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Everything posted by Roblex
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I don't wish to be rude but given a choice between:- A) DCS promises to implement a system some time in 2017 but does not manage it until Q2 of 2018 then when it has bugs takes several months to respond and several more to provide a half way solution. & B) A third party provides it now and then *begs* us to tell him of any bugs or niggles so he can do it within the next week. I know which I prefer :-) Yes in some fantasy world, having SRS built into DCS would be the best of all worlds but it does not work that way unless they buy the SRS code at which point any remaining issues stay unfixed for another year. I am not criticising the DCS coders. They themselves would admit that once it gets absorbed by DCS it will not get the attention it was getting as someones pet project because it is just one of the many things they have to work on.
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Seems totally ON topic to me. 1) OP asks for something that works in a specific way. 2) Is told by several people that SRS does exactly what he wants. Should be end of thread. 3) OP says SRS is not an option because it does not work properly. 4) SRS creator says that if there is a problem he will fix it immediately and we will be back at 2) with OP having exactly what he wants. quibbling over whether it was written by DCS or someone else is pointless. Nobody complains about Mods & Aircraft being written by third parties because DCS is too busy.
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As a guide, I have just fired the spit cannons then paused as soon as I saw the explosions and found them in F2 view. This shows the spit was 0.5nm away from the camera when its shells exploded. Ok the camera is not right on top of the explosions but also the spit has travelled in the time it took for the shells to explode. In case anyone is wondering whether those are 109 shells, he was 0.4nm behind the spit and not firing.
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I did some testing and came to the conclusion that if you set the range to 200yds and the width to 35 then firing when the wings just fill the bars you seem to hit it at convergence. Less than one seconds burst will remove a wing. Here is my gunsight at the moment my rounds hit Here is the external view taken at the same moment. You can see the tracer. and here is another external view showing the tracer passing the target (if the resolution is still good enough in the upload). It is not very clear whether the bullets are diverging or still converging at a later point. Perhaps they never converge perfectly (which would be more authentic) but it does seem that there is still a lethal concentration beyond 200yds. This shot of one second did remove the 109s wing. Just to be clear, this a screenshot taken 0.5 seconds later that shows the gunsight settings. Perhaps I had the wingspan nearer 38 ft but it makes little difference when attacking a moving object at a faster speed. You should really open fire before it fits exactly anyway. Very short video here. It is not very scientific but it is enough to convince me that shooting at 200-250yds gives a very lethal concentration at the target. There is still some argument within my squad as to whether the gunsight settings are accurate. Klem has been doing experiments that somehow involve placing a 109 at a precise distance (on the ground?) in ME and then cutting & pasting the 109 between the bars of the spit sight and says it is way out. I am not sure exactly what he is doing and whether he is introducing an error but my own experiments in the air seem to show that assuming the sight is accurate, even if it is not, does give a good result. I have always preferred to shoot at 100yds and it is a hard habit to break but it works for me to shoot earlier.
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I thought we already had this. I type in 'USRRO810' in the mission editor and I get US@R on the fuselage and 'RO810' near the tail as shown in the picture below. I don't know much about the scripts used in the livery description but it looks to me as if it can be adapted to give 4 numbers in the code if that is what you need but 3 is usual. livery = { {"SpitfireIX", 0 ,"SpitfireIX_Blank",false}; {"SpitfireIX", 1 ,"SpitfireIX_NMtest",false}; {"SpitfireIX", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_L_0", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_L_0", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_L_0", DECAL ,"Sky Codes",false}; {"NUMBER_L_00", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_L_00", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_L_00", DECAL ,"Sky Codes",false}; {"NUMBER_L_000", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_L_000", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_L_000", DECAL ,"Sky Codes",false}; {"NUMBER_L_F3_0", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_L_F3_0", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_L_F3_0", DECAL ,"Night Serials",false}; {"NUMBER_L_F3_00", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_L_F3_00", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_L_F3_00", DECAL ,"Night Serials",false}; {"NUMBER_L_F3_000", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_L_F3_000", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_L_F3_000", DECAL ,"Night Serials",false}; {"NUMBER_L_F3_N", 0, "SpitfireIX_Blank", false}; {"NUMBER_L_F3_N", 2, "SpitfireIX_SPEC", false}; {"NUMBER_L_F3_N", DECAL ,"Night Serials",false}; {"NUMBER_L_F3_NN", 0, "SpitfireIX_Blank", false}; {"NUMBER_L_F3_NN", 2, "SpitfireIX_SPEC", false}; {"NUMBER_L_F3_NN", DECAL ,"Night Serials",false}; {"NUMBER_R_0", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_R_0", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_R_0", DECAL ,"Sky Codes",false}; {"NUMBER_R_00", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_R_00", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_R_00", DECAL ,"Sky Codes",false}; {"NUMBER_R_000", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_R_000", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_R_000", DECAL ,"Sky Codes",false}; {"NUMBER_R_F3_0", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_R_F3_0", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_R_F3_0", DECAL ,"Night Serials",false}; {"NUMBER_R_F3_00", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_R_F3_00", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_R_F3_00", DECAL ,"Night Serials",false}; {"NUMBER_R_F3_000", 0 ,"SpitfireIX_Blank",false}; {"NUMBER_R_F3_000", 2 ,"SpitfireIX_SPEC",false}; {"NUMBER_R_F3_000", DECAL ,"Night Serials",false}; {"NUMBER_R_F3_N", 0, "SpitfireIX_Blank", false}; {"NUMBER_R_F3_N", 2, "SpitfireIX_SPEC", false}; {"NUMBER_R_F3_N", DECAL ,"Night Serials",false}; {"NUMBER_R_F3_NN", 0, "SpitfireIX_Blank", false}; {"NUMBER_R_F3_NN", 2, "SpitfireIX_SPEC", false}; {"NUMBER_R_F3_NN", DECAL ,"Night Serials",false}; {"pilot_RAF", 0, "pilot_raf", false}; {"pilot_RAF", 1, "pilot_raf_nm", true}; {"pilot_RAF", 2, "pilot_raf_spec", true}; {"pilot_RAF_helmet", 0, "pilot_raf_helmet", false}; {"pilot_RAF_helmet", 1, "pilot_raf_helmet_nm", true}; {"pilot_RAF_helmet", 2, "pilot_raf_helmet_spec", false}; {"pilot_RAF_helmet_glass", 0, "pilot_raf_helmet_glass", true}; {"pilot_RAF_parachute", 0, "pilot_p51_parachute", true}; } name = "RAF Day Fighter 56" countries = {"UK",}
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I recently saw the awesome graphics of canopies that have been hit by gunfire but I can't help thinking the actual event and the consequences seem too tame. When your cars screen gets a stonechip while driving it can be quite startling but in DCS (and most combat sims) getting several bullets through your canopy is no more than a gentle tap and a change in graphics and you just carry on with slightly limited view in some directions. It would be nice if there was a bigger bang or flying perspex when it happens and if there was more wind noise or a loud annoying whistle after. I also saw that DCS have modelled ice forming round the holes when it happens at altitude and that is an awesome detail but should that also affect the goggles? You could even add blood smears on the goggles from scalp wounds :smilewink: There is a nice example of a canopy being damaged and ice forming in this vid at 16:45. https://youtu.be/vkz-m70U2pI
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As someone with real flying experience I can tell you that it is quite easy to miss or lose sight of another nearby aircraft but I agree it is probably worse in DCS. I think the problem is lighting. you can follow an enemy down at only about 600yds range while staring at him and still lose him against the ground because he is so dark and the ground details are the same. In real life, looking down, the other aircraft are often well lit so easier to see. I am not sure what the solution is though as it comes down to definition ie the model only has so many pixels even on a high res monitor. It needs nice crisp edges to show up as well as in real life but with limited definition we get jagged edges and then AA fades the edges to make the jaggies go away. You could increase the contrast by making the land lighter so the dark plane shows up or the plane lighter against the dark ground so it shows up but then people would complain that either the terrain or the aircraft looked washed out.
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I am another one that finds it OK to spot distant contacts but struggles to ID them closer in or when on dead 6 or dead 12. Yes, I do know all the differences as I have been flying combat flightsims for decades. It was a bit easier in the original IL2 and Cliffs Of Dover but I still often relied on catching a glimpse of yellow nose to be sure I was attacking a 109. In DCS I am just glad that most Allied aircraft have invasion stripes as they usually show even in dead 6. That helps me avoid opening fire on a friendly though I have been shot down by aircraft that I thought were friendly behind me.
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Have you looked at Simple Radio Standalone? It uses the in cockpit radio switches & buttons and works as the real ones did in most cases.
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To be honest Witch, I don't think I have noticed my cannon rounds explode except when they hit something. You are saying that if I just fire my cannons into empty air I should see them explode at 400yds or something? In all fairness I can't say that I have seen LW cannon shells do that in DCS either though I do remember it in Cliffs Of Dover. I will have to try it.
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I fly with 1920 x 1080 and I am happy with the contact visibility as it is. Come on guys! You can see contacts 10 miles away if you look hard. You should not be asking for them to be even more obvious than they are. The fact that 1.5 gave you trainer wheels is not an argument for having them in 2.1 You have Warthunder for things like that. When I suggested to my squad that Burning Skies had a good server to fly in their response was 'God no! That is the server with the big icons on for the Air Quake crowd. No thanks.' I had to convince them that it had changed.
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This is what we always said in CLOD when talking about the MK11a in 1940 but was it also true of the MkIX in 1944? Also, wasn't there some argument about the RAF agreeing ball & Dw was the best mix but not having enough Dw to actually implement it for all units? Perhaps that was not true in 1944.
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I recommend everyone at least skips to 16:50 to see the beautiful graphics when his canopy gets holed. Keep watching and you will see ice forming around the holes!
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I don't think I do. We can already take off from Binneville and immediately spot contacts over Cherbourg Harbour and Grandcamp Les Bains. How much further do you want to see? Perhaps some subtle indication at 400yds that you are about to shoot down a friendly might be needed though :smilewink:
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I don't think it very practical. What we need is trackable gloves so we can press buttons with both hands as well as operating throttle and joystick. Several companies are developing them and with some you can technically do away with a physical joystick entirely!
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56 RAF Squadron fly on Wednesday and Sunday around 8pm to 10pm UK time with a current active core of about 6-8 pilots with many more on extended leave. We don't really do recruitment drives, people tend to tag along on one of our sweeps then maybe ask to stay :-) The core of the squad have been together since at least the days of Aces High and most of us have been together through IL2 or Cliffs Of Dover. Ages stretch from mid 20's to 'Well past retirement' with the curve tending towards that upper half. We mostly fly Spits, P51s, Sabres and some members also have 109s, 190s & Mig 15s so basically 'Guns & Rockets'. Some members own modern jets, one used to fly them for real, but they fly them outside of squad nights. We are fairly relaxed but when the squad is together we prefer everyone to fly in pairs or flights rather than going off alone. We fly loose combat formation ie we don't believe it is effective to concentrate on Red Arrows formation distances in a combat zone. Must be happy to sometimes fly a 30 minute patrol without shooting anything and just be satisfied with the comradeship and the fact you survived and brought your plane home in one piece. Mostly use Teamspeak on the Storm Of War TS server (as they made the only server worth flying in Cliffs Of Dover and are working on doing the same in DCS) but also moving into Simple Radio as some servers insist on it and it is better suited to cross squad comms and ATC etc.
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I think you misunderstood me. You cannot tell *who* is shooting friendlies just by looking at the shape of his plane :-)
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Sucking in general with all WWII planes
Roblex replied to razorseal's topic in Western Europe 1944-1945
I think you are assigning too much skill to DCS :-) I don't think they adjust anything in terms of controls; they just design the plane itself to perform as the real one in terms of airflows and structural strengths and assume that all control surfaces can be applied at 100% with ease. I remember an interview with a real life P51 pilot who said after flying the DCS version that it was totally unrealistic to fly it without curves because, for example, it was physically impossible to apply more than a fraction of full rudder against the airflow even at the beginning of the take-off run. Same goes for most aircraft in a dive; it lets us apply full up elevator at VNE without any restriction when in almost all cases the pilot would not have the strength. Even in cases where the aircraft was historically known to lock up above certain speeds in a dive, DCS just puts code in to say 'At this speed make the elevator less effective'. The spit is a particular case in point. In DCS without curves it is very easy to rip the wings off accidentally whereas it was quite rare in real life. -
How to make effective combat turns: tips/advice/suggestions
Roblex replied to Gnat's topic in DCS: Spitfire L.F. Mk. IX
You need to use low RPMs & Power whenever there is no need for higher ones. Climbing out at 2500 & 6lbs boost is perfectly OK and you will be surprised how fast it goes and how fast you can climb. Yes put it up to 2800 and 12lbs boost in a fight, even 3000 & full for short periods but you must drop it all again when slowing down in a turn or steep climb, even in the middle of a fight! If there is a lull in the fight, eg the enemy is temporarily moving away or has dived away and you are waiting high to see if he will come back up, then reduce the rpm and boost until you need it again (but keep the speed up). Those few seconds of cooling can make all the difference. Take every chance to cool the engine. It is better to enter a fight with the engine cool than hot because it gives you that little bit more time at max settings before you have to worry about your temperatures. Think of it as 'building a reserve' like charging your KERS battery in an F1 car. -
As far as I am aware, it is as simple as setting them to 0 in-game then in the Nvidia utility telling it 'Override Any Application Settings' and putting in the setting you want to use. Are you saying that doing that has no visible result in the game?
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I am not sure what the point of the graph is. It proves that some things put more strain on the card than others. Is that really news? Do the latest cards with the latest games just run at a constant 120fps? Maybe it is to show that even with a good card it might drop the framerate to 50fps briefly? <gasp!> I seriously doubt any gamer would see any difference between running at a constant 50fps and a constant 120fps if he did not have something displaying the numbers for him. It is like looking at an A4 size photo taken with a 10 megapixel & a 50 megapixel camera; you would not see any difference.
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I have a 4Gb 1050Ti + 16Gb RAM (the cheapest and weakest of the '10' series cards & barely above the 960) and get 40-50fps at 1920x1080. Textures High but Terrain Textures Low. Vis Range High, Shadows Medium, Clutter Off. Ground Shadows Flat.
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Here is a video showing high alt combat with contrails. The plane the footage is shot from seems around 27k-28k when the contrails appear behind his own aircraft. I think the contrail height depends on the weather set by the mission designer as obviously temp & pressure & saturation are factors. I have certainly flown at 28K in some servers without seeing contrails.
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Don't assume it is a mistake. Last week we had someone in a spitfire straffing people as they spawned at Binniville. The problem with DCS is that you cannot see who is doing it unless you are close enough to read the code on his fuselage which is rarely feasible. OK, sometimes in the heat of the moment a person can accidentally hit a team mate while attacking an enemy but it would be nice if we had some code that says 'If he dies, you explode!' Accidently tag a friendly and you will be praying that he has mastered landings :-) At the very least it would be nice if there is a general message telling everyone when a pilot kills a friendly and who did it. Accidents happen and they happened in 1940(a) but if someone keeps doing it we can report him and see if he can be banned. (a) Look up 'The Battle Of Barking Creek' or read 'Spitfire On My Tail'(or was it 'I flew For The Fuhrer' when the author was idly listening to someone instructing newbies how to attack a spit then realised it was him?)
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It is also very sobering to think that many pilots did this for real They trained & trained in a safe location with instructors until they felt they were invincible and would be an ace within a week then they went into combat for the first time and died on their first mission without getting a chance to learn from their mistakes and try again. On the other hand, in DCS you are facing people that have died hundreds of times and got better whereas in the real WW2 those people also died early. I suppose it was one thing on Britains side during the Battle Of Britain, many of the RAF pilots were shot down and bailed out and fought again having learned a lesson while the LW pilots either ended up in prison or died trying to cross back over the Channel.