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FeistyLemur

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Everything posted by FeistyLemur

  1. Well I've put in some time training on the KA-50 so I decided to fire up the "Attack insurgents" instant action mission and dive into a combat mission. I thought hmm insurgents sound weak, lets try that. The plus side is I got to wing it at trying my first auto-rotational landing since Janes AH-64 Longbow. It wasn't pretty but I lived. And so ends my first KA-50 combat mission. Please send help, Captured by insurgents.
  2. I just did a crazy energy bleeding way too hard turn at 6g starting from 800kph and bleeding off till the lights were flashing and I was at 550kph and I didn't stall the plane. I imagine if you pull any harder than that and bleed off all your speed you're maybe pulling too hard? The plane does feel really spry and nice on the controls overall in my very limited testing of 1.5 I went back just now and I think I was able to duplicate what some people are talking about. I just pulled back crazy hard again from 800kph and at about 600 and 3/4 of the stick back it started flip flopping in the air back and forth with the stall lights flashing. I backed off and it straightened right out though. It's right around 600kph every time, if you're going wild on the stick and ignoring the stall lights it loses control and just kind of flips like a piece of paper flapping in the wind. Maybe this is realistic, I don't know. That's harder than I usually abuse the controls anyway. Looked a third time just now and I was able to get a mean stall going, this was when the AOA indicator blew past 30 which happens to be pretty easy to do below 600kph. So I'm thinking the answer is probably don't do that. I was able to black my pilot out with over g all the way down to that speed from 1000kph.
  3. Did some comparisons substituting the 21 for the T-51 and the SU-27 in a mission file and it actually performed with one or two fps more than those planes in the same spot sitting on the tarmac. Though there was still slowdown as it seems to be a really demanding spot. So I guess at this point it performs up to and above the level of the other planes for me. Now just waiting excitedly for the controls to all be returned and I can start flying my 21 in 1.5.
  4. Is anyone else having issues with random cockpit switches toggling in 1.5? I've been just doing the starting training for the KA-50 and did my first full flight from mozdok to nalchick on the "cold start in mozdok" mission. I noticed after I landed at nalchick, several toggle swtiches on my right side panel had flipped position. The inverter auto switch had moved to the up position, and the middle ejection system armament switch was flipped back down under the cover when I went to shut those off.
  5. I read that section of the KA-50 manual so far that shows the stability chart the KA-50 being far above everything else on the chart.
  6. I appreciate the landing gear lock doing it's job myself. I was doing my first landing with the mig15 last night and was reminded why it's there. I don't have it bound the same way yet in the mig15 module and left it off. Then after I taxied to the ramp area and shut down I accidentally triggered the gear and promptly dropped my mig15 onto it's belly.
  7. I've tried the KA-50 with autopilot stabilization off, I'm presuming the UH-1 is something more like that?
  8. I map open/close for important functions to another toggle switch. For realism I prefer the way it is. But maybe they could add a checkbox to the game settings tab for easy buttons so people who prefer realism have functioning covers. There's really only 3 I map. Open / close weapon release cover. Open /close emergency missile cover. Open/close SPRD rato - launch countermeasures cover. Basically I treat those ones like one of the arm switches and have them mapped on that bank of switches on my new toggle switch box. One whole line of switches is for arming / disarming. All the other covers I just click. Such as the drop pylons, tactical launch arming etc. Worth noting the weapon release cover already opens itself, which I don't like. I map it and pretend it doesn't for realism anyway.
  9. I thought the graphics in longbow 2 were mind blowing at the time.
  10. My experience with the black shark module has been fun. I picked it up during the sale. Long ago when I was a kid, I played the old Janes AH-64 longbow a lot. I remember at the time thinking flying a helicopter seems easy, I bet I could do it no problem. I had no idea why people said helicopter flight was so difficult. Then I tried the KA-50 and found out why. Looking forward to finishing learning to fly this thing.
  11. If you want to reproduce load up the cold start mission out of Nalchik. Look over your left shoulder out of the cockpit and watch the framerate dip down. Then press f2 for external view and look in the exact same direction and watch the framerate pick back up. (Also you'll see that the AI is broken on this mission in 1.5 and stops in place on the taxiway, but that's a side note). The mig21 framerate drop is most noticeable on the ground and looking out from inside the cockpit. Compare to other planes looking around at a busy airport on the ground in 1.5 where the performance is very smooth. You will likely not be able to reproduce this in the air. It's much less noticeable in the air.
  12. I have a Titan X with 12gb, mig21 performs poorer than other modules. I don't think it's your memory that's a problem.
  13. When firing the main cannon the gunfire appears to be coming from above my cockpit based on the effect. The flash for the cannon appears below at the muzzle even though the trails fly from above the cockpit.
  14. Good news, I've been avoiding flying the mig21 in 1.5 without them and I'm really looking forward to having them back so I can get to trying it out more in 1.5 Hope you consider adding the extra forward and back controls for the weapons that were suggested by myself and others which I added to post one of this thread.
  15. I found a server last night that had a mission up where f15 and su27 were limited to aim-7 and r27r max. I wish more servers would do that. 159th used to be my favorite because it had full awacs and flying the su27 was more fun that way. But they seem to have taken it to 1.5 and locked the server.
  16. Well, for one, some of the 1.5 servers I've played on have people warping and banding around all over the place. Maybe this is to blame.
  17. My menu music does not stop when entering the training missions for the a10c with the 1.5 beta. Turning it off completely solves the issue in the interim.
  18. I'm adding my post from the main forum here as well because this issue is game breaking for me... Here is a list of commands, suggestions and general thoughts. Others perhaps will add notes to this. I have not fully gone over every change in 1.5 and I compiled this list based on looking at the controls as they stand in the release version. Most important - These commands absolutely require separate on off functionality for definitive use without having to look down or check to see if they have gotten out of sync. Weapon Mode - Air/Ground Weapon Mode - IR/Neutral/Sar Asp Mode - Missiles-rockets/Gun Asp Mode - Bombardment/Shooting Asp Main Mode - Manual/Auto Asp Mode - Giro/Missile Radar - Off/prep/on Low Altitude off/comp/on Locked Beam on/off Missiles - Rockets Launch on/off GS-23 gun on/off Emergency Afterburner on/off Engine Emergency Air Start on/off Anti Surge Doors auto/manual Flaps neutral/takeoff/landing Gear up/neuteral/down Gear handle fixator on/off SPRD(RATO) drop cover open/close release weapon cover open/close Emergency Missile - rocket launch cover opoen/close Less important - These commands are not absolutely vital but are nice to be able to add to a home cockpit or hotas set up and should also remain separate commands. Navigation Lights Off/min/med/max RSBN Mode Land/navigation/descend Landing Lights off/taxi/land pitot tube selector main/emergency nosegear brake off/on secure canopy on/off hermetize canopy on/off APU on/off Drag chute cover open/close Pipper on/off Fix Net on/off Not in game should be added - Some of these have already been added in 1.5, such as radio channel up down. Radio channel next/previous Weapon selector next/previous rsbn navigation next/previous prmg landing next/previous Dangerous altitude warning selector next/previous engine stop lock on/off <- this one would be especially nice to get working properly with the warthog throttle stop lock, the current toggle is unworkable for this without using target, and even then it's iffy. In general. If it has an off / on or multi position command structure now it should not be removed. The ideal setup that is inclusive to all types of users is what's done in FC3 for certain commands. example... -toggle up -toggle down -toggle up/down or... -pos1 -pos2 -pos3 -pos4 -toggle pos1 - pos4 with this methodology everyone is happy, no one is left out and it doesn't need to be a fight over casual vs realistic that some people seem to feel it needs to be. Also I would possibly select a layout by cockpit location like some of the other modules do. Example, in black shark you have a "stick" option or "left panel" option. Maybe consider laying it out in accordance to the zones of the cockpit described in the manual. I realize the goal here may be to clean up some of the extraneous commands. But if you're going to do that do it on non vital commands such as the various startup switches that are typically mouse clicked anyway twice per flight. Like for example the inverter and battery switches.
  19. I think it's time to ask people who have an agenda to spite TM warthog users, or don't know what they're talking about on the subject to stop chiming in with how they like the changes. Yes, I know, you want your easy toggles. You can have them. Let's repeat for emphasis. You can have them and there's no reason to break the game for other players to get them. So stop it already. This is patently false and you didn't read the thread. In my list of things that need to be reverted pretty much every function I listed which is vital has been changed to a simple toggle with the exception of the gear lever. The flaps function is 3 positions and it was changed to a simple up down option. There's no way whatsoever to make this work anymore on a switch, and even as a keyboard user you can't bind the middle position and are forced to cycle through and look down to see what position the switch is in. This is an awful design decision in a sim that is touted as full realism. This is actually WORSE in implementation than FC3 which includes separate commands for many features to support both.
  20. I'm in the process of building one as well. Luckily the board I got has multiple functions for each switch. EG switch up - Joystick button 1, switch down - Joystick button 2. It will still work with toggles, but it will also get out of sync. The hotas warthog switches though have no workaround without using the target software to emulate key-presses that I can see though. And I really dislike target. It adds delay between switch throw and action, and it's more software to run.
  21. That wasn't meant to be in that list but the one below, I went over it a couple times and moved some stuff but overlooked that, I don't use that one much at all no. I placed it in the second set now. Still none of them should be changed if they are regularly used toggles is my argument. Only the startup and shutdown procedure toggles should be on the table for any command removal at all.
  22. Here is a list of commands, suggestions and general thoughts. Others perhaps will add notes to this. I have not fully gone over every change in 1.5 and I compiled this list based on looking at the controls as they stand in the release version. Most important - These commands absolutely require separate on off functionality for definitive use without having to look down or check to see if they have gotten out of sync. Weapon Mode - Air/Ground Weapon Mode - IR/Neutral/Sar Asp Mode - Missiles-rockets/Gun Asp Mode - Bombardment/Shooting Asp Main Mode - Manual/Auto Asp Mode - Giro/Missile Radar - Off/prep/on Low Altitude off/comp/on Locked Beam on/off Missiles - Rockets Launch on/off GS-23 gun on/off Emergency Afterburner on/off Engine Emergency Air Start on/off Anti Surge Doors auto/manual Flaps neutral/takeoff/landing Gear up/neuteral/down Gear handle fixator on/off SPRD(RATO) drop cover open/close release weapon cover open/close Emergency Missile - rocket launch cover opoen/close Less important - These commands are not absolutely vital but are nice to be able to add to a home cockpit or hotas set up and should also remain separate commands. Navigation Lights Off/min/med/max RSBN Mode Land/navigation/descend Landing Lights off/taxi/land pitot tube selector main/emergency nosegear brake off/on secure canopy on/off hermetize canopy on/off APU on/off Drag chute cover open/close Pipper on/off Fix Net on/off Not in game should be added - Some of these have already been added in 1.5, such as radio channel up down. Radio channel next/previous Weapon selector next/previous rsbn navigation next/previous prmg landing next/previous engine stop lock on/off <- this one would be especially nice to get working properly with the warthog throttle stop lock, the current toggle is unworkable for this without using target, and even then it's iffy. In general. If it has an off / on or multi position command structure now it should not be removed. The ideal setup that is inclusive to all types of users is what's done in FC3 for certain commands. example... -toggle up -toggle down -toggle up/down or... -pos1 -pos2 -pos3 -pos4 -toggle pos1 - pos4 with this methodology everyone is happy, no one is left out and it doesn't need to be a fight over casual vs realistic that some people seem to feel it needs to be. Also I would possibly select a layout by cockpit location like some of the other modules do. Example, in black shark you have a "stick" option or "left panel" option. Maybe consider laying it out in accordance to the zones of the cockpit described in the manual. I realize the goal here may be to clean up some of the extraneous commands. But if you're going to do that do it on non vital commands such as the various startup switches that are typically mouse clicked anyway twice per flight. Like for example the inverter and battery switches.
  23. I posted in both of those locations. In fact those are precisely the two locations I was talking about.
  24. The only way I'm aware of to get the 1.5 beta version of mig21 is to either use the DCS world module manager or via steam. The downloadable module on the website is 1.2.whatever and is only meant for use with the standalone release branch. I use steam but didn't want to migrate my normal install in steam over to 1.5 as I still want to play 1.2 online. So this is why I installed the separate DCS open beta standalone and activated my keys. The eagle dynamics modules like a10c, FC3 and Black shark were automatically active on my DCS world account by default. But the 3rd parties all had to be added via license check feature on the webpage. I don't see a reason the indiegogo key you mentioned won't work like that too, but who knows.
  25. If you have a Mig 21 key, regardless of where you purchased it, have you tried logging into the DCS world website and putting it into the license check field to see if you can bind it to your account?
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