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SlipBall

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Everything posted by SlipBall

  1. not the best viewing angle but I think he does a 3 point here. Also notice that he does a quick turn to the left side (right before the threshold) so to line up , so as to aid in his visibility
  2. yes, the article did not supply that, only the ATA
  3. that's true but there was a ATA number they used when covering long distance's, I can't remember it though
  4. I read some where that the pilots flew 109 by ATA, so as to conserve the engine life's
  5. Why not give GumidekCZ some direction and advice on his willingness to try to do better on the sounds. The problem being that he needs the sound files/manipulation of explained a bit, so that he can jump in to work on his mod. :thumbup:
  6. Have you seen here: http://forums.eagle.ru/showthread.php?t=135412&page=4
  7. yep a new thread is in order if someone wants to pursue this subject :smilewink:
  8. if you look at the German aces they seemed to prefer 70m, before they opened fire...I'm not at all sure that the ballistics in game are correct, just judging from my own experience using the P-51 guns. I have not fired yet the 109's guns at a target, so as to evaluate for myself what I think of them :P
  9. we are in 1944 now with its ammo's performance, we are not in Afghanistan 2014 :D If you want results you need to be close, asuming that the ballistics are correct in this game, convergence must be correct also...a bullet stream fired from a gun at 50 meters distance away, will fit into an area fifty times as small as the same bullet stream fired from 500m away. Keep in mind that bullets lose power over distance aswell. Using the same example, a bullet fired at 50m can puncture light to medium armor. But at 500m it may even bounce off human skin :pilotfly:
  10. At 800m a bullet would not pierce human skin, 250m is really too far to be very effective
  11. I cannot see how that would be an advantage on-line. If the ballistics' are historically correct, and they are modeled accurately. Then the pilots selection for convergence should not matter at all(except to his own use.) For example, in my case I like to ambush by sneaking up behind and close to under 100M, so I would like to be able to set my guns accordingly, before taking to the air... does anyone know if it is possible to change the convergence now in SP, is that what yo-yo was saying up above?
  12. yes they did a great job on this aircraft and it is still being refined
  13. various trees and shrubs object would be nice to make the hedge rows dense/thicker
  14. you could still find the MS FF on e-bay...I bought a brand new one(Red box version) in a battered box a couple of years ago on e-bay. After a while, I wound up listing it on e-bay, and selling it.
  15. sounds are such a personal thing, and I wish that I had a little better hearing now...too much unprotection in the past, music, guns
  16. that's the problem they can't give us all of them, and they are all important
  17. marshmallows or schnapps would be good
  18. I know that work continues full steam ahead on our WW II map. I was thinking of all the great objects that would be needed, to bring the map alive. They can't give them all to us, so what are a couple of your choices as being important to the map, as for me...camp fire/or oil fire to mark runways on the new forward bases, and still thinking of a couple more, but hard to choose :doh:
  19. Of course I will David 1. I went to DCS World/sounds/effects/aircraft/engines/DB605...I selected all of them, then selected copy 2. I went to DCS World open beta/sounds/effects/aircraft/engines/DB605... then selected paste 3. One by one I renamed the original files in the folder by adding "org" to their name, example: ColdStart.wav to ColdStartOrg.wav 4. Then one by one I renamed the pasted files, example: ColdStart-Copy.wav to ColdStart.wav 5. Then I opened my free copy of Audacity 6. Then I went back to DCS World open beta/sounds/effects/aircraft/engines/DB605 and selected Whine1-Copy.wav and dragged it to Audacity 7. Then in Audacity, I selected from the top tool bar Effect/Amplify 8. The value if I remember right was +2.2, then I moved the slider to the right for a value of +10.2 9. I then('exported' from the file menu) saved the new file in my documents, I deleted the Whine1-copy.wav and then I cut the new (altered)one from my documents 10. I made sure that the original was still renamed to Whine1Org.wav and then I pasted the new file and I renamed it to Whine1.wav That's it David, done...the only problem would be is if DCS World/sounds/effects/aircraft/engines/DB605 were up-dated to the new 109 sounds, mine were not, so I could do this
  20. I went back to the previous sound's which I felt were pretty good to begin with. What I did though, was that I increased the whine volume by a factor of 5X...All along , it was the whine sound that was a bit missing/weak to me. That's no longer the case, it even scares me now when I do a flyby. :P
  21. If you guys prefer the previous sounds, they are still there in either World, or beta, provided that you did not up-date both of them yet. For example in my case I have the latest up-date in the Beta, but in World I did not up-date yet(I'm not sure if there's even an up-date available for World's 109 sound, but there must be), and so I have the earlier sounds...I just made a copy of all of them to play with, maybe swap them in to the Beta when I have some time.
  22. No, I do not have that file in World, or in the beta
  23. That's good that you found that...as far as why the devs did that, maybe the weapon historical was used only for a handful of rounds at a time at close range, no need of the tracer...just a guess
  24. apples and oranges I know...but a ships rudder is quite small, but the rudder authority is quite strong(I know water is denser) in response to the prop wash with little headway and low RPM. Rudders whether on aircraft or ships, because of their location at the rear, have a huge pivot force
  25. Yes I think it is lacking too, as compared to video footage
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