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firmek

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Everything posted by firmek

  1. You're probably correct - the manual (p.237) after engine start checklist has a step: Autopilot emergency disconnect, SPAK ON. Would be great to know though if there is a button for it or it'll come in the future.
  2. Is there a binding for the "Autopilot disconnect" switch located on the control stick. Maybe it's something obvious but I just can't find it on the list, nor the specific reference in the manual how it actual does work - sets the SPAK AP mode or disables the AP totally.
  3. I would like to think that I had some inspiration for this :D https://forums.eagle.ru/showpost.php?p=2930530&postcount=90
  4. How to generate pictures like in post #2?
  5. Realistic Korean War scenario would be borderline impossible at the moment. Actually not only due to the lack of map but mostly due to unavailability of units (even AI only) from this period of time.
  6. :doh: On the topic, which would be a better workaround, set a curve or decrease the sensitivity (saturation) of the rudder to make it closer reassemble the real thing? Also during the flight I'm starting to suspect that the rudder wants to kill me :lol: Actually, should the rudder be used during the flight or the AP manages it? Sorry for maybe a basic question, I've just finished to go through the manual for the first time. It's a really complex beast :)
  7. I have to say great job on the cockpit sound Leatherneck :thumbup: With every step from starting cold on the ground and playing with the switches by powering up the systems and starting the engine it just gets better and better. Ambient of things shaking in the cockpit when flying make the Viggen sound just real and alive. The immersion level build by sounds in Viggen is just extraordinary.
  8. Thanks for the heads-up. It's really appreciated :thumbup: It is an early access release so issues and missing features are normal and to be expected. Especially that Viggen seems to be a really complex module. Knowing which things are not working will save us a fus to have figure it out our selvs.
  9. +1. I think there is a lot of misunderstanding and exaggeration relegated to 1.5 beta. Maybe it comes from just the naming "beta" and some find it as a mind barrier. As many times stated when it comes to DCS the "1.5" and "1.5 early access" are really close to each other if not even sometimes the same. The situation is far from a cutting edge, researched technology where innovative high risk features are tested. Just a normal release cycle of incrementally updated software. There is borderline close to none reasons to insist on 1.5 "stable" labeled release, nor there is a 100% guarantee that 1.5 is free of bugs. What is difficult to understand is if running core DCS in "stable" labeled version is such a point of life and death why is it not a problem to run an early access module which sometimes is even in state of alpha. Following this logic, wait ~1 year from now until "early access" (beta) label is taken out from the module in DCS shop. All others for which it's obvious that beta comes before full release meantime will enjoy a new great Viggen and help the developper to improve it.
  10. Kind of turned to look that way but nope. Fully support and wanted to add on top of your original comment.
  11. Getting 1.5 beta with 1.5 installed is also extremely easy - install another version (more HDD space required) or just update 1.5 to 1.5 beta (saves HDD space). Both will take just few minutes as DCS has a great updater functionality which will copy most of the files instead of downloading them. Another point is that Viggen itself is an early access - aka beta module. Could be expected that it would be released with 1.5 beta. Still if running "stable" 1.5 is such a critical point where is the logic as Viggen itself is is going to be beta for a long time? Not even mentioning that 1.5 beta is stable and not much different from 1.5. Never mind though, seems that the arguments are not really helping. A nuance that can be easily just ignored or solved in few minutes has grown to a show stopper. A splendid example of making a mountain out of a molehill.
  12. There was nothing officially stated as far as I can recall. This is a far going assumption. The fact that it's possible to click a button doesn't mean that all of the functionality behind is there. Modeling the systems is way much more than just making the cockpit clickable.
  13. Get the "DCS World 1.5 Early Access" from here: https://www.digitalcombatsimulator.com/en/downloads/world/ The download should not take too much time if another version is already installed as the installer is quite smart and will copy a lot of the files. Another point is that the 1.5 beta is really usually stable. IMO there is not a lot of reasons to stick to 1.5. Good Luck with the release Leatherneck !!!
  14. Being more specific - the TIR camera should be centered with the device. For track clip mounted on the hat its generally aligned with center of the head. In case of track clip pro mounted on one side of the headphones, camera has to be offset a bit to one side so that it's exactly in front of the LED's. Then, there is nothing specific required for setting up TIR when moving to widescreen monitor. The first thing to check would be if camera/device are setup correctly as camera location most probably has been changed. Check if sensors are visible during full head movement - if not play with tilting the camera a bit down/up, right/left, moving it right/left, rising/lowering LED's on track clip pro. Don't start with playing with the axis as potentially you're risking ruining a good configuration which most probably is not the issue. Although changing camera placement may result in axis curves requiring some fine tuning as camera-device distance seam to affect the sensitivity.
  15. Just to understand, what is currently confirmed release schedule of modules for the Q1. For certain during Q1 we could expect: - Viggen (quite obvious) - Normandy map Anything else? Possibly during Q1: - 2.5 merge Q2 is probably more uncertain though but are there any modules already officially announced for release during Q2? Further on probably are mostly speculations. Sorry for kind of a dupplicate thread. There is a great unofficial roadmap but I just wanted to check if I understood the major modules release plan correctly.
  16. I don't remember specifically the missions but what I remember is that in Su-27 campaign a final score for number of missions relied on AI doing its job which can't be really guaranteed even if you did your perfectly and none of strikers has been shoot down. Frankly speaking I remember that after trying to complete some of the missions few times I've just gave up and edited the missions by adding few more planes to the attack group and designated specific targets for them to hit as usually they were set to search and destroy. In a reasonable way, just to increase chances that AI does it's job if the player does his.
  17. As Grunf already noted MiG-21 bis radar should not be able to distinguish targets from a ground noise at low altitudes. Below 2000m there might be a slight chance but only with antenna tilted up and plane placed 300-500 below the target. Further down it should be generally not possible, especially below 1500-1000m. The fact of not being able to detect target is correct then, otherwise if it would be possible to see targets on the radar and lock them in consistent manner on such low altitude then it would be a bug.
  18. Fully agree. It's not the topic of making a recon aircraft. Whichever recon platform it's it will just not bring any value without first creating a framework in the DCS engine that would support this kind of a missions. As for the Viggen itself, consider that we're talking about quite a unique jet already while a recon version of it would be even more extraordinary. It would be a risky project from the perspective of overall potential interest in such module. Please don't assume that if it's similar in real life there would be no substantial development required. Another point is that developing is just a part of the cost, more important is the total cost of ownership which would come later from maintenance of a separate module. It's relatively easy to get a puppy but then it'll need to be fed and taken care about.
  19. As far annoying the feature is, there is a fix which involves editing server.lua and snapviews.lua (stored in user folder) as described Shagrat. You can also grab files from this thread - though still I would suggest to get some basic understanding of how those files work and how to edit them. If everything is done correctly the change is "green" from IC perspective, nor JGSME is required as the original files are not overwritten. It's not a perfect solution as it comes with a cost of not being able to zoom out, so in a way it's a workaround but IMO it's all worth it. At least personally I don't find zoom-out needed so much (if at all). The positive fact is that setting max allowed zoom out value to default FOV allows for more precise zoom-in control. It would be great to have this feature build in into game options but on the other hand if it's so annoying I guess it's worth spending those few minutes on editing the files. Personally I did the configuration long time ago and forgot about the annoying zoom out effect when entering the cokpit. Otherwise I would assume that if editing the files seams too much probably the zoom out it not such a big problem.
  20. Well, I don't know but Swedish always sounded really difficult. I mean, with every other foreign language at least I had an impression where the pauses between words and sentences were. Every time I'm in Sweden it’s almost like listening to one continues flow of sounds without any spaces whatsoever :). IMO, english cockpit is a must, especially that the systems seams quite complex and specific.
  21. I'll check later on during the evening. It should work. I would notice if it doesn't as I'm flying M-2000C rather often.
  22. Actually many many more. It wasn't anything special for MiG-21 to land on the road sections: Then for instance, MiG-29 was specially designed to operate from dirty airstrips, including roads. The engine intakes could be closed thus preventing the engine from sucking in and being demanded by dirt and stones. In such configuration air to the engine was delivered through gills on top of the wings. Another example could be the Gripen which was designed with an easy ground operation in road environment in mind. If I recall correctly the ground crew for inspecting, refueling and rearming the plane in field conditions could be as much as 5 people. There are on the other hand planes for which dirty airstrips are an issue. For instance F-16 due to having the engine intake being close to the ground requires an extremely clean runways even during normal operation. If one day DCS will include a map for cold war scenario special road sections for landing planes will be a must. I wasn't able to find any reference for road landing strips in Georgia though. I guess such special road strips allowing planes to land and be serviced were more common in countries with not many highways and those obviously that were the frontal ones for which it was expected that the runways would be a primary targets during first days of potential conflict.
  23. Check this thread: https://forums.eagle.ru/showthread.php?t=180707
  24. For sure such road strip is designed in a way to allow planes landing and ground operation but it's not that special in terms of being wide or long. This one is just a part of a standard and actually a local road - nothing even close to a one side of a highway: https://www.google.pl/maps/@54.045579,14.906038,1491m/data=!3m1!1e3 Another one: If I recall correclty this part of the road was at best considered an express section for cars - but probably no longer according to dotay's standards.
  25. Another aspect that shouldn't be neglected however is the audio hardware. It's natural to expect a high quality graphics only from a build with strong CPU and GPU. The same applies to the audio. It should be hard to expect a good sound quality without a decent hardware. Unfortunately today, getting a dedicated sound card or an amplifier is something rather uncommon. Not even mentioning a good headphones, which probably isn't "exactly" a case with VR sets as also IMO excludes the earbuds and the plastic PC speakers. Unfortunately those things don't come cheap. Starting price for a decent audio card + head phones is 400-500$. The good thing about making such investment is that it's all worth the money. Afterwards, there is no turning back as it really becomes obvious how bad the on-board sound card and cheap headphones are. It's not the ammount of flat bass that shakes the windows which gives the thrills but a wide frequency spectrum with depth and nautural reproduction that multiply the visual experience comming from the screen. The disadvantage is that it starts to be much more noticeable how DCS is not equal in sound department between the modules as also external and internal sound implementation.
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