

birdstrike
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Everything posted by birdstrike
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yeah,...most of the times my pc completely freezes up or even reboots itself since that patch. usually it doesnt create a crash log for me either.
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of course we all know that the damage model has big problems. the older the aircraft are, the more obvious this is. we know its being worked on, but i fear the new damage model will not solve this issue. bullets go "through" your target without hitting...the damage model can be detailed next to none, it will not help if it "doesnt" recognize that your target should be actually hit. it seems this is either a netcode or FM problem, or a combination of both. for the 109 especially it also doesnt help that we have still the wrong cannon loadout, proven by rely and i think confirmed by Yo-Yo. i fear that even after the introduction of the new damage model, we will still see these jerk-off manouvers in multiplayer for a long time which is a shame as this completely ruins the otherwise pretty good immersion i get out of dcs dogfights usually.
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for my taste the AI bails out way too soon now...one little hit and the AI surrenders and jumps. for me thats no improvement. what would be an improvement is that your hits had an actual effect on the flying characteristics on the AI. what would be an improvement is that the AI didnt have marksmen capabilities that no human has. what would be an improvement is that the AI in a big offline furball, with lets say 10vs10, not only followed you and finally stopped ignoring the other AI oponents.... there is much room for improvement....the change that the AI decides to bail out after the first little scratch is imo just a workaround for an actual problem, without solving it. imo makes it worse, as it keeps ending dogfights way too quickly, and i have the impression that this new AI routine usually prevents you from making your killshot. in comparison, online dogfights usually start where now the offline dogfights end.
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get prepared for sudden unexplainable engine failures. :)
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well the 109 is even a pig at slow and moderate speeds in regards of the stickforces...the pilot cannot even give full rudder at takeoff speeds. and that although it has a flettner rudder, and the aerodynamic surface is probably half of the size of the p51s. and yet our pilot struggles to give full inputs at these speeds. :doh: yeah, the 109 has/had high stickforces, but what we have here in dcs is just :lol: and then on the other hand, the spit is that sensitive, that it can throw that sudden manouvers that just look like something from outer space. sometimes it really does look ridiculous. no way, the spit is that manouverable, as not even modern jets are able to pull that sudden manouvers. yeah, the general characteristics are there...but dcs put it way over the top in both extremes imho. about the AI...its easy to nail the AI, as its really stupid, has no brain...it will not exploit its strengths at all...once u understand how the brainless AI is programmed its easy. (well, of course you need training yourself)
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most of the ww2 109takeoff footage i saw suggest the opposite.... i know its very much possible to takeoff without flaps, nevertheless they dont hurt but help.
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well...with gear down, and flaps to 2nd position ~20° it has more a nose down tendency than with flaps retracted. furthermore, even if its not necessary at the JFK runways we have on our current maps, it will shorten the TOD, which is never a bad thing.
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generally i agree...except that in dcs, the 109 cant be considered a boom n zoom fighter. it has a good climb rate but the stickforces will do everything to avoid an successfull attack at speeds higher than 400ph at anything except a completely straight flying target. so while in singleplayer against stupid AI target drones it might work, in multiplayer you will more often than not be pretty dissappointed with boom n zoom attacks. imho the 109 is the worst boom n zoom fighter in dcs as even if its good in keeping an energy advantage once accomplished, its by far the hardest plane do trade that energy for an successfull attack and most of the times its sheer impossible online as usually your oponents are more intelligent than the AI and will break away out of your attack path. you will be :joystick: just to notice that the 109 just doesnt react. the spitfire on the other hand, has just about the same climb rate, is very very sensitive on the controls...as long as you dont overpull and try to do 12g, it will listen to your inputs instantly. with a steady hand, although slower, the spit is the better boom n zoom plane...and if your boom n zoom attack runs should fail, and your oponent gets about equal energy, just switch to dogfight mode, where the spit excells everything by far.
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my experience is, that when the enemy pulls a continuous turn, it takes about 3-4 cannon bursts at a distance of 150-200m, to make him go down, on average. and the higher the distances, the less effect they have when hitting the target, which i find kind of confusing as it shouldnt be dependant on kinetic energy? things get considerably worse, if the enemy starts to pull and push on the stick like a crazy cook whirling up his soup. then the enemy can be directly in front, spinning around directly in your gunsight for several seconds without changing direction, a few meters in front of you, and although you know that your bullets should be definitely hitting, they seem to not cause much if any effect. i fear, that this is a deep underlying problem in how dcs is processing the FM and probably not even a damage model problem. it feels as if as soon as they go haywire on the stick, dcs has a hard time to cope with the sudden input changes and loses track of exact position and attitude in space...and therefore doesnt recognize whether a bullet hit or not.
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for me no....i dont use any mods or reshade or something... 2.5.3 ran perfectly stable on the same day when i installed 2.5.4....and from exactly this point onwards dcs became totally unstable and crashes every day several times. here is the last crashfile: OS-Version: 10.0.17134 () 0x100-0x1 0x00007FFB21195B44 (edCore): mmfMemoryBlockPreload + 0x34 0x00007FFB2927C9C2 (edterrain4): (function-name not available) + 0x0 0x00007FFB29463B39 (edterrain4): (function-name not available) + 0x0 0x00007FFB2907432A (edterrainGraphics41): edtg41::TerrainRenderable::dump + 0x57D8A 0x00007FFB29074393 (edterrainGraphics41): edtg41::TerrainRenderable::dump + 0x57DF3 0x00007FFB29074393 (edterrainGraphics41): edtg41::TerrainRenderable::dump + 0x57DF3 0x00007FFB29074393 (edterrainGraphics41): edtg41::TerrainRenderable::dump + 0x57DF3 0x00007FFB29074393 (edterrainGraphics41): edtg41::TerrainRenderable::dump + 0x57DF3 0x00007FFB29074393 (edterrainGraphics41): edtg41::TerrainRenderable::dump + 0x57DF3 0x00007FFB29074393 (edterrainGraphics41): edtg41::TerrainRenderable::dump + 0x57DF3 0x00007FFB29073100 (edterrainGraphics41): edtg41::TerrainRenderable::dump + 0x56B60 0x00007FFB21185149 (edCore): ed::thread::hardware_concurrency + 0x2099 0x00007FFB21182BAB (edCore): ed::StringsCacheFast::clear + 0x212B 0x00007FFB6736C4CE (ucrtbase): o_ceil + 0x4E 0x00007FFB68743034 (KERNEL32): BaseThreadInitThunk + 0x14 0x00007FFB6A563691 (ntdll): RtlUserThreadStart + 0x21
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but right now we only have 1 dcs world installation, where the FC3 "pack" can be considered as a single module integrated into dcs world...with MAC this sounds different, and up until now or until I know more about how that is going to work out, i agree with both the guys who think it could be a good thing, but also with the guys who look at this product with scepticism. from your post it almost sounds as if the dcs world players will be able to join MAC servers but not the other way round?
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no...they had it working before. before they were officially introduced in the menu as a special tab option, ED had it in a lua file(its probably still there) , where you could adjust all three trim tabs. according to Yo-Yo, they hardcoded the elevator trim tab on purpose so that its not adjustable by the enduser, and its not a limitation of the engine. they didnt give a real reasoning for doing this, except that the 109s tendency to pitch up is a safety design iirc.
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if im not mistaken such a video already exists in the groundphysics thread. and i completely agree with your statements about the real life behaviour of ailerons and rudder... but i just cannot observe them that way in dcs. especially in the 109, in vertical manouvers at stall speeds, its the rudder that all of a sudden seems to cause adverse yaw effects and not the ailerons. with this statement i dont mean that adverse yaw is not modeled for ailerons, (i know it is modeled) but just that its definitely easier to climb higher before stalling when using the ailerons to keep the plane on the vertical path instead of trying to adjust with rudder...especially in the period close before the stall happens...this doesnt mean i am of the opinion that in dcs no rudder is needed at all though either. you will still need right rudder. but its better to just give little right rudder at the start of your vertical manouver, and then dont move it anymore until the stall happens(even if the slipball shows drastical slip). and avoid the stall as long as possible with the ailerons. this might be connected with my previous observation, confirmed by others who tested this as well, that slight to medium slips dont seem to cause any drag at all. but thats an assumption on my part that there is a direct connection with the above. i know this thing has slats which keeps the ailerons longer effective than without..but still. i can also observe, that on the ground on takeoff, right ailerons all of a sudden keep the nose from drifting the the left, where even full right rudder doesnt do its job.(in dcs of course, not in real life) these are my personal observations in dcs, flying the 109 since its beta release.
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not your fault eekz...we all appreciate what you have done to the labels to get it up to "realistic" spotting beforehand...its not your fault that they decide to twist and turn it around the 3rd time, and brake what was working before... no....its not broken since 2.5.4...its broken since dcs exists...
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well anything else would be a joke right? :)
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BEFORE the takeoff: prop pitch set to 12o'clock and set to MANUAL coolant flaps open and set to MANUAL trim: at least in dcs, its more comfortable to have a fully nose down trim, so trimwheel all the way forward until you can read the 2 on the trimdisplay. takeoff: full right rudder even BEFORE you push the throttle forward. throttle full forward, full power, then quickly slightly back, to not use MW50 at 1.8ata, but 1.4ata. you might even need to touch the right brake briefly. in the very first part of your takeoff, it also helps to keep the stick slightly held to the right. (this is one thing i dont like in the dcs FM at all....ailerons are more effective at low speeds than the rudder. slight right aileron input acts like rudder in real life and keeps you straight) the more you accelerate, the "less" rudder you will need(and with dcs physics, the less right aileron you will need)...but you will still need plenty and sometimes all the rudder you have. you dance on the rudder to keep her straight. then there is the moment, where the tail comes up off the ground...its important, to have again full right rudder in that moment...its even better, if you do this in advance. better give full right rudder a second before the tail comes up. otherwise you are likely to tilt with one wing. once the tail is up and you are running only on the mainwheels, keep your feet prepared to give left or right rudder inputs to keep the plane straight. at around 180-200kph, slightly pull on the stick to have a positive rate of climb. i hope this post helps slightly more than the suggestion to just "practice" ;) EDIT: the above is one way. and pretty close to how you would do it in a real 109. in dcs though, there are many different ways to do it... it is even possible to takeoff even without any rudder inputs at all...im sure thats not going to happen in any real life 109.
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a new and exciting World War II map in development
birdstrike replied to Captain Orso's topic in Wish List
the planeset that was flying in North Africa would be very appealing. unfortunately, we dont even have a single aircraft to fit with it yet....but yeah,...here is hope too that life is long...lol -
indeed...the aeral battle lasted to the very end of the war in that area, its a beautiful scenery, very interesting in real life flying too, would fit the already existing planeset and its different to what the sim competition is developing right now...definitely my personal number 1 choice...but lets see what we'll get.
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[REPORTED] Multiple Crashes in 2.5.4 - Logs
birdstrike replied to Gunny Highway's topic in Game Crash
u r not alone -
109 sounds and other so called improvements
birdstrike replied to birdstrike's topic in DCS: Bf 109 K-4 Kurfürst
who is talking about throttle changes??? we are talking about rpm changes. :music_whistling: -
i dont think, that the current crashes so many different people experience with 2.5.4 are caused by any mods, missions, modules...i think its cause is something in the core engine...just an assumption, but reading through the different crash reports, i cant find any thing they have in common, except ver. 2.5.4.
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109 sounds and other so called improvements
birdstrike replied to birdstrike's topic in DCS: Bf 109 K-4 Kurfürst
generally i agree with the above...except the 109 has no usual constant speed prop. and has nothing to do anymore with a constant speed prop, as soon as you fly with manual prop pitch. Kommandogerät?:music_whistling: and of course you hear different rpm settings quite good also with constant speed props... we are talking about different rpm...you hear this regardless whether its a constant speed prop, fixed pitch props, or a car or a motorbike...change rpm->change sound. -
109 sounds and other so called improvements
birdstrike replied to birdstrike's topic in DCS: Bf 109 K-4 Kurfürst
nah i dont like those massage seats i think...i do fly with the msffb2 stick though...but before i flew for years with non ffb sticks like the fighterstick from ch and later the thrustmaster warthog.. but even with these jetseats and ffb sticks you still lose the sensation of acceleration and g force inlfuencing your body. -
when i saw that straights of dover is planned, i was pretty much immediately thinking, the reason for this decision is because they actually could connect the two maps together... otherwise at least with the current planeset, isnt that again a decision where many people will start arguing that plane x never happened to fly and fight there? the map region itself has probably more potential than normandy imo, and if we could get the correct planes for it, that would be a blast. i just hope that speedtrees will be used this time and that we finally see hedgerows which are so typical for this region.