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Everything posted by Shepski
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The video does not clearly represent Black Shark as I see it on my monitor I'm afraid. Did you watch the Ka-50 start-up producer note video Wags made? Did you see a fisheye effect at anytime in it?
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This is what a fisheye lens image looks like... nothing like what has been shown of Black Shark...
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ED future plans about dynamic campaign
Shepski replied to SwingKid's topic in Lock On: Flaming Cliffs 1 & 2
That was pretty dramatic Andrew! :( Hope all is well with the new job! :) -
Collective? Anyone have any BS expirience with a HOTAS?
Shepski replied to RedTiger's topic in DCS: Ka-50 Black Shark
I use a TQS with Stickworks digital chips as a collective and have no problems at all. Urze's collective mod looks very nice and I'm sure adds more to the experience then just a HOTAS throttle unit. The Black Shark FM, in full mode, is only made easier with the use of the autopilot channels, generous use of the trimmer, and knowing what effects the change in collective will have on the yaw axis. The autopilot channels don't fly the chopper for you like you might think but they help to keep the machine stable by dampening the forces acting on it. Using "route" mode with the "desired track" set it will fly a nav route hands off in terms of lateral navigation but you still need to control the vertical. The auto-hover mode works very nicely but you have to get it slowed and stable before engaging it and then each time you rotate the nose to point it in a different direction you have to use the trimmer again. There is a "descent" mode with the auto-hover that will automatically descend the chopper at a slow rate as long as the mode is engaged and when released it will stop the descent. This is great for popping up and down behind a ridge. Another function is a trigger that will disengage the auto-hover altitude hold and you can climb by increasing collective while it's pulled and when you let it go the altitude hold mode will re-engage. Just an example of the automation in the Ka-50 in DCS:Black Shark. -
There is nothing left for me to discuss... you'll have to wait and see it on your own machine with your own eyes before you can be satisifed.
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You are looking at it through a video camera which is looking at a monitor. It doesn't represent well what you see on your own monitor. It also appears that in the video the resolution is set to a 4:3 format and it's displayed on a widescreen so the image is stretched. I just re-checked on the current beta with TIR 6DOF and can confirm there is no fish eye distortion. That's about all I can do and hope you will understand.
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I can't play it because it says my download folder doesn't have enough room... where is the download folder? OK working now... at what point in the video? I don't have the time to watch 27 minutes of it.
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Where in the 2008 exibition video? I haven't looked at it. You'll just have to take our word for it GOZR... nothing more we can do to help you understand.
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Let me try to explain this better. With 6DOF Track IR you are moving your viewpoint within the 3D cockpit so you can only move your head back as far as the seat. You can move it forward, up and down, and side to side, and even roll it but are limited to the actual cockpit. You can look over and behind the cyclic, and forward and beside the HUD if you want. When you move your view around in the cockpit there is no zooming of the outside world like you see in Lock On with the KP* and KP- keys. You can move your head as far forward in the cockpit with TIR 6DOF but the view outside is the same as only the cockpit viewpoint is changed. If you are not using the 6DOF features of TIR then the KP* and KP- zoom keys function the same as in Lock On but you cannot zoom the view any further back then the seat so there is no "fish-eye" effect like you see in Lock On.
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In the cockpit it feels completely natural with the 6DOF TIR capability... no fish eye whatsoever!
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Me either... worked fine with ModMan 6. Amazing work grandsurf!
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Here's some obscure info... Wags, myself, and a small group of the Flanker 2.0 beta team were testers for Team Apache. I really liked the interactive training it had.
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Wow does that bring back memories! FPK was stunning when it was released and watching the Blackhawks insert special forces units while hoovering in your Apache a safe distance away and waiting for them to come running back to the Blackhawks followed by the explosives being detonated was one of the best PC sim experiences of that time. Loved FPK and LB2!
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The drift vanes are modeled.
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The Crimean Tour: Taking in the Sights
Shepski replied to Ironhand's topic in Screenshots and Videos
I made the tour during beta of Flanker 2.0 once I realized the amount of detail that Eagle had put into the terrain and released it once Flanker was in the stores. So... that makes it almost... 8 years ago! -
The Crimean Tour: Taking in the Sights
Shepski replied to Ironhand's topic in Screenshots and Videos
Great work as usual Rich!!! I loved the history lesson! Thanks to Brit Radar Dude's great expansion of the original mission I made many, many years ago! Here's a challenge for everyone... in the Su-27, fly through the rock sea arch from the opposite(shore) direction. I've made it through a few times but you have to approach parallel to the coastline and dive down and turn it hard right into the arch... barely any room for error and the timing must be perfect! -
There is an option in the triggers menu to display a message that you create or a sound file.
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:megalol: Great one Leafer! Wonder if the person in question has ventured over here under some alias? ;)
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The ADF can pick up radio stations in reality... we listen to hockey games, football games, and music while cruising the skies.
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Thanks Yellonet! S! The APU gauge is an EGT gauge and the indication lights are: oil pressure, auto-shutdown due to overspeed, APU fuel shutoff valve is open, and APU normal operation light. The gauge in the 2nd pic is the rotor pitch gauge. The gauge in the last pic I'm not sure about.
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APU engine gauges and indication lights are located on the left side aft of the fuel cut off levers and rotor brake. The gauge below the engine RPM is the fuel gauge.
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There should be hardly any rubber down the centerline before and after the touchdown area... but the rest looks great.
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It looks like normal grass texture that has been zoomed in and it looks as if your viewpoint of the grass is down on your hands and knees.
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Bloody amazing work... it looks like a completely new sim! I also agree that the new grass texture grain or blades are too large and next to the runway it does look like a walking path.
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Tech's LOFC Enhancement Pack, seeking your opinion...
Shepski replied to ACUTech's topic in DCS Modding
Great idea! You can use my work... no problem at all.