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Everything posted by WelshZeCorgi
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"AP OFF" vs. "AP DISENGAGE" What's the difference?
WelshZeCorgi replied to mblane03's topic in VKB-SIM Flight Gear
Not a SME so take it with a grain, but I thought one simply turns off the AP, and you can immediately turn it back on, the other completely disconnects the AP from the aircraft as well as the systems the AP uses to control the aircraft so you get full control of the aircraft in the event of an emergency. And to turn the AP back on after the you needed to flip a bunch of switches back to their original positions to get the AP working again. Like AP works great in a fully functioning, non damaged aircraft but if it's missing half a wing and has a bunch of avionics knocked out from a hit, the AP can start freaking out because it's sensors are feeding it bad info from damage and send you careening out of control when a pilot would be able to keep it steady. -
I'm still kinda confused about the whole electronic detent means. If its not a physical detent, what is providing the physical, tactile feedback of actually hitting and moving past the detent?
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Well in this case, they are going to miss the Chinese Lunar Year deadline, but seems definitely sometime after the CNY when production ramps back up after the chinese holiday. The bloated corpse of 2020 strikes again, I guess.
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I don't really understand why the track replay works the way it does. Now, I'm no magic box wizard, but I kind of feel like it should just record what is actually happening instead of control inputs.
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Honestly, my AAR improved instantly and immensely through buying (and occasionally building) the "proper tools". Cause believe it or not, ergonomics, senses and feel count for something. Index VR headset to give you depth perception and the true size of objects like the tanker, a stick extension to give me more precise control over the control surfaces, a good pair of rudders (instead of a twist stick) to help line up and keep the sight picture just right. A Jetseat that helps me fly by feel if I ever have to take my eyes away from flying visually to look down at my instruments for a second or two. (without it, if I look down for a moment, there was a good chance I would look back up and find that I disconnected and the tanker was now either 100 feet above or below me cause I didn't feel the aircraft pulling up or down.) And I had to build a desk mount out of a c-clamp, L-brackets and wood to get the throttle quadrant at a comfortable, easily reachable position, a wood stand so the base of the center stick w/extension is at the right height so that I'm controlling the stick comfortably and the rudder pedals screwed down to a sheet of plank wood so that it's not slipping and moving around as I push on the pedals to use it. I'm posting this because while yes, practice and experience will get you far, there are other (admittedly more expensive) ways to improve your AAR.
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I'm all for it, but I do have trouble seeing how you would have meaningful ground combat. Tanks and naval might be doable but infantry? I guess you could, but it would not be anywhere near the fidelity of Squad/ARMA without it becoming an interactive slideshow presentation. I'm for reserved judgement until the first few modules are out and working.
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or have the tooltip repeat what is selected on the weapon wheel and clip it onto the end of the original tooltip.
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Better get a stripper pole installed, heatblur, cause all I see is a growing crowd of dudes wanting to throw their money at this.
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If you could pick any map next, what would it be? (Poll Vote)
WelshZeCorgi replied to dimitri18's topic in DLC Map Wish List
Korea during Korean war era: We have both iconic aircraft from both the US and Soviet Union in DCS, The Korean peninsula is pretty small, you could fit most of it on a DCS map. Korea was pretty underdeveloped during this time period so not a whole lot of power consuming assets like large cities and airports. Hilly and mountainous terrain which makes for fun flying. A portion of korea era US units could be ported over from WW2, further saving time and money. You could even do carrier ops since there's water on 3 sides and like the other maps, you can fly beyond the map borders, it's just low poly and low poly water basically looks the same as on-map water. We have a Over the Yalu campaign and it's not even set in a proper korean map. It's in the caucus. -
Was there every any discussions or plans about eastern front maps? I ask because the I-16 is available but none of the WW2 maps are eastern front and I don't think the I-16 was ever used other than the Chinese, Spanish Civil war and the Soviet union, so it seems out of place.
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AI, both wingmen and full AI flights navigate mountainous and hilly terrains very poorly. In airplanes they will often fly themselves into a "energy corner" where no matter what they do, they will fly into the ground, even when trying to avoid it. This is exacerbated when they are trying to defend. They will even fly into the ground on occasion in even slightly hilly terrain trying to avoid a Phoenix shot from 30nm away. With helicopters, it's a slightly different story. Often in campaigns and missions that require the player to follow an AI helicopter, that AI helicopter will, instead of smoothly flying around or over obstacles while maintaining meaningful speed, will fly straight and level towards said obstacle, before pulling up at the last second, narrowly avoiding collision. They will then level out, at a higher altitude, fly towards the same obstacle straight and level, before again pulling up again at the last second, narrowly avoiding collision. They will then level out, at a higher altitude and then repeat this process until they're clear of the obstacle, (this behavior is usually with a hill or mountain). As you could imagine, this absolutely kills forward speed and if the mission requires that you follow an helicopter AI like this (such as in the MI8 spring tension campaign), instead of taking minutes to travel in hilly/mountainous terrain, it takes hours. It is unbelievably boring, flying at near hovering speeds, watching your AI lead fly into hills for hours before you reach the final waypoint.
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The TWS auto is often losing mandatory attack tracks cause it's trying to track everything, including irrelevant friendly contacts 20nm away. It does not even feel like it's giving the track priority cause it often slews off the track, then tries to reacquire the track after it's lost. Even pairing it with no attack, while the centroid does seem to move towards the contact of interest, it still happens and is very annoying.
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So while not very common, situations do arise for the need to push back the aircraft (because either you accidently maneuvered yourself into a corner, and will fall off the deck if you tried to pivot, or cannot move forward without colliding with another object/player on the deck) or to drag it off the landing if your NWS is gone due to a bad landing or damage during an engagement. (I know you could just exit out of it, but where's the fun in that?) Also, it's annoying if you have to redo an entire cold start and alignment cause you accidently got yourself into said situations, when you could just call for a tug to take a minute to help you out.
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Bigger fireball and more smoke when crashing into the ground
WelshZeCorgi replied to Tree_Beard's topic in DCS Core Wish List
Agreed, combat-related effects such as bullet impacts on ground and water, explosion effects on water, smoke from destroyed vehicles need a brush up, I feel. -
The switch on top of the seat that you close to arm the ejection seat is always open in the mirrors. It's a bit distracting cause I keep thinking I forgot to arm my ejection seat when I see it.
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1. The helmet display is a little too small and I can see the top of the window that represents the helmet screen 2. The Radar display is fixed to the side of the cockpit, not the helmet screen.
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So if I heard right, the DL contacts can be prioritized through the AWACS controller? So that unimportant DL contacts can be ignored (not displayed) on the TID while the relevant ones will show on the TID? Can something done so that the relevant DL contacts show up on the TID? I'm finding that often, especially in MP, that relevant DL contacts will show one second and then be gone the next, while unnecessary numbers of friendly contacts or enemy contacts 120 miles to my right are showing while I'm trying to find a hostile group 60 miles directly in front of us and their DL marker won't show.
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Who will win the race between the Mi-24 and the OH-58?
WelshZeCorgi replied to Razorback's topic in DCS: Mi-24P Hind
Not to soapbox, but lets not encourage a "race" mentality in a sim that already has a bunch of unfinished modules. Further cutting corners to beat other modules to the punch isn't gonna make happy customers. -
Hey Andre, I think that the Jetseat is not responding when flying the F14A. The B is fine.
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I'm not aware of it, how do you turn it on?
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Simulating sandstorms on the Desert maps (that experience sandstorms irl) would be nice. Occasionally playing Darude sandstorm is an acceptable substitute.
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Why does it also turn off roll and Pitch sas? I get why it would turn off autopilot but the pitch and roll SAS feels unnecessary... Also on a different topic, is it true that dogfighting with the Roll and Pitch SAS off is preferable? I've seen people talk about it but not sure how true that is, or why it's preferable, for that matter.
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I have an interesting story that may or may not be relevant: 2 F-14s fire a sparrow at the same target (I was in the lead one, the one that shot first) the enemy fires one back and hits us, totals the 14, instant no power, no engines, both wings off, we eject. the enemy gets killed and we naturally assumed our wingman killed him in the tacview, it turned out that our missile did hit, despite us being out of the fight a few seconds before contact. We came to the conclusion that the aim-7 we fired was homing in on the target due to its illumination by our wingman's radar, which was guiding its own aim-7 at the time. This might have happened to you maybe?