

SMH
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Everything posted by SMH
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I've verified it doesn't happen with OBS, just with NVidia's recorder. (Any other video recording/streaming products that it happens with?) And yeah, it's happening in Wags' videos so you'd think it would be a priority for them. Makes it very hard to follow the tutorial when you can't see what he's pointing at!
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reported Rudder pedals disappear into a black wall in the footwell
SMH replied to SMH's topic in DCS: F-86F Sabre
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reported Rudder pedals disappear into a black wall in the footwell
SMH replied to SMH's topic in DCS: F-86F Sabre
Hardly needs a track. I see the need for that for complex and difficult to reproduce issues, but a track file shouldn't be demanded for a simple issue that anyone can see simply by getting in the plane and looking. (If others aren't seeing it as well then, sure. But, c'mon, you are.) Anyway, thanks! -
reported Rudder pedals disappear into a black wall in the footwell
SMH replied to SMH's topic in DCS: F-86F Sabre
That I'm depressing the right rudder far enough that it's disappeared behind the wall entirely. (Both shots aren't from the exact same timestamp in the track file - there being no way to accurately achieve such a thing, at least not without tediously going through frames in slow motion.) Watch the track file. (Or just get in a Sabre and move the pedals and look at them.) -
reported Rudder pedals disappear into a black wall in the footwell
SMH replied to SMH's topic in DCS: F-86F Sabre
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reported Rudder pedals disappear into a black wall in the footwell
SMH posted a topic in DCS: F-86F Sabre
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fixed Nose held too high off runway when nosewheel is stuck undeployed.
SMH replied to SMH's topic in Bugs and Problems
Interesting, it seems to behave differently depending on whether you smash the nosewheel off on the runway or blow it up into the wheel well in the air. I also noticed a half-way down state of the nosewheel in this one that I haven't seen before. Though it eventually gets blown up into the gear well entirely, it feels like maybe the collision model is keeping it half extended. (Though in that case I wouldn't expect to see the sparks effect. Or I should say... the GLOW from the sparks effect, there's no actual spark particles thrown off.) Bonus bug: At the very start you'll see me moving the rudder pedals through their full range. They end up disappearing into this new black wall that seems to be in the footwells now. (I'll make a new topic for that.) F-86_Nosewheel_Collision_Bug_SMH1.trk -
Overspeed the gear to get the nosewheel stuck in the retracted position, then land. Your nose will never completely hit the ground. In this shot you can see the orange glow from the sparks effect despite the nose not contacting the runway. I'm not holding it up with elevator, that's the same attitude it'll come to a stop in.
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reported Huey's new performance profile discussion
SMH replied to Tim_Fragmagnet's topic in Bugs and Problems
You realize they could make any module they wanted super-effective UFOs that defy the laws of physics, right? This is a simulator, not reality. But the goal is to simulate reality, not sci-fi. Would the Mustang be more effective if it went Mach 2? Sure. Would that be what I fly a high realism-sim for? Nope!- 96 replies
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reported Huey's new performance profile discussion
SMH replied to Tim_Fragmagnet's topic in Bugs and Problems
Then why did you patch it with work that clearly wasn't ready? Please just put it back to how it was at the start of the year. This isn't an Early Access module, we shouldn't be having it removed from usefulness for major portions of a year.- 96 replies
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I'd be all for maintaining the SnapView system so you can define different zoom levels in different aircraft (though I disagree with your strategy, you're making apparent size of objects different in different aircraft - but yes, you should be allowed to do that but not expected to do that). There should be somewhere we can set the value that aircraft spawn with, instead of whatever is determining it now (I assumed it was hard-coded in but I see from posts here that different systems get different values - perhaps it's affected by screen pixel dimensions? I can't see why it would be but I can believe anything at this point). And no, it's not a matter of seconds to edit the SnapViews.lua (which is already a power-user move that many users won't feel comfortable doing). Before you can edit it you need to create a record for the given aircraft. That means spawning into every aircraft you own (taking several minutes each time), making sure you don't move your head position (so, remembering to disable your head-tracker before you do it) and then saving the SnapViews with RAlt+Num0, THEN going into the SnapViews.lua file and finding the default zoom records for the pilot positions (and you can't easily use a global replace because they won't all be the same and there's also default zoom records for other positions as well) and editing each one to the particular zoom value you want. That's exactly what I did do, but I wouldn't call it "a matter of seconds". Anyway, leave all that capability as-is. It would just be nice if that currently uncontrollable zoom value at spawn-in time could be defined somewhere by the user and is then only overridden by the SnapViews if that record exists. (So then you can still use NumEnter to get back to normal zoom at any time, even without having to define all the zooms in the SnapViews.) Make sense?
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While we're at it, how about getting rid of the need to hit NumEnter at spawn-time entirely? (And, even better, a single default zoom setting that applies to all aircraft. I wouldn't even touch the SnapViews system if only we had that. We already have an option for defining external view default zoom. Interior should be the same. Why would we want different focal-length eyes in different aircraft?)
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Everybody has always had issues with the initial view because it's never automatically spawned with the desired default zoom value without needing to hit NumEnter first to recall the value saved in the SnapViews.lua. Most of us have learned to hit NumEnter reflexively on spawning in as of course that's the zoom value we want. That was annoying, but tolerable and, again, we're all used to having to do it at this point. But now, not even that works unless you use one of the work-arounds described above. (RCtrl+Num0 twice to go into and back out of panel view. Then it will work as before. Or switching seats in multi-position aircraft will allow it to work as well when you return to the main pilot seat.) Everyone has been very clear about this in this thread. If you have trouble understanding English then someone else should be communicating with the customers because you don't seem to be understanding, and your responses are near indecipherable to us as well and seem to be placing blame on the customers.
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Single display, 1920x1080. How can you not acknowledge this is happening? Don't gaslight us, we're not stupid.
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Ah, that would explain it alright. (I read the Changelogs religiously but, yes, all too aware that they don't mention all changes in it.) I had headphones on when I tried it and was listening closely, didn't notice any sound. (They could just take the cannon charge sound from the MiG-15. They don't have to go recording anything new.)
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Verified, works. (Yet there's no sound from the cannon charging. Is this functionality that was only recently added, maybe? Again, I'm 99% sure I didn't used to need to do this.) Would still be nice if ALL the controls that are mounted on other moving controls (i.e. the stick/throttle) were animated (and this is true in all aircraft, right now it seems basically random as to whether you can expect to see a control on the stick or throttle animate - some planes do it, some don't, and some like the 109 are a mixture of both). Also would be nice to have tool-tips on the controls that are mounted on other moving controls, though I can see why that might be a bit difficult as their "hit boxes" will move around as the control they're mounted on moves. Anyway, the big issue is solved. Thanks again, @kablamoman!
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1. Cannon won't fire after a manual or auto-start. (But does work on hot-starts.) 2. Also noticed that the cannon button is animated on the stick but the trigger switch isn't. The trigger does fold forward to arm the guns, but after that it doesn't visibly depress when fired. 1. is super high priority. 2. is just cosmetic but should be there for consistency and so you can visually verify your controller mappings work. In the latest 2.8.8.43704 OB from today.