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Everything posted by Winston 60
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tom1502, isn't your CH throttle quadrant capable of programming, through CH's Control Manager, to activate a key press at the upper and lower limits of it's travel? I do this with my Saitek quadrant and I understood this is also possible with the CH unit.
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Thanks ED for this event and giving your time to address multiplayer issues. This is something I would enjoy participating in but I have a preparation for a medical procedure during this time period. I will watch for any other similar events in the future and try to attend one if you have these again..
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I have a CH Fighterstick that I use sometimes but the lack of a dual stage trigger doesn't endear it to me. The CH throttle felt wrong to me somehow and the rudder pedals were far to close together. They made me feel like I was stuffed into a Cessna 152 again. I sold the throttle and pedals after CH simply refused to sell me a replacement pot for the throttle. They got downright nasty when I requested one, so I bought one online for .89 cents and vowed not to buy products from vendors who won't sell you replacement parts. :joystick:
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Yes, you are correct, the player takes the right spot. But in multiplayer you have more than one player/pilot/client so when the next player/pilot/client comes in he now occupies the same right side spot, so the two planes are now physically in the same spot, on the deck and merged together. See the pics above. This phenomenon does not manifest itself in single player where you have one human player with any number of AI wingmen.
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Yes, cliffs of Dover is the perfect example of great control flexibility. Well thought out options to put landing gear, flaps, coolant radiator, oil radiator, prop pitch and mixture satisfies my craving to move levers where the real aircraft used levers. The DCS Mustang is also well thought out when it comes to axis options for gear and flaps which satisfies us but also leaves the button pushers happy too.
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Not necessarily wanting an axis to do this, but I like a real physical lever or handle to match a real lever or handle in an airplane. If the lever just throws 2 switches, like gear up/down, then so be it, it's still a lever. If the airplane has a lever to control some function, I want to be able to move a lever in my sim gear, not push a key on the keyboard or a button on a HOTAS. :smilewink:
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I go through a Saitek X-52 Pro about every 5-6 years. I use my flight gear nearly every day of the year for approximately 2 to 4 hours, sometimes more. The X-52 Pro does have hall sensors in the 'sticks X and Y axis, never have problems with those... but the cheap pots they use in the other 4 axis' are evident immediately in a brand new unit. It's the slop and play that develops in the joystick after 5-6 years that begs me to replace it. After 2-3 years, adding more heavy damping grease just doesn't cure the slop anymore. The throttle usually works fine, I wish the 'stick part could be purchased separately. I've had many evolution's of Thrustmaster gear in the past and liked most of it very much. I still own a Thrustmaster Cougar that collects dust in a back closet. Bought a Warthog... hated it. There's just something about the X-52 Pro that suits me, but with VKB Sim and Virpil Controls coming out with new models very soon I may ending my habit with Saitek and buying one of those for my next gaming rig build. Oh yeah, I do have a brand new X-52 Pro in the box as a spare. I got a bit nervous and bought an extra when they began to get scarce right after Saitek was purchased by Logitec. Somebody just shoot me....... please!
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I agree and made a post here last year wishing for basically the same thing. See here: https://forums.eagle.ru/showthread.php?t=174832 I've since taken to programming my Saitek levers to raise the gear at the very top of the travel and lower it when I move the lever all the way down. You can also do this in the Saitek programming for other things that are usually on a lever (not necessarily on a real life axis) like multiple flaps positioning, tailhooks, manual radiators, mixtures, etc. If wishes were fishes ... well ... we'd all smell pretty bad!
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Su-33, Nadia reports wrong engine on fire.
Winston 60 replied to Winston 60's topic in Su-33 for DCS World
Yeah, could be. :doh: Or... maybe Nadia has had too much vodka today? :drink: -
I use another computer as my server and connect to it with my gaming computer just like all my other multiplayer clients, so yes, it would be possible for the host to see the ships without this problem as he's flying with the same computer that's hosting the mission. This is probably why I couldn't see this when testing as I do all my mission building and testing on my gaming machine. I always see the ships when testing in either singleplayer or in multiplayer if I'm hosting on the same computer that I'm flying with. I expect the ED programmers have to work double hard to get this software working in single player AND in multiplayer. Problems like these are also reaffirming my suspicions that there's really little to no multiplayer testing done at all.
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I don't know how long this one's been going on as I haven't built a multiplayer mission with ships in it for a long time. In release version 1.5.6 when ships are placed in the mission and set to activate sometime after mission start, they will disappear as you get close to them. Their labels will disappear too but their bow wakes always remain. As you move away from them, they and their labels will reappear but as you again approach within bomb attack range they again vanish. We tested this using the Elnya tanker and both the cargo ships so I'm not really sure if all ships have this bug. When the ships are not late activated by a trigger and are set to start when the mission starts, this does not happen, nor does this happen in singleplayer. I've not seen this reported so I don't know if it's another bug in the long list of 1.5.6 problems or I'm just late to the party and maybe this has been going on for some time? Here's some screenshots, most of them taken within seconds of each other. If you can't see what I'm pointing too in the shots, download the pics and zoom in.
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When I close my DCS I have a crash
Winston 60 replied to Skulleader's topic in Release Version Bugs and Problems (Read only)
I also have problems exiting the game. No matter if using mods or pure game, exit problems exist both ways. I either get the 'DCS.exe has stopped working' or a black screen which can last up to 3 minutes before returning to the desktop. This started a few patches ago and now it's a coin flip for me if the game exits cleanly. :( -
So true with the CBU-87's. We now use CBU-97's instead. From high enough and with a steep dive you can use CCIP. But since they have improved simulated splash damage from iron bombs, vehicle kills can be made using Mk-82's x2 and Mk-84's in CCIP mode. Now you just have to hit close by.
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Are your planes Su-33's trying to take off from the Kuz? There's one bug I know of in 1.5.6. I just discovered this today... see here: https://forums.eagle.ru/showthread.php?t=183363
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Anyone running these multiplayer missions in release version 1.5.6 will notice a new bug with the Su-33 launching from the Carrier: Clients seem to be locked out of the left launch position on the Carrier deck. Multiplayer clients will spawn in on top of each other on the right launch position. Your planes will be merged graphically, but you can still launch. Singleplayer is OK, this bug exists in multiplayer flights only.
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Release version 1.5.6 Multiplayer bug: Two Su-33 aircraft are placed on the Carrier using "Takeoff from Ramp". This defaults to "auto" for the PRK position. Upon entering the mission, the two clients find their planes are merged. Both spawn in on the right side of the deck, the left side seems now unable to accept an aircraft. The planes are combined graphically but can still startup and takeoff. I've tested this with several of my older 1.5.5 missions that worked properly before, so this is new to ver 1.5.6 This phenomenon is usually accompanied by a "DCS.exe has stopped working" error when shutting down the game. This is a multiplayer bug only, in singleplayer with an AI wingman, he is positioned correctly on the left side.
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Flying the Su-33, I must have dragged my left engine nozzle on the carrier deck when doing some landing tests tonight. As I boltered I looked over my left shoulder and saw the fire, even switched to an outside view to be sure, and all the time Nadia was reporting "Right Engine Fire!"
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When firing R-27ER's, why is it that I can get a launch authorization much sooner when using TWS mode than I can using STT mode? In other words, why can I fire these missiles at a greater range using TWS instead of STT?
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The sheer number of items that were given attention or changed in the 1.5.6 patch is vast. It would be better generally for ED to put out smaller patches more frequently rather than such a large undertaking where so many thinks can, and obviously do, go wrong. With so many general performance issues, stuttering, load times, graphic issues, etc. it's much harder to find the bugs when so much code was changed. Smaller patches (fixing and introducing fewer new things) but releasing them more often would be a wiser thing to do for ease of repairing the product if and when bugs occur.
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Thanks for the explanation. You seem to know a lot about these two Thrustmaster products. I'm now feeling better about purchasing the VKB stick and Thrustmaster adapter. I've also just received confirmation, through rrohde, that this indeed will work: "... according to VKB HQ, both the Cougar and the Warthog grip will work with the VKB adapter".
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Thadiun Okona, Thank you for the info. Do you have first hand experience mounting the Cougar handle using the VKB Warthog adapter? I know the grips look very similar, but this is a lot of money for me to invest if this is only hearsay. I'd like to make this a trouble free project and not have anything go wrong. :joystick:
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I was thinking of purchasing the Gladiator Pro Mk.II if I could put my Thrustmaster Cougar handle on it. I see an adapter is available to attach the Warthog handle, but no adapter is mentioned for the Cougar handle. Will this Warthog handle adapter work to physically attach the Cougar handle as well?