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SMH

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Posts posted by SMH

  1. 1 hour ago, Ghostmaker said:

    Ill get a photo for you tomorrow, i added a new folder called Massun92-Humans in the Tech folder and extracted the downloaded zip file int it. No human or personel in any of the areas im searching. Ill get a photo tomorrow bud

    There's a distinction when you extract zip files, as to whether it dumps all the files in the same folder the zip is in, or whether it creates a folder of the same name as that zip file to put them under. There can also be folders within the zip file itself, which I see Massun's rar files do have. So you likely created a folder in the folder like I just guessed. 

  2. 1 hour ago, Ghostmaker said:

    I still cant see my Humans in Ground units? I can see M92 drivable but no humans ground crew anywhere??

    Show us the contents of your Massun92-Humans folder. (You didn't move a folder into the folder, maybe?)

    They should be under Ground Units - Infantry and Static Objects - Personnel. 

    (Oh and @Massun92, a few of your personnel are 180 degrees reversed from their direction set in the ME.)
     

    image.png

  3. 14 minutes ago, Ghostmaker said:

    I still cannot get these to appear on my dcs mission editor...  where are they???

     

     

    Categorized and available on the Ground Units and Static Objects lists, where you'd expect them. They all start with "M92-".

    If the Mission date is old make sure the clock icon at the bottom of the ME isn't selected or it will filter the available assets by the date.

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    image.png

  4. Yep, it still happens. Note how I can cure my hypoxia at 35,000 ft simply by turning my oxygen mask back on, even with the canopy jettisoned. That shouldn't be possible.

    Also, noticed something I never have before, there's a brief hypoxia effect when I jettison the canopy, even though I'm only at 12,000 ft or so. Is that intentional? If so, what's it supposedly modeling? It quickly goes away.

    MiG-15UnpressurizedHypoxiaCuredByO2.trk

  5. The hamburger version of the cow is gone (that may have been intentional?) but they also no longer even lie down when they "die", instead they merely stop eating, eyes wide open, and their legs sink into the ground.

    How does work keep getting undone like this?

    • Like 2
    • Thanks 1
  6. 11 minutes ago, Qcumber said:

    I've not looked at the plane from outside. It doesn't feel like it's bouncing around from the cockpit. I'll have a look from the external camera. 

    Do you play VR or 2d? 

    Doesn't matter, the physics are the same. And it's never "2D". (You mean "stereoscopic".) 

    I finally found some photos of the interior of the Mosquito's struts. Here's the "shock absorbers/springs", nothing but rubber blocks! They stack inside those tubes and the collapsible strut runs through the center of them. No pneumatic shocks, no springs, just rubber! (The P-47 and P-51 have shocks and springs like a car, I believe. But still quite stiff.)

    No photo description available.No photo description available.No photo description available.

    I suppose some of it could be tire pressure too. That's where the Mosquito gets most of its shock absorption from, those obviously stiff struts (which I think are currently reasonably modeled in the Mosquito) only noticeably compress during the shock of landing impact. The Mustang's tires are a lot smaller though so won't contribute to "squish" nearly as much. It's definitely the Mustang's struts. You can see them compressing under braking loads in the external view. (I realize the visual animation may not always reflect what's happening in the FM, but I assume it's informed by it in this case.)

  7. 1 minute ago, Qcumber said:

    They are softer but the plane now feels a bit more realistic when taxing. It used to feel like it was in railroad tracks. 

    Except that's not realistic. (And if it is, why don't the P-47 and Mosquito that have also had their suspensions recently reworked do it?)

    Show us video of real Mustangs bouncing on their struts just due to normal braking. Should be easy to find, if real. (But it's not, cuz it's not. 😉 ) 

  8. Just now, grafspee said:

    I literally jumped in P-51 on online server, i've lost my settings so i had to assignee axis and buttons again no adjusting curves or anything and i felt nothing drastic at all about P-51.  

    I don't know maybe you should erase your settings and assign once again. 

     

     

    My settings are fine. You're blind. The shocks/struts are drastically softer now.

  9. 3 hours ago, Slippa said:

    Using the settings from Holbeach gives a bit of lee-way on braking before it goes full on.

     

    His settings do the opposite, I think. They make them come a quarter of the way on when pressed even a little. (I'd THINK they should also stay a quarter on when the pedals are released and I think if the axis wasn't inverted they actually would and this is a bug. As this is what the graph says: for zero controller input give us 25% output. Except I think when inverted that's not happening until the controller input value is > 0. Which would be incorrect and create that sudden jump we're seeing when they instantly come on.)

    Anyway, again, I wouldn't recommend trying to second guess the brake power with the Axis Tune panel in anything other than adjusting a curve (as well as that little trick I showed above for trimming the ends off of non-centering "slider" axes) which is exactly what curves are for. They leave 0 at 0 and 100 at 100 and moosh the middle one way or the other to give you the response you'd like. (Though, again, linear should do for brake pedals and if it's way off that's ED's fault and we shouldn't be trying to fix it in the controls mappings. That said, I think they come on reasonably. I have no problem getting partial brake pressure. My biggest issue is the soft struts, but also it does feel much more reluctant to turn with the stick forward than it did before so I think the tailwheel castering might need looking at. The Mossie and P-47's tailwheels seem fine and like before and turns initiate much easier in each of those.)

    • Like 1
  10. The P-47 seems fine to me and yes, can still do the ground-loop short landing.

    P-47_New_Suspension_Test_01.trk

     

    And the Mosquito seems okay as well. Holds up to reasonable punishment and doesn't seem any more or less difficult to ground handle than before. (So, it's quite difficult. But maybe they're really like that.)

    Neither are anything near as squishy on the struts as the P-51 is now!
     

    Mosquito_New_Suspension_Test_04.trk

  11. 1 minute ago, Art-J said:

    Can't quite agree about reluctancy to turn - to me that aspect feels the same as it was before 2.9.4 and still is in remaining "old physics" warbirds ie. one needs to get the plane moving to let inertia swing it around a little. Nothing changed here in my opinion. On a sidenote, it's DCS Mosquito that got reluctant to turn with the new physics, simply because its brakes are made of marshmallows now, almost like the ones in Il-2GB 😉 .

    I do agree, however about general "boaty" behaviour of Mustang dampers currently. My oh my, in left and right turns while taxiing it sways like old American family midsize saloon car :D.

    I could well be wrong about the rudder-locked tailwheel authority and the reluctancy to turn when slow or from stopped. I'd kind of have to roll back and perform duplicate tests to compare them and don't really want to.

    I'm now wondering if I can still do the same ground-loop stop in the P-47 that we could before (and that the real thing definitely can, there's a WW2 training film showing it). Will test.

    I'll try the Mosquito too, only flew it briefly since these suspension physics updates. It in particular should have VERY hard oleos, as it's merely stack of rubber blocks.

     

  12. Watched your tracks. Art-J, that's exactly what I'm seeing. It's reluctant to turn when the stick is forward and the tailwheel should be freely castering, and the oleos are super-soft.

    @Holbeach, you definitely have a mapping or maybe controller calibration issue. They shouldn't come on to 25% like that instantly. Can you show us the Axis Tune panel for your brake axes?

    I set mine like this. The bit of deadband and saturation at each end makes sure I can always reach 100% on and 0% off, even if my controller calibration drifts a bit. (I've had trouble in the past with slightly stuck-on brakes from not doing that. Also throttles that wouldn't go into shutoff or full AB. Unless your controller calibration is rock-solid and never drifts I'd recommend doing this on any of the non-centering "slider" axes, to ensure you always get the full range out of them.)

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    (Oh I see now you did that intentionally. Hmmmm... )
     

     

  13. Here's a test run. Caucasus Hot Start Instant Action TF-51 mission. (I forgot to check but full fuel, I assume. No aux tank, of course.)

    So the tailwheel model does appear to caster as it should, I think I was mistaking something to do with the braking for its new reluctance to turn. I was also thrown off by the skid sound that we wouldn't have gotten before from application of brake on only one side at relatively low speed - as one would do to make a sharp corner. (I'm not sure if it's telling us the braked wheel is skidding or the tailwheel is skidding, but I'd think the latter should caster almost silently when the stick is forward, as it was when I did this.)

    This also demos really well how spongy and soft the new suspension is. I get it bouncing like a lowrider at one point. I'd think Mustang oleos stay pretty stiff and mostly only collapse a bit on the impact of landing. While I haven't flown one, I've never seen footage of Mustangs bouncing around like this just by applying brakes while taxiing.

    As for its reluctance to turn, it really does feel like both brakes are coming on a bit when only one is applied. (Which might explain the skid sound too?) But the Controls Display shows they're independent so it would have to be deep in the FM.

    Anyway, you can handle it but man, it's so much more of a workload now. I have trouble believing it's like that in real life. I suspect just increasing the suspension stiffness will fix most of it, but there might be something up in the way brake power comes on and possibly with their independence now too. Can't say for sure but it's definitely a handful to taxi now.

     

    TF-51_New_Suspension_Test_01.trk

  14. 5 hours ago, Holbeach said:

    Some of us have a stuation where the brakes come on instantly to 50%, which causes prop damage and is therefore unusable. You don't seem to have this problem.

    The tailwheel should have 6 deg max from centre, (which isn't much), and is only meant for near straight running with the stick pulled back.

    ..

    I can't easily say how many degrees it is, but rudder-tailwheel steering is noticeably less authoritative than before. At least 33% less, maybe even more.

    And no, I'm pretty sure my braking is analog. Will double check later when I get a chance. 

  15. I don't think it's the brake strength (which, yes, could be addressed with curves but I've kept mine linear). I think the oleo strut shocks are too soft. So the strut is collapsing easier than it should.

    And I also think the tailwheel is modeling castering incorrectly when the stick is forward (though the visual model seems to show it is - and the suspension in the tailwheel I don't think I remember seeing before but it looks quite nice now). It sounds like it's trying to tell me something is skidding when I'm taxiing at low speed with the stick forward and one brake partially depressed to perform a tight turn. The tailwheel shouldn't skid in that case, it should caster, freewheeling around completely if need be.

    Oh and one more, with the tailwheel locked to the rudder (stick back) it doesn't seem to have as much steering authority as it did before. So that gives you even more reason to have to use the brakes. 

    • Like 2
  16. This is ridiculous. It's the Huey FM "fix" all over again. They spent literally years fine tuning these flight models, then someone comes along and unilaterally "fixes" it in one update cycle with no justification and no demand from the community.

    They did say it was a "work in progress", but then they said that about the new clouds too and we've been stuck with them in the exact same half-baked way they were released for the last 3 years.

    P.S. I think there might be something wrong with the tailwheel modeling too. It seems to skid (makes a skidding sound) and stick, even when the stick is forward of center. This might explain why so many of us are suddenly having trouble taxiing with toe brakes where before we were experts at it. 

    • Like 2
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