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RedShoes

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Everything posted by RedShoes

  1. Thanks for your reply and especially for your very nice work on Ikarus! See below for some additional feedback / foundings. I'm glad if it is of any help; Tachometer RPM - scale off - shows too much at very low rpm, too little at high rmp. 1000 RPM, Ikarus shows 1500 at ~ 1900 RPM, cockpit and Ikarus show same 1900 RPM 2500 RPM, Ikarus shows 2100 RPM. 3000 RPM, Ikarus shows 2300 RPM. Boost - okayish - seems to show just slight variation to cockpit instrument. Just a notch too little in Ikarus. Voltmeter - OK Oil Temp - seems ok. Rad Temp - ok at high temeratures (115°C), but when engine cools down during dive w low settings, it shows temperatures as too high. Cockpit 70°C, Ikarus shows still 95°C. Fuel amount - OK. Oli Pressure - OK Climb indicator - OK for climb, but does not show decent at all, just zero when decending. Turn and Slip indicator; Side Slip - OK Turn Indicator - shows turn in wrong direction. Artificial Horizont - Ikarus even more off and drifting than the Spit Cockpit one. Directional Gyro is off / wrong scale; Cockpit shows 0°, Ikarus shows 0°. Cockpit shows 358°, Ikarus jumps to 180°. Cockpit ~45°, Ikarus ~25°. Cockpit 90°, Ikarus 45°. Cockpit 190°, Ikarus 90°. Cockpit 270°, Ikarus 135° The Compass - seems ok, although the Spit Cockpit one is so difficult to read for me, that I really can't say for sure ;-) Airspeed Indicator; shows too little at higher speeds. in game 400 mph, Ikarus 220 mph, in game 320 mph, Ikarus 195 mph or in game 180 mph, Ikarus shows ~145 mph. too much at very slow speeds. in game 90 mph, Ikarus 100 mph. Elevator Trim Indicator - seems ok, a bit slow and jumpy in reaction though. Clock does not work. Break pressure indicator wrong needle moving and would be nice if you can combine this to a single instrument as in the Spit Cockpit. Also it would be nice to have the - gear indicator light - fuel pressure warning light - supercharger gear warning light in Ikarus.
  2. Hi, thanks for the nice cockpit SW. Really like Ikarus. Just tried it out with the Spitfire. Unfortunately several Ikarus indicators are showing wrong values. e.g.; Tachometer in game full 3000 RPM, Ikarus tacho shows only 2300 RPM. Air speed indicator in game 320 mph, Ikarus air speed indicator shows only 195mph or in game 180 mph, Ikarus shows ~145 mph. Ikarus Vertical speed indicator shows only climb, points at 0 during decent. Dicectional Gyro heading in game 180°, ikarus shows 90°. Is this something you are already aware of and are still working on or could this be some configuration problem on my side? Is there an easy method of fixing these values with the Spit Ikarus config files / lua script? Other than that, the Ikarus Spit cauges look great! Cheers, Red
  3. couple of kills from Burning Skies and ACG multiplayer servers.... ...and some punk rock and backpipes to go with it :D
  4. Do not mix Main Fuel Tank Cock lever (in 1. image) with Fuel Pump switch (in 2. image) ;-)
  5. Nice work with setting up the mission. I like it, the grass airfields are nice. :thumbup: imo too many ground objects around the airfields / ground target area though. Makes the fps drop too much / makes it jittery. Have you tried out having less ground objects in one area? Perhaps having more areas with ground targets, but less targets on a single spot. Have you experimented with weather? If clear skies would improve fps? Hopefully ED has learned from the current issues and 2.0/2.5 (or whatever the Normandy get’s released on) will be a bit better on graphics performance. TeamSpeak server (or pointing us to a common public one) would be nice. I’ll be dropping in during the evenings / weekend few times.
  6. So, what's your favourite defensive move against those pesky 109s on the hostile multiplayer skies??? You know, when he is attacking from your high 6 with quite some speed advantage. Here's mine (today from the = AGC= server); unfortunately I can't pull this off every time... :joystick:
  7. Same here, I do find it useful to set 250 yards and 35 wingspan. That is where your convergence should be. On target disappearing under the nose; one good pilot once told me once to put the target next to, slightly below the nose during a tight turn fight, so that you still barely see it and then use your rudder to drop the nose on it and shoot. I’m still far away from mastering that skill though. Hopefully one day :joystick:
  8. Thanks, I actually often find that they do. Perhaps not when the match up is completely one sided with allied team double the size of the axis team, then they have enough juicy targets low next to their home base at Anapa. But when the teams are more even, there is usually plenty of Axis players high up. You can try to circle around their target area 2 for a while, this is when they get the radio message that somebody is around that area, so somebody might come to check it out. Or simply try around the cost line between two bases, or get up even higher to leave some contrails. They will see those and will come to check out if they are not busy otherwise. At least I will when I’m flying Axis :smilewink:
  9. …and one more from the =BurningSkies= server. Here again I’m finding the Spit again as not very stable gun platform at all, gotta keep praticing! Although, the initial snap shot at 0:14 is spot on :thumbup: In the end I get too close, get his rudder with my prop and surprisingly find that it only takes out my prop governor. The RPM jumps to 4500 and I have to throttle back to about -2 boost to keep it ~ 3000 RPM. I did make it back home though :)
  10. Praticing my aerial gunnery skills at the great Caucasus Turkey Shoot. = Burning Skies= and SteelBalls servers. Still got some learning to do :joystick:
  11. Met this young Bf 109 pilot up at 15.000 ft in the =Burning Skies= server. He wanted to fight. My shooting sucks :joystick: ...but he's got some learning to do too ;)
  12. faster, climbs better, better energy retention, better more stable guns platform, 30mm + 2 x 13mm seems to hit much harder than the 2 x hispano + 4 x.303s Would have to learn a bit more about stall fighting on a Spit, but currently I'd give point on 109 on this category too. where as the Spit just turns better. And we have to remember the beta status with the Spit, especially wingsnaps, blackouts and lack of stability at speed still seems to be issues with it. anyhow, I wrote almost the unbeatable German Wunderwaffe as the difference is not so big that a considerably better pilot can not bag a 109 in a Spit 1 on 1 starting equal e-state.
  13. I’ve had close to 50 hours in a Spit at Burning Skies server over the past few weeks and I had fun. Yes, I’ve had some frustrating moments too, much more in the Spit than I earlier had in 109,… but that is just the part of the learning process. Mostly it’s been a blast, sometimes literally. Big thanks to eekz and also for the community for the nice / populated server! My current stats on Spit vs. my stats on 109 during January session; Jan Stats; https://docs.google.com/spreadsheets/d/1IuTYZ8jHET4y_bh77JniSsChBouW01QJJT57VLM6qys/edit#gid=0 Current Stats; http://burning-skies.vioo.com.ua/en/pilots/4/air-rating.html I consider myself just an average pilot, but in less time I achieved more kills with much better AW% and huge difference in K/D ratio with 109, compared to Spit. So, yes, I can partly correlate to Krupi’s claim. It can be a Caucasus Turkey Shoot! In my view the 109 is currently almost the unbeatable German Wunderwaffe. Simply a much better air to air fighter. As usual, the stats of course do not tell the whole truth! I’ve had quite some hours in 109 before the Jan Session. Been playing DCS for about 1.5 years now and the 109 has been my favourite plane. I basically just made sure I can somehow take off and land the Spit in single player, before going to Burning Skies in the current session to try it out. So a very green Spit pilot indeed. On the other hand, I was flying the 109 much more in VR (Oculus Rift) than I have done with Spit so far. I find monitor and track-ir still better for spotting and SA than VR. I was also flying 109 mostly as a lonely wolf, compared to Spit, where especially in the last days, I’ve had some awesome support from my team on Burning Skies TS server! In the end it can be a lot of fun, regardless on which side you are on. Yes, I do feel it’s much more difficult currently for the Allied, but do not give up! Get on Team Speak! Squad up. Fly with your buddies. A well coordinated allied team can wreck havoc, even if there is a Axis squad on TS on the opposing team. It does take time to learn to fly the Spit to its full potential. People are still learning. I’m still far away from there myself. It’s still an early beta release with its problems. But I’m still having loads of fun flying and learning it. Can’t wait for the Normandy map and some different missions compared to Caucasus Turkey Shot! P.S. …interestingly, I have not seen any statistics on actually which side has won more of the missions???!!! I’ve seen several times the blue side winning, but very, very rarely the red! Who cares about personal kill stats anyway, as an air force we have a mission to fill.
  14. 50% off, go for it! Definitely worth it. It does support force feedback, so you are good to go with your MSFFB2. The FFB support is just as good as any other WWII bird on the game. I hope you also do have rudder pedals as those are very much recommended especially for taking off and landing the Spit. Anyhow, it is still beta, so the feel of flight still has some room for improvement. For example, the control stiffening does not seem to be implemented yet, so at high speeds it becomes extremely difficult to fly. One cough or a sneeze during a dive leads to minor jerk on the stick, leads to instant wing snap! ...and this still well within the dive limits of the plane. It is the most unstable gun platform of all the WWII planes, so the kills do not come easy. It is also the slowest of all the planes, so good SA would definitely help as you often get bounced by the much faster enemy. If you do have concerns about your SA, there are few threads here on the forums about settings that help a bit, but overall it's the practice, a lot of practice, that makes a master here. The Spit obviously has a very good turn rate and it does climb the 2nd best only to the 109K4, so gaining some altitude and then jumping on a enemy already engaged gives you the best results in multi player. In single player, the AI model is fairly turn fight oriented, so you have very good changes against the AI. Overall a excellent module from ED. I'm confident they'll sort out the few hiccups it still has and with the eve of the much anticipated Normandy map it will surely give you many hours exciting flying. (so, yes, be prepared to put down some more money down the line for the Normandy map)
  15. Hi! and thanks for the nice sim pit SW! Any plans of adding Spitfire support for Ikarus? ...or is there a generic one somewhere which could give most of the important info while Spit pit is not avail? Cheers! Red
  16. Yes, honestly thought you went tumbling down! Did not realize before you answered my “Horrido” in chat, had to search for the Spit on fire and then give chase with full wep for a while just to miss my first shots. It was hilarious! Happy Landings! :thumbup:
  17. not my first, hopefully also not the last ones, still gotta work on my aerial gunnery skillz :joystick:
  18. Yes If you have the disk space required, no need to uninstall and delete the Steam DCS files. I currently have both, but will eventually remove the DSC version. Note that most of your settings etc. are saved in windows Saved Games\DCS folder, typically under C:\Users\<YourUserName>\Saved Games\DCS Both versions use these, so switching is fairly straight forward. In my case all the controller and graphics etc. settings got carried over to native version.
  19. OK I just changed myself from Steam to ED native installation today. I simply got the ED DCS World Web installer from their web site https://www.digitalcombatsimulator.com/en/downloads/world/stable/ I got the serial numbers out of my Steam version for the modules I had purchased from Steam and made sure they were activated for my account. See instructions in; https://forums.eagle.ru/showthread.php?t=135765 How to play a module you bought on Steam on the Non-Steam version of DCS World https://drive.google.com/open?id=0B-...Qkk&authuser=0 I then let the web installer to download and install the game and then got the module manager in game to install the modules. I did read a while ago that there is also a way to use our Steam install for large part of the game files by adding some install location text file to your directory, so that it does not have to download all the files, but now that I wanted to do it, I did not find the instructions anymore (they are somewhere here in the forum). Anyhow, it did work fine for me. Now I have all the modules I purchased from Steam in my native installation and just waiting for the 16th of Dec for the Spitfire. I'm using JSGME for any mods, so that was also straight forward.
  20. Came back from a long weekend, saw the news letter and pre-purchased immediately! ...even though being a Steam user! Now I have something like 6 weeks to convert from Steam to native installation. Stoked! :pilotfly:
  21. You do not snap roll a Bf-109, the Bf-109 takes you out for a snap roll when she so decides.
  22. Jep, looks like somehow screwed up Default View to me. Try reading up http://en.wiki.eagle.ru/wiki/Snap_views especially the Customising Default view chapter. I have only the 1.5.3 version and my default view in the 109 is perfect. What every now and then gets me, is that double clicking the mouse wheel sets you in some adjust view mode. Some times when scrolling the mouse wheel to e.g. adjust some clickable cockpit item, I accidentally adjust the view and then it looks screwed up like in your pic. Usually hitting NumPad 5 puts you back to default view and it's all fine then (as long as the default view is correct in the first place).
  23. The runaways in Caucaus are long. You can take off even if over the max weight. So the SC-500 and full internal fuel load is possible. You can set the MW-50 tank contents in the mission editor Additional properties tab.
  24. I have noticed the same problem. Tried yesterday on AGC MP server and could not start again after landing, shutting down the engine (engine stop handle, Magnettos to 0, fuel pumps to Zu and pressing Electrical Kill Switch) and re-arm and re-fuel. When trying to again start, to prop was barely rotating. Then, I asked the ground crew to connect ground electrical power and tried again; It did start up nicely. Did not touch any circuit breakers. Do not know if this is reproducible. Tried only once. Will try again when I get time in a day or two.
  25. I have been using 1 screen in options as it is one nVidia virtual surround view screen. Anyhow, changing that to 3 screens (and reverting my CameraViewAngleLimits change in Views.lua) gives me now 120 degrees per screen, i.e. 360°. This is not exactly what I'm looking for; and if I limit the CameraViewAngleLimits, I start loosing vertical FOV again..... sofar I like the view with 1 screen option selected and AngleLimits at 150, but perhaps this needs further trialing with settings. Any additional tips to get this right?
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