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Fishu

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  1. the official beta versions (still in beta if you ask me) worked better on 64-bit windows than 32-bit. Of course there was a difference of 3 gigs of RAM, since after obtaining 4 gigs of memory I was being lazy with the installation of 64-bit windows. Full 6 gigs made the game less prone for CTD due to graphical issues.
  2. In late 2008 I posted this setup involving EEE PC 901: Yesterday I hooked this up: Took a while to get around and buy a small screen (find a cheap one that is). It's also touchscreen, should I ever need the feature.
  3. I don't. There's many pages of bla bla bla with little content. So this is a welcome thread. I don't have time to every day go through lenghty threads in several forums looking for something I need, just because it might come today. This is not the only game which has problem with people forcing people to continue enormous threads of inconclusive bla bla bla with posts of significant value and I sometimes keep missing things because of the mentality. One thread unrelated to games, which has some interesting stuff every now and then, is just 500 pages long and grows by the hour. Whenever someone creates a new thread there's a bunch of people telling "WHY DIDN'T YOU USE THE EXISTING THREAD!?". God. Looking for content afterwards with search function is practically impossible.
  4. Toggle on all the AP modes except altitude hold and then toggle on the FD. Trim your chopper to keep pitch and bank level with the (artificial! you don't want to level with the top of a mountain in front of you) horizont. Keep some forward motion and gently descend towards the landing platform, but be cautious of the vortex ring state. There's no hurry, just keep it steady and going forward while eliminating any side slip. Try to keep control inputs to minimum especially closer to the ground and platform so you don't enter into pilot induced oscillation. Remember to keep it trimmed so you don't have to fight the controls, especially try to avoid fightning banking inputs which could lead to side slip - pitch is easier to keep in check. Try to keep in forward motion until you flare for landing, adjust the speed so that you have time to adjust your position sideways. It's much easier if you don't have to adjust by reversing. Look out from the left side window for the platform when you get to it and make small corrections by side slip - remember to not enter into pilot induced oscillation. If you get too much side slip, correct it gently and when you're steady again then re-adjust your position over the platform. When entering above the platform you should be leveled just above it so that you don't have to mind the vertical position when adjusting your position for landing (though, keep enough altitude to safely pass over any vehicles near by). Just before touching down you should slow down to a halt, although very little forward or backward movement doesn't matter, but any side slip will be a bit nasty. Don't idle the throttle at once, but put it down by gently decreasing throttle until you touch the ground and then slowly decrease throttle to idle. Remember to use your brakes so you don't roll over the platform. Trimming the stick slightly backwards once throttle is at idle will reduce the forward motion (assuming that before touchdown you had trimmed the chopper to nearly hover). When approaching your altitude curve should resemble a downwards curve that at first goes down rapidly and then levels off for a bit at the end before touching down.
  5. Wingman comes handy when you run out of ammo.
  6. In aviation they tend to use knots exclusively under the imperial system, instead of mph. 1 kt = ~1,85 kph and 1 kph = ~0,54 kt.
  7. And which also depends on the altitude due to thinner air. The error is roughly 5 kt per 1000ft or 9km/h per 300m. At 3000m the disparency between ground speed and indicated air speed is about 90km/h.
  8. Nowadays they're pretty much changing the combat style to hit & run instead of hiding behind cover to pop up & fire. This is where fire and forget missile comes very useful along with a separate gunner who has the time to fix on target quickly before hightailing away from the area. Sitting target is always a sitting target and vulnerable to even smallarms.
  9. I plugged it to 100 Mbit LAN and created a virtual monitor with Zeroscreen program which transfers the display over the LAN to the EEE. It'd be better over gigabit lan, but my EEE only goes up to 100 Mbit (WLAN supposedly could achieve 300 Mbit, but alas my router doesn't). It seems a bit inefficient program though. 6 frames per second eats up all of the bandwidth. I'm yet to try Maxivista (payware) if it's more efficient as in theory it should be possible to achieve at least 10 fps without a problem. At least in their demo the desktop windows are moving much smoother between the screens than with Zeroscreen. I've been looking for 7 to 10 inch screens with DVI/VGA connection, but I'm yet to find anything under 300 - for which I'll rather buy a big screen. Maybe I'll look for bridged USB connection between the computers - if USB2 is any close to the promises it should be fast enough.
  10. That's why you're supposed to open/dump the door before ditching in water.
  11. Thanks for the instructions in this thread to set up different screens :) Today I was wondering how nice it'd be to have a small screen below my main monitor for Shkval, so I wouldn't have to look to the sides for it, but a bit more realistically downwards to it (not to mention that the cockpit view stays forward with TIR). Then I figured out that I have Asus EEE PC 901 to test with, which seems to have just a nicely sized screen for Shkval. Setup with minilaptop I think I'll turn to use it's keyboard for those few functions that I haven't mapped to the HOTAS. Smaller keyboard is better for one hand.
  12. Wow, from whopping 2km. In the earlier post where I couldn't whack a fuel truck with 26 rockets I was closing in on it very slowly, but rockets usually missed all around it - sometimes one rocket came short and the other flew over. From 2.5km I got a truck when I was hovering still and targeting MTLB - I only had to do mild adjustments to heading. I don't get it how you'll get a whole convoy from 2km :o
  13. Yeah, that's pretty much the problem - no enemy concentrations to shoot rockets at. Good against buildings though, but rarely needs to target buildings (once in the campaign). Gun works good with one or two hits and is precise :)
  14. Gah, rockets are as good as paper weights! Just returned from a mission where I couldn't ignite a fuel truck(!) with 26 rockets from 2 to 0,8km (most at close range). The 14 other rockets managed to blow up a truck at 2,5km when aiming for an APC :) The spread is quite awful. Did they forget to include stabilizing pins on the rockets at the factory? :noexpression:
  15. Dynamic campaign doesn't mean you have to let the pilot to know what's going on all around the front. It means there's more dynamic elements to the war. Pilots do know where the frontline goes though, the safe area that is, which moves from time to time. In dynamic campaigns I just love to see how the front lives and if I did anything to stop a breach of a fast moving group of tanks trying to encircle friendly positions.
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