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Merlins51

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Everything posted by Merlins51

  1. I'm having the same issue. Just bought the campaign and had perfectly reasonable frame rates in Missions 1 and 2 and completely unplayable <10 fps in Mission 3. Sounds like I may have to skip a couple of the missions, which is a shame.
  2. Confirmed for me also.
  3. I was able to bind the gear dive brakes. Did you bind and it doesn't work, or did you just not find the binding?
  4. Honestly, my biggest complaint so far is that dogfighting the FW190 is frustrating if trying to make-believe that it's a zero. The FW190 is a bullet-sponge, whereas the Zero had no armor or self-sealing tanks and could turn into a fireball with only a few well-placed hits.
  5. There's also an odd thing where the "show/hide pilot body" can be set to a keystroke but not to a joystick button.
  6. I've been flying it with a VPForce Rhino (FFB stick). With the feedback from the stick I've had no issue flying or dogfighting at all. Can't comment on how "accurate" it is, but for takeoff, landing, flight, and combat I've been enjoying the different feel of it from the other props in the game. It's very sensitive to incorrect trim settings and I also imagine that without the FFB its much easier to pull back to much on the stick and have it stall out or do things no intended.
  7. Very much appreciated. Thanks Reflected!
  8. In the dogfight instant action mission, you have the bandit on your twelve o'clock closing on you, but your gunsight isn't turned on, the master arm is off, all the guns are turned off, and the gun safeties are set to safe. All of which takes a lot of time and fiddling in order to prepare the aircraft for combat. My preference would be to have the aircraft set up to fire the guns when loading in to the mission. Otherwise one ends up in a circling fight with the bandit before everything's set up.
  9. In the specials menu there's an option to change cockpit textures. This isn't detailed currently in the manual. Are the 2K texture options an upscale or downscale from default? Would love to find extra frames in VR.
  10. Less a bug and more of a feature request. For some of the system switches only toggle keybinds are currently available. For others, I've not been able to find the keybinds at all. Examples: 1) Master Arm. Toggle only 2) Center/Inboard/outboard guns. Toggle only 3) Gun sight. Toggle, but may not be working. 4) Gun charge/safe knobs. No keybind found. I've not been exhaustive but am sure there are many others.
  11. Ha! If only. If we were going for an earlier time period we'd have Sde Dov airport, just north of the port area, which was demolished in 2020. nullThe reversed text can be seen in this image below. Almost certainly comes from Hebrew being written right to left, instead of left to right. This image is looking from air-side. At the passenger entrance to the terminal is a sign that says Terminal 1 (in both English and Hebrew), replicated very nicely in the sim, that's written perfectly. Really a very nice rendering of Ben Gurion airport by the developers, and a lovely surprise.
  12. Very minor, albeit amusing bug. On the roof of Terminal 1 at Ben Gurion there is some hebrew that is meant to say שדה תאופה, meaning "air port" (transliteration, sde teufah). Instead of that, the text is reversed. So it actually says הפואת הדש , the equivalent of it reading "trop ria". Also, there is an actual port represented at Tel Aviv Port. That area is actually a shopping and entertainment district. The port itself hasn't existed since 1965.
  13. I was able to get the Jester Wheel fully visible by manually changing the resolution in the Special tab. However, this makes it slightly offset to the left. No way of getting it centered without getting the cutoff again. The kneeboard is fully visible. The manual is also cut-off, but is grab-able, so I can move it to the left and see all of it. The bomb table is completely cut off and isn't moveable. As an easy fix, (if a full fix is very difficult), I would recommend making the bomb table moveable. I'm on a Quest 3 on Airlink.
  14. Same issue for me. Right side cut off / not showing. Quest 3 on airlink.
  15. @VirusAM, I was able to fulfil Popeye's request even having released both bombs on the initial target. Guns, guns, guns.....
  16. Andrew, did you make any progress with this?
  17. There are a number of sensory elements to the seat. 1) 3-DOF movement in pitch,roll, and heave. The extent of the movement is intended to replicate what your body would do inside the cockpit under similar forces and g-loads, thereby negating the need for any motion cancellation in VR. 2) Variable geometry seat that adds or removes pressure from the seat back and seat pan to simulate sustained g-force through the use of movable "flaps". 3) Seat belt tensioning/loosening. The combination of the three together provide the full experience.
  18. Hey Clayvt. Fancy seeing you here! Your build is looking absolutely fantastic, and can't wait to see it in action.
  19. Andrew, that's an interesting idea. Looking forward to seeing what you come up with. The Bergison Motion integrated G-seat can also be integrated into existing motion platforms (although with 2-DOF you obviously miss the heave/g-force component).
  20. The primary design philosophies of the seat are: Simulate transient and sustained forces felt in flight Small footprint, able to be used standalone or within a fixed-base simulator No requirement for motion cancellation in VR It accomplishes the above with 3DOF movement, coupled with pressure application/removal via changing seat geometry and harness pressures. Regarding the question on the importance of a yaw movement, the seat is all about simulating the forces that provide you feedback into your piloting and the behavior of the aircraft. If you were sat at the precise center of gravity of the aircraft you'd feel a pure rotation during yaw. However, for the vast majority of aircraft (especially on warbirds), you're sat pretty forward of the CG which means there's a moment arm that provides a sway force on the pilot during a yaw rotation. A sustained sway force in a motion seat is produced on the roll axis so in my seat I include a component of yaw-rate into the motion represented by the seat roll-axis. That works well in warbirds, helicopters etc. You could, theoretically, build the whole seat onto a platform that rotates in yaw, but then you'd have to account for motion compensation in VR, and would be very diminishing returns and much more gimmicky than effective in successfully simulating flight forces.
  21. I'm having a problem with mission 2 also. I've only tried playing it in the past couple of days. Both I and my wingman refuel with the tanker successfully, but there are no comms afterwards. I then press spacebar, the wingman cuts away to the east but never says anything either coming or going. The wingman eventually turns back (again in silence) and one time I got an on-screen message to press spacebar upon a simulated AIM-9 shot, but pressing spacebar didn't do anything. Is it possible I'm doing something wrong with the comms? I think I have radios on easy mode. Or is the mission still bugged?
  22. Thanks Barthek. That's a fair point. If the map is more detailed, I could expect it to require more resources to run. And while it doesn't run as well as the other maps on my PC, if it's an issue shared by those with better hardware than my own then I'm sure ED will work on optimizing it as Early Access continues.
  23. Seconded. The map takes a bit of a toll on my aging PC but that's my problem rather than ED's! I took a Huey along the Dover cliffs and the texturing of the cliffs, the rocky beaches and the undulating terrain together with the beautiful ground details make this a really lovely map for low-level flying.
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