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OGREMAN

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Everything posted by OGREMAN

  1. Take another look ... you will find that in BS1 only the rudder TRIMMER and NOT (as in BS2) the whole rudder was effected by trim settings. The consequence was that applying steering input while trimming then locks the whole rudder into a turn.
  2. Hi Gents :-) TINTIN has got it in a nutshell, the "LEAPING LASER INDICATOR" is IMO severely over done, the whole Idea of it uses a flawed logic..... there is only one laser beam and it is being emitted from a point 6m in front of the beam riding missile. The circle that represents the effective "cone of effective guidance" completely departs the supposedly illuminated target area as each missile is launched, forcing the helicopter to slew a large distance from left to right for each new launch.
  3. Black Shark 1 vs 2 Issues Hi have a little time so I thought I might offer my observations, 1st off I have been an avid active Blackshark flyer since it was first published, I fly an average 2 to 5 hours each day in that Sim so you might say I am "experienced". In general the KA50 is a fairly difficult aircraft to fly (especially if you don't know rotary wing flight) but its systems while only moderately complex are very effective, so ... easy systems - hard aerodynamics. Black Shark 1 v 2 BS1 = Excellent modelling and the flight program is rock solid stable to use. The slightly more simple flight model provides a "crisper" responsive performance, in truth, the difference would not be noticeable to a rookie flyer/user. It is also true that the general environment graphics are noticeably less richly detailed in BS1 and all other aspects of the program are less sophisticated. That said ...... it still posesses massively better graphics than the Falcon program. BS2 The main negatives, 1- for reasons that completely elude me, DCS altered the HUD/ Laser targeting display behaviour in the BS2 model to something that defies reasonable logic, its not a game breaker but it is a constant and highly visible (in your face) irritation when operating the KA50 laser guided missiles. 2- since the change to BS2 the KA50 rudder is tied as (permanently fixed) to the trimmer causing incorrect trim behaviour (this is a big deal on a Helo because the rudder is in constant aggressive use). 3- in order to properly enjoy the BS2 ka50 flight you will inevitably have to apply a couple of "community created" MOD FIXes, this is especially true if you gained your "wobbly wing" skills in the earlier BS1. 4- other more general problems ie with the wider program (DCS World)include unreliable repair process. radio comms for ATC largely a joke constantly changing flight model behaviour due to program patches and updates (DCS fix issue a - only to introduce error bug B,C,D, etc) Missions you enjoy may well be completely useless (broken) as a result of the next patch. almost all of the most useful (sometimes essential) community created MOD/FIX will have to be re-applied after a DCS patch. Despite the above shameful litany, without doubt this (BS2 & DCS World) is the better version to fly for the simple reason that all aspects of the environment, graphics, modelling, AI, mission planner logics and flight dynamics are noticeably better. To sum up, if all you want to do is fly the Black Shark in single play and or value stability over the latest "eye candy" then BS1 will provide all you need. If however you want a cutting edge experience and want to fly in a squad or regular on-line group then BS2 & DCS World is the way to go. Take it or leave it, that is my humble opinion.
  4. Hi Zeno, I am having the same problem with the A10a HUD display, its badly out of scale to the area of the HUD glass thus leaving most of the HUD data inaccessible. Don't know if this is significant, I am using the FC3 version of the A10a. Things I have tried to do (without improvement) to correct the issue, Re-installed FC3 from scratch, fiddled endlessly with view shortcut keys including saving new cockpit view angles (waste of time). I hope this Issue is fixed soon because for the first time in many years it seemed that the A10a had become sufficiently well done to tempt me to start flying it again. Original Flaming Cliffs A10a was a great aircraft to fly but became suspiciously "broken" when DCS began their project DCS A10c.
  5. Noticable stepping & skips of TrackIR with v1.2.6 I have experienced the same skipping/stepping behaviour in Track IR since the 1.2.6 patches. It is certainly an irritating effect. My Rig is:OS;-Win7 home premium +svc pack1 64bit, CPU;-Intel Core i7-2600K @3.4 x 3.4GHz Motherboard;-ASUS P8Z68-VLX + Intel Chipset Graphics:-NVIDIA ZOTAC Gtx 560Ti 10024MB DDR5 HDMI DVI PCI Internal Drive;-Primary C drive Kingston SSD SVP200S 3240G ATA, Secondry Drive Seagate "Barracuda" 1Tb SATA 1700RPM 32MB cache RAM 4x2048MB DDR3 PC3 12800 @ 1600Mhz 240 tot=8.00 GB TrakIR4Pro(using driver ver 4.2.039) HOTAS;- Saitek X52 Pro + Saitek Pro Rudder pedals.
  6. This issue is NOT FIXED for me or any member of the Squad flying tonight Tue 08 Oct. Submerged object (Illusion) at Senaki Kholki.
  7. -=Shrek=-Sqh FIRST RESPONSE from test in MP It is early days and still needs a little more time to check out performance but at this point, congratulations ED team, you seem to have produced a patch that delivers a positive result. All smiles at -=Shrek=-Sqn training night tonight, where we flew a solid full on combat mission without a single crash. It was not exactly a "stress test" but the 8 members flying were operating their ACs weapons at full stretch without as much as a stutter. One possible bug might be in connection with some game triggers that failed (group % destroyed - triggering an activation) but as said before, its still a bit too early to be sure. WELL DONE! ED, its refreshing to have a patch that gives a positive experience.
  8. 2nd 1.2.6 patch -=Shrek=- updating It is really coming to something when you FEAR the CONCEQUENCES of accepting a new patch from DCS.... here we go! -=Shrek=-sqn is accepting this patch.
  9. Thanks Irregular! My Squadron has rolled back to ver 1.2.4 which is the last version that allowed my squadron to fly together and actually complete a mission without kicks/crashes. Unfortunately that version too has plenty of playability problems which brings me back to my remark "after MANY MONTHS" of problems. You see at least one well established squadron has now gone to the wall sighting multiplayer game stability issues as a important factor in the decision to end their involvement in DCS.
  10. After many months of frustration at the state of DCS world multiplayer I feel that I must ask this question. Reading the DCSW game crash thread fills me with dismay. I see enthusiastic members of the community going to extra ordinary lengths to identify crash bugs while DCS proper wont even report that they are attempting to resolve the TRAIN RECK that is the current multiplayer environment. Official statements that multiplayer community are a very small and one can only assume by implication "unimportant" part of the DCS business model, such ideas hardly serve to inspire confidence that DCS will give priority to this problem. Furthermore, I have to wonder just how long can new eye candy modules be attractive when the users realise that their magnificent new toy is next to useless because it wont fly in a full combat multiplayer environment ..... if it is to be a single player only biase to DCS then maybe I should have settled for a GameBoy instead of investing £thousands into this hobby.
  11. Many thanks Peter P, you are hereby formally awarded DUTY HERO status in shrek sqn for the rest of this week S! :-))
  12. Proper neck mod for DCSW v1.2.4 Hello Peter P, Have you got the version of your neck mod for DCS ver1.2.4? -=Shrek=- sqn has rolled back to v1.2.4 for squadron flying because of server stability issues with 1.2.5/6. I have certainly noticed a distinct improvement in head movement tracking .... it is definitely much more natural. Thanks Peter P for your outstanding Mod S! :-))
  13. You have hit the nail on the head , I concur Frostie, and still cannot see why it had to be altered.
  14. Hi Locoidle, As an avid hardcore flight simmer in DCS series, I dont give two hoots as to the size of market a piece of software might attract but I do care about the quality of a graphics engine that could make an already excellent sim into a world renowned all-time classic. OUTERRA graphics engine could do that for DCS but it will require a leap of faith on the part of DCS (something I dont think they are capable of). The PROs--- 1;Outerra engine models the ENTIRE PLANET to as little as 20cm detail, thats every rock and boulder as taken from the global satelite systems. Imagine ... no more problems of map scale or new terrains. 2; Because Outerra uses fractal generation of the physical world it can maintain silky smooth presentation of the world at infinate view distance down to individual blades of grass in the meadow. 3;The sandbox structure of the graphic engine allows for easy customisation of physical features even to the creation of total fantasy terrains. ? PRO or CON? -; The physical world while rendered in breathtaking detail is also TOTALLY VIRGIN, ie without any evidence of human habitation. The sandbox design of the graphic engine provides excellent facilities for the replication of the built environment (including airfields, buildings ,roads, harbours etc. This of course means that areas of human occupation would have to be BUILT. CONs 1; While the OUTERRA engine provides a very good physics model (as demonstrated by videos) it is not directly interchangable with the DCS physics, thus it would probably require a complete re-write of the DCS program to make it compatible. (Needing Faith and Vision). 2; Not all aspects of the OUTERRA world are replicated at this time, specificaly the Vegitation that characterise DESERT,TROPICAL,SEMI ARID, regions is not yet available. The single vegitation character that is available is TEMPERATE. So the grand canyon and Gobi Desert both look like they were transplants from ALASKA. CONCLUSIONs The outerra graphics engine absolutely rocks, but it is still under development for the inclusion of some pretty fundamental stuff rivers ,streams, clouds and weather patterns.... global variation of Vegitation and human occupation. Until these things are in a working state the flight sim activity is going to fall short of being immersive. I have followed the development of this graphic engine for the last couple of years and am sure it could be a massive hit in the "all sim catagory of gaming".
  15. GRATITUDE from -=Shrek=-Squadron On Behalf of all the members of -=Shrek=-Sqn I would like to express our gratitude and appreciation for the hard work and ongoing creativity that DRAGON has gifted this community. Your mission pack is and has been for a long time a great set of missions that are as poular now as they were when you made your first release. Many thanks from us all at Shrek Air Strike Sqn.
  16. FEEDBACK MASH is Painless MEDEVAC We have this evening been running your medevac script in a test within one of our training missions. This script is BEAUTIFUL , congratulations on a work of art ...... I love the way it runs and particularly like the way it generates a casualty "bleedout time" linking it to the lifebar status of the casualty. Picking up MULTIPLE groups of casualties in the same lift is also well handled with the "Bleedout time" being indicated by an alternating display showing each groups status .... its great. Thanks to your help we were also able to change the pickup point smoke colour to better suit our need. This was by no means an exhaustive test but the first test runs have been great for atmospheric activity for the HUEYs we all loved it. Possible improvments...... well there is some concern that because of the ruthless efficiency of AI combatants it might be difficult to get enough casualties / survivors to keep one or two MASH HELOS busy during a mission, the logic being that if they were in contact with enemy AI then the spawned casualties would also be quickly killed in follow up action. This might generate lots of "futile" casevac notifications. In our test session we had a player killing units that were not in direct contact with ememy ground forces, this produced casevac requests that had survivors to pickup. The other problem lay with the choice of cas location information format ie MGRS grid reference . This is less than usefull when your F10 map cursor only shows Lat & Long and as far as I know its not changable "in mission" bearing in mind that players are now increasingly swapping between many different aircraft in a single session so it would be much better to provide for locations format to be selectable in some way, or if that is not an option then the default choice should be Lat & Long. BIGNEWY-=Shrek=-99 is now looking to further refine its integration into our training missions. So the test run got a big thumbs up and we will be using this script in our missions for sure. WELL DONE from shrek squadron members.
  17. Excellent work ..... this has made management of the laser much more user friendly, Thanks for sharing this S! I would add that some of your translation (symbols) abbreviations are not so helpful, the "TA" for example is perfectly logical and translates nicely to "Target aquired" so it would be left unaltered if I had the choice.
  18. This link will take you to the squadron dedicated YouTube channel showing our latest videos. https://www.youtube.com/channel/UC-wKPLRzpELZxwuS1PtHVAQ?feature=guide -=Shrek=-Squadron & DCS HAWK "Paint It Black" Shrek Air Strike Sqn ANTHOLOGY NEW MUSTANG MOMENTS, take a ride with Shrek Sqn
  19. Aviation Interest Vs POLITICS of CONFLICT Put simply ....... I dont care to re-enact or play Alexander the great on the basis of national politics ........ (citizen of ONE WORLD) so I would choose my next terrain based on its interest from a flying point of view. I would even be happy with a total fantasy terrain. JUST GIVE US NEW TERRAIN NOW.
  20. Its so obvious! why did I not think of that lol .... will DCS adopt this Idea? after all even the helmets in the ACs have sun visors....
  21. Hi Evil Bivol, Thnx for the input, but with all due respect, I have heard this before so many times with the DCS series updates/patches .... all I know is that flight responses have definately altered and "trust me" with the hours I put in on this sim I am not mistaken. I suppose the question I need an answer to is why... I am now resetting and testing my stick profile and in game axis profile to try and recover that original sensitivity and responsiveness.
  22. Thnx TinTin, What seems to have changed is that when trimmed out at steady speed I can now take hands off and the AC flies on as if on rails, I can go hands off without the slightest tendancy of the AC to wander from flight path. The same is true to a proportionally lesser extent even in an untrimmed state ..... it almost feels like there is a autopilot in use.
  23. Thanks for your response, Checked all settings and they are as usual, Flight setting is set to "SIM" max realisim no rudder assist no takeoff assist.
  24. The DCSW v1.2.4 update has had some disturbing effects on the flight dynamics modeling for the Mustang. I have noticed a SEVERE dumbing down of the stick sensitivity and flight dynamic responses..... its so dumbed down now that it feels like a 1970s penny arcade game compared to the P51 that I have come to know and love. The aircraft now feels like it is mounted on rails ..... can anyone see the same thing? because if this is how it will be I may come to regret this "so called upgrade" by DCS.
  25. Deep Sympathies and respect. On behalf of all members of my squadron please accept our great sympathy and respect for the loss of a man who has influenced the world of combat flight simulation. As someone who became addicted to the "Flanker DCS ED LockOn" group of sims I know that I owe Jim Mackonochie a debt of gratitude for his indelible contribution the genre. R.I.P Jimmy Mack S!
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