Jump to content

funkyfranky

ED Beta Testers
  • Posts

    2800
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by funkyfranky

  1. Copy/paste. Wahrscheinlich von der Spit, so wie das Schadensmodell Ist halt noch EA.
  2. Thanks for the info and good luck!
  3. Thanks for all responses using Kegetys mod - I know it, and it's great. However, we should stick to comparing FPS with the vanilla DCS here. And this is where I see some differences compared to other AC. I also had the "feeling" this was due to the prop rendering. But it's just a feeling. That's why I asked for other peoples opinion. Seems I'm not alone.
  4. Thanks, mate :thumbup: This is what I also observed and confirms what I have been told by others. However, when I use fast forward in time, things look quite differently. At 4-5x in time acceleration, my FPS break down do ~ single digits. So the real part of my question becomes, why is that? If there is nearly no impact in real time, why do uncontrolled units have a rather large impact if time is accelerated?
  5. Awsome! Thanks :thumbup:
  6. Could you share your experience about the impact of AI units spawned in uncontrolled state? How many can one have in a mission assuming a moderate PC?
  7. Mod goes into the DCS installation folder not Saved Games.
  8. Love to fly this thing in VR but performance does not seem to be that great as of yet (compared to other modules). What's your opinion/experience?
  9. The good thing is that we can make our own modifications. However, only to a certain degree. We rely very much on what the devs have implemented in terms of toggle buttons, rotaries etc. Here it was very well done. Also the Hornet was shining in this regard. But it seems more problematic with 3rd party devs. Some aircraft don't allow to do anything. Therefore, I cannot use half of my hardware, which is a shame. I reckon there are many people which have no problem to use the mouse for clicking buttons, and flipping switches. Unfortunately, I'm just not one of them. So a certain standard in terms of what is implemented would be nice.
  10. Of course, real life comes first - always. Have fun :D
  11. ...when turned by analog axis. Same for altimeter pressure knob.
  12. Guys, here are some additional switches for the Yak-52. Zip file is attached and JSGME/OvGME ready. Once installed, you will find a new category "_My Buttons" at the very end of the list and can assign buttons of your HOTAS or button boxes to your liking. For completeness, here is the code: Hope it helps :) _My Buttons Yak-52.zip
  13. Ja, da hast Du vermutlich recht.
  14. Etwas OT, aber was mir im Trailer aufgefallen sind (z.B 1:25), sind die Grass Airfields. Funktionieren die inzwischen?
  15. Trailer
  16. Sehr gut, freu mich über das Modul und genau der richtige Zeitpunkt - brauche bei der Hitze heute was, wo ich das Cockpit auflassen kann :)
  17. Radar stick trigger pressed and held to first detent T1 while you try to slew?
  18. Yes, very true. We have everything to make really good immersive missions - in principle! The real problems arise when you want to add a bit of randomization, i.e. create a mission that you could play 10 times and each time something slightly different happens. For example, aircraft block each other on the taxi way and cant take off ==> mission impossible, ground vehicles get stuck in buildings ==> mission impossible etc. The list is rather long actually but this is not the place. Hence, for a working mission you need to do a lot of testing to ensure that the A"I" is doing what they are supposed to do and not acting in a silly way. Many things have to be just "right" or for one reason or another the mission goes FUBAR. Of course, to check that everything works is a lot of effort and not many people are willing to take that on. Therefore, what you get are often missions where a few targets are placed somewhere on an open field for the player to drop some bombs ==> soulless missions. QED. Also scripting bugs do evidently have a rather low priority. Best example is the S_EVENT_PLAYER_ENTER_UNIT event which is broken for clients since the release of DCS 1.5 (yes 1.5). This might look like a small detail, but this event is needed in many situations. Alone on the MOOSE Discord channel, people who are just getting into scripting and mission design have asked how to use this event in the past two weeks a couple of times. Now instead to create valuable content for the sim, these guys spend a good portion of their time to look for workarounds or just give up again. Closing on a positive note, a lot of good stuff is there already. Now it's time to make it work better :)
  19. DCS issue, reported for other aircraft as well already.
  20. Yeah, great stuff! More please :)
  21. I know, that's why I said working ;) For me these have no effect or at least the knob is not animated.
  22. Nice! So, will the INS mode selector knob get working CW/CCW key binds? If not now, at any point in the future?
  23. https://forums.eagle.ru/showpost.php?p=3567606&postcount=186
×
×
  • Create New...