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zazz

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  1. Actually i didn't notice the spelling error. What got to me was "opened or closed" But now i think i get it - it can be "open or closed" while taxiing or turning, but the pilot should not initiate the act of "opening or closing" the canopy. The mistake was mine, but the phrasing is a tad misleading.
  2. Lol warriorx, read the quote again.
  3. Lol, from the beta manual i've downloaded off of this forum: "While taxing, the canopy should never be opened or closed while turning" I'm a bit baffled...
  4. Lame question, but out of curiosity for the tiny detail: If you are making inputs to both the control stick and the throttle, does the sim allow you to press various buttons in the cockpit? Lol if anyone wants to test that out, u better have 3 hands
  5. Attaching the track file. It was kinda hard to achieve the most noticable results. Right after takeoff, i steady the machine, center the stick, and press and hold the trimmer a few times, and that causes the machine to pitch up. I do the same thing a few more times throughout the flight. Sorry for the sloppy flying. Does this look normal, is this the AP channels re-setting? Oh, and does the rudder get trimmed in RL too? Thanks guys trimmer_05.trk
  6. Really appreciate this guys, will have a track file in a few hours. Thanks
  7. Quick question - forgive in advance if double posting I've had this problem with both the old and the new trimmer implementation - whenever i press the trim button, the aircraft "jumps", around 10 degrees, sometimes up, sometimes down, sometimes rolls... Really quite unpredictable. This makes it impossible to just click the trimmer button to set it, so i have to press and hold trim, compensate for the "jump", and then release. However, during the "jump", the virtual cyclic does not move a bit. Same thing happens when i use "t" on the keyboard. Is this a depiction of a realistic trimmer, or is it my Logitech Extreme 3d Pro joystick? Thanks
  8. Hell, thats what i'm saying - living up to DCS's standards, yet not being bound to real life...?
  9. lol, great point. There's only what, a dozen ka-50 made to the day? Most of them differ in the onboard systems... And between all of us, BSers, we crashed about 100,000 of them by now... Why is that degree of unrealism ok, while any other isn't? Shit, how bout every time you crash and die, the game automatically uninstalls, and your serial number is discontinued? Keep it real, people
  10. It's not a bad idea, it's a terrible idea. That's the point. And it IS the realism that I enjoy about BS, but I'm saying that a plane that doesn't exist could still be realistic Not 2059, how bout 2009? Or even 1999 technology? I'm not talking about an enginering masterpiece with all the bells and whisles, just a reasonable war bird that employs RL weapons and systems? I'm just throwing things out there. I was drunk when I posted anyhows, hehehe
  11. So far, the conscent on the 3rd party flyable seems to be "you can't make it realistic enough, don't bother". SO.... Why not create a "perspective" flyable? Something totally made up. But, not something "out of this world", A jet/helo that the community creates from ground up? Something that is realistic, yet non-existent in real life? Not too far out? I'm not talking about an X-wing or nothing here, but a solution to the "not real enough" dilllema. Any comments?
  12. I doubt you ever will... 3d encompasses such a broad range of aspects... I love 3d - thats for sure, and I have all the bases covered - from animation to rigging to mapping, materials, lighting, particles and so fourth - but i just can't imagine that anyone could love all those aspects equally. I mean, modeling is an art, unwrapping - just a procedure, and sometimes a rather tedious one. I might have expressed myself a bit harshely about it in my earlier posts, but one thing for sure - while modeling is my passion, uvw mapping is just a middle step between that and the final render. Anyhow, yea, if there are finished models out there that need unwrapping - pm me and we'll make it happen
  13. Hmm... damn, you guys don't have anyone who unwraps? I suppose I could unwrap a model or two...
  14. To be honest, while I am good at UVW mapping, I hate doing it with a fiery passion, hehehe, as opposed to modeling - which I love with the same degree of passion. With the above mentioned - I'm pretty unlikely to touch textures unless there is money involved (not to sound pompous or anything) - whereas models - I would gladly create just for personal enjoyment. Then again it would be wrong of me not to unwrap the models I personally create, so that's something, i guess....
  15. I'd be glad to undertake any of those models, please give me some specific guidelines for the model creation - particularly poly count, required output format, anything else i need to know, and, if possible, a sourse for schematics (top-side-front view). If you can provide me with the above - you'll have any of those models very soon. Let me know which you'd like me to start out on, and I'll get on it
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