my throttle quadrant (Warthog HOTAS), The Left Throttle is set to RPM out of habit from the mustang, and the right to Boost (aka manifold) again out of habit, and i found it awkward to use just one toe brake to try and use the brakes on the spit, so for me the only logical choice was the slider.
I noticed immediately the button wont work, its either full brakes or no brakes. The slider was the easiest solution. I just find a engine speed for taxi, then use the brake lever and rudder pedals to taxi and speed up/slow down.
(Hint: I set the engine speed so that at just under Half-Pressure on the brake lever i start to roll, and i slow down faster above half-pressure. thus, i can speed up the taxi by removing all brake pressure and well, you get the picture.)
EDIT:
@Roadrunner, AFAIK that is pretty much exactly how the system works, there are no toe brakes in the spit, it uses the single lever pnuematic system, linked with the rudder pedals and some special valve and line setups to operate the individual brakes based on what direction of rudder input is being given, or in the case of no rudder input, it operates both sets of brakes.
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unpacking and installing :D
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K-14 mods are switched by rotary knob.
vertical lever is ON/OFF switch for gyro inside K-14
I think they were refering to the vertical lever on on side of the K14, not the 2 position switch on the K14 control panel.
This Lever:
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The US Navy did not begin using steam catapults until sometime after the Korean War. Up until then, all of our carrier cats were hydraulic.
That is correct, all cats on the US Naval Carriers used a hydraulic system, and the reason they weren't used that often is because of the time to launch 4 aircraft with the 2 deck cats, vs 4 aircraft on their own engine power with one notch of flaps and a 5kt headwind was a large difference, the Cats were really only ever used when there was a lack of wind or they were launching aircraft that were extremely heavy due to loadout.
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I picked up on Skulleaders JSGME path right away and knew it would not work correctly with my setup so modified the file structure accordingly just like you did). The mod installs fine in all three iterations so I have the structure right. But I am puzzled as to why, regardless of how many efforts I make, I cannot get the brown "No Hand Hold" pad in the final release P-51D. I get it in the Beta release and the Alpha (with his 1.8 version) and every other aspect of his mod is there, the armrest, the colored gages, the footprints, everything as you can see in the "screens" I posted, except that darn pad color. I even open the ZIP file and look at the .dds files and the associated .bmps that Skulleader uses, and they clearly show the brown pad except when I enter the cockpit of the Final release, it is black. Needless to say, I'm stumped. Thanks for your help and advice.
Do you have any other interior mods? i found that if you have other mods, and you use JSGME, some may over-write this one depending on when you activate them, also, for some odd reason one of my earlier versions of Skull's pit had the black no-hand hold dds file in it ( p51d-cpt01.bmp.dds ) re-downloading and replacing the zip folder fixed it in a jiffy.
Could you possibly check the \DCS World\Mods\aircraft\P-51D\Cockpit\Textures\P-51D-CPT-TEXTURES.zip in your game folder, not the JSGME folder, and open up the p51d-cpt01.bmp.dds or p51d-cpt01.dds and tell me if that one is showing you the correct color? in theory it should be, but if its not. go back and check your JSGME filepath for the cockpit reskin and post it here please.
Perhaps its a simple mistake that you are overlooking, it happens to me all the time when im writing code, one stray semi-colon and everything breaks. might be something similar here.
for reference:
my filepath for the JSGME P-51D Pit: D:\Programs\DCS World\_MODS\Skulleaders P51D Cockpit\Mods\aircraft\P-51D\Cockpit\Textures
My Filepath to DCS cockpit for P51D: D:\Programs\DCS World\Mods\aircraft\P-51D\Cockpit\Textures
My folder also contains a folder called: P-51D-CPT-TEXTURES
which is used by a couple other mods to overwrite specific DDS files from the cpt-textures zip file. (namely gauges and adding a dash photo into the pit) check that your DCS Filepath for the cockpit textures doesn't have this folder, and if it does, that the p51d-cpt01.bmp.dds isn't being overwritten by a file in this folder.
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Yes, you can do it like that and it's already a great feature (just like the SARPP output on the L-39). I just think it would be even better if you could easily export it outside. Not just for video montages but also for realistic debriefings.
Oh no doubt about it, that would be a great option if it could ever be done, and im sure we are not the only people who would like something like that to be possible at some point.
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I guess I did Crazyeddie! The Big E will be awesome! Does it have functioning catapults? Just curious.
I tried that mod out, it looks amazing, but being a WW2 era CV, it doesn't have what you would expect for catapults, it has 2x hydraulic bridle line cats, which are not functioning. In WWII the carriers steered into the wind, and the Aircraft's engine combined with the headwind created more than enough lift to get the plane in the air at their max combat weights.
I haven't heard of US Fleet Carriers having catapults until jets started entering the naval scene. Even the B-25's of Doolittle's Raid used no catapult system to launch off the deck, granted they had to pull almost all defensive .50 cals to achieve this with a full bomb load and enough fuel to get to Tokyo.
EDIT: Just found this info: Before World War II, although carriers were fitted with catapults, takeoffs were usually accomplished by a deck run rather a catapult launch. It was quicker and to a small extent safer since catapult failures were not unknown. However, as airplanes got heavier, requiring more distance to take off, and more of them were crowded on deck, resulting in less distance for a takeoff run, the catapult launch became more the rule than the exception.
While the CV-6 was equipped with 2x hydraulic bridle line catapults, and one hangar deck cat of the same make, they rarely saw use unless the deck was really full, and the planes loaded to combat max or max launch weight.
Kicked Out of Creating a Mission by Server Maintanence?
in DCS 2.9
Posted
i encountered this too, i hadnt checked the forums in a while so had no clue it was going to happen, got booted out right towards the end of a campaign mission. It made it impossible for me to play the modules i bought and killed the game, super jarring when the game just freezes in VR mid combat then goes black screen. Have to replay that mission, which isnt a big deal, but being having the authentication wiped which unloaded all my modules due to the maintenance was not cool.