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Ala12Rv-watermanpc

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Everything posted by Ala12Rv-watermanpc

  1. Yeah!, it would be nice...even for the AI.
  2. Yeah, I can test that but I guess that the weight of the pylons is already take into account, otherwise it wont make sense to fly with them without their weight...is the drag and aerodynamic effects what Im interested the most but yeah, I will try this :thumbup: Yeah, you are right, thats why I wnodered if there has been any improvement in this regard. Hope we get news asap. thanks!
  3. Just wonder if the no pylons FM (or whatever pylon is removed config) is already included at this point or is not yet in?...the plane feels slightly different but not sure if just placebo...would be nice to have an official info about this...finally would like to ask ED an, as detailed as possible, info in the patch notes regarding the FM in particular so we all are awared of how it changes and evolves. Thanks!!:)
  4. "good" sticks with plenty of deflection angle, stable jittering free response and high resolution should NEVER use any kind of curve...since I got my warthog I have never ever used a curve again...linear all the way!!
  5. Yeah, clouds now appear at desired (configured) altitude even if its a low one (like 900ft)...it didnt work before, nice to see this working again after sooo many time. Btw, am I the only one who lost MANY key bindings in my warthog for the Hornet (at least) with this update??:huh:...never had this before. Edit:Ok, Im not the only one.
  6. Well, yeah, thats one of the points, but tbh the animation in the mig29 is not very good either...it just kind of rotates from one side to the other and looks quite meh, but yeah there is some animation...Im asking for an animation for this part but also a better one than the mig29 while at the same time the changes bwtween states are butter smooth and proggressive, no more instant burners lighting up nor 4 or 5 textures for 4 or 5 afterburner levels, just an animation with an effect that by its nature behaves proggresively and emits light smoothly while is animated with flames, sparkles and little changes in brightness(flickering) just as anyhing in "flames" would look... Im sure is very doable for the talented graphics department of ED and after so many years with just a texture as afterburner I think is time for a total revamp of this particular effect.:thumbup:
  7. Glad to read this mate!!;) , yes, its one of the best out there. And the afterburners look insane also :D
  8. Looking great man!!;)
  9. Im sooooo happy to know the Viper is in higher priority!!!, I love the phantom but the Viper is THE fighter aircraft and no matter the hornet is here, the viper is the favourite for LOTS of people and its been a request for centuries so it MUST be first in cue over the phantom. Cant wait for my viper!! Great news!
  10. Afterburner color at dusk/dawn and night looks quite good and close to what we can see in these pics, however the stiff and not smooth transition from off/on, on/off and between different levels of AB is what I think ED should improve the most...I wish an effect that changes SMOOTHLY and depending on the speed you actuate the throttle just like in real life. Also, as mentioned before, in all planes, as far as I know, there is a first point when engaging AB at which the shock cone is visible (even at day time) while there is no any visible fire inside the burners and makes the effect to look REALLY ODD...please, fix this also ED. thanks!!
  11. With flickering I meant the movement or changes in the light that the flames emit...I posted that video just because its slow mo and you can see the flames changing, moving, emiting sparkles, and increasing and decreasing light intensity... all this actually happens in real life as I have seen it with my own eyes. I know the hornet has a nice and subtle animation in the burners but its only in the inner face of the shock cone not the front of the burners which are static... also the most "annoying" thing for me and what imho needs a revamp the most is the abrupt steps between different levels of afterburners...they are instant and very few instead of smoothly changing and increasing/decreasing brightness. I wish ED to make much varied and smooth transition between different levels, better light emmision and adjusted shock cone transparency, behaviour, animation and light emmision.
  12. Really awesome work!, cant wait to get the skins!
  13. Do you use vsync? Otherwise, if there is not a fps limit and your cpu is up to the task this sounds normal to me...
  14. Whats the problem with night time right now? It looked fantastic since a few last updates...
  15. And dont forget about the explosion smoke to cast shadows on the ground for ground explosions...this should be a must.
  16. +1000, I asked for this few days ago in the hornet wish forum, seems like no one is interestedon this :(... This is one of the more important effects imho, something new would be a very welcome improvement.
  17. Did you read my last post?, I will try to explain once again...the reason for this thread is NOT the take off itself but the fact that once there is no WoW and you are in the air with flaps full up (auto), the plane doesnt auto trim for 1g as it should if flaps are up until you set flaps half/full and then up(auto) again...hope its clear finally.
  18. Great mate!, Im pretty sure both the canadian hornet and the BA one are taking off with flaps on AUTO...take a look at the one in the BA video, its perfectly clear that #7 runs with flaps full UP...sure, this is a WiP so I hope they take a look at this. Thanks for your reply but again, the reason of this thread is NOT the take off itself which btw behaves pretty much identical to those videos but the FCS/FBW programming in the hornet which prevents the plane to enter "normal" 1g triming flight behaviour once the plane is not WoW (it starts pitching up indefinitely until you set flaps to half/down and then AUTO again).
  19. This is something I have always wanted in DCS but now with the hornet even more as this module is a true state of the art flight simulation in all regards but the afterburners effect is still having that "old fashioned" step by step texture look...I mean they look good once they are lit but the transition between states and between off-on/on-off feels very unatural. I would really love a NEW afterburner effect that captures that "flickering" of the light and with some fluid animation making smooth continous transitions all the way from off to full afterburner and the opposite as well as removing the glow afterburner effect at the distance (its very overdone) :joystick: ...the Hornet has a particulary noticeable flickering effect (8:48s): God, it would be soooo cool to have this effect revamped!!:music_whistling: Also the light cone could be better and have better response to light conditions as well as an smooth transition, and not be there if there is no light coming from the inner of the engine as it happens now in the first stages of the AB. Please ED, put this into the to-do list, please!!!
  20. Not a priority but it would be a nice addition, why not?
  21. After testing what Hog_No32 and Flamin_Squirrel sugested yeah, the best way to trim (re-trim) after pushing the T/O trim button is with flaps half/down then you can flaps up...this way is MUCH faster so thanks a lot guys. However the behaviour when taking off with flaps full up (auto) still being what I described so the plane constantly pitch up for no reason. Hope ED is now awared of this :thumbup:
  22. Sure, thats why I posted this, to make ED notice this and eventually fix it. Also want to set clear that despite I posted videos of airshows (where this kind of t/o would be suitable), my intention is not to point this out because I want to do "airshows" but because there seems to be something incorrectly behaving in the plane whatever the situation is...bear in mind that it doesnt look like a big problem at all, just DCS needs to know that when you take off with flaps up the plane should instantly (no WoW) start trimming at 1g so Im sure is not a complex fix :)...About the fuel amount I dont think it has anything to do with this, the problem im having to perform this kind of t/o is just that the plane retains +2 points of stab up instead of trimming for 1g once in the air. Thanks both, will try doing this, flaps down (mid) then trim then flaps up (auto) again and see if trim is any faster :thumbup: According with the videos I posted I think its clear the #7 is not using half flap during t/o but flaps up (auto), at least that what I see. About the slight negative trim I think you are right, is clear in the #2, maybe also because he wants to keep the hornet close to the ground during t/o.
  23. Yeah, I know, but this is the problem, using the trim hat in the stick once you have pushed the T/O trim button is pretty much impossible...as I said, it takes like 20 sec pushing the button to remove 1 point of stab trim, 1 out of 12 so...there isnt any other way to set the stabs to neutral again instantly or any faster than using the hat in the stick???
  24. Sorry mate, but as many pals here have stated, DCS is about as much realism as possible and imho, FM is one of the top quality features of DCS so this is something that should be fixed if its not supposed to work like this in the real thing...Im not a "only displays" guy by any means, but I GREATLY enjoy just performing maneuvers and comparing them with the real plane just because of the extremely high level of realism they provide so yeah, I enjoy just doing "displays" as much as combat missions... Even if its a "displays" thing, it should be fixed if its not supposed to work like this as it seems to be the case. Also as some of you guys said, this might be a simptom of other FM issues. Anyway, this is a WiP module so being a bug/being a WiP issue hope this to be addressed at some point... To me, it looks like something gets "hang" in the FCS/FBW programming expecting the flaps to be raised to make the plane enter in "normal" flight and until you dont let this to happen the programm has no way to leave the "ground/take off" mode.
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