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gonk

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Everything posted by gonk

  1. Improved refueling, with fully articulated refueling hose (correct physics).
  2. Why render the desktop image at all when you are using VR? There must be a purpose?
  3. I see hand tracking on the quest 3 is functional, with a few settings i.e. DEV Mode set. After using this function, it requires one feature to be added before it is useful or at least partly. For me it requires the ability to selectively disable panels (or switches/knobs/levers) from the VR touch. That way I could leave it running and not accidently hit switches due to my controls not matching exactly the aircraft. e.g. I found myself hitting the gear handle a lot on the F18 when pushing my throttles fully forward. However, I find the ability to press buttons on the UFC very useful....with practice. I know the tech is in its infancy, but the more adaptable/customizable we make it, the more useable it will be whilst these features get fleshed out. thanks ED.
  4. some poor kid is now crying....
  5. This ability works fine on other choppers.. again, it is a matter of giving people the choice.. I am not forcing people to use it. I think they should make the game for VR only... and stop people playing on screens.. as it is not real enough.. see my point ?
  6. Please add the ability to recenter trim for Spring Centering Joysticks. 1:- There is no kinesthetic feedback for the trim setting for spring centering joysticks. 2:- I either have to look at the controls, or have the silly overlay running to get some feedback. 3:- If you don't want this.. don't use it.. but give the people who don't have FFB a choice. 4:- Program software... not people. Thanks, very nice state for release.
  7. I get "LOST" at lot (30%) when in TWS at the instant of launch a AIM120... Is the AIM120 masking the radar ? This is in Multiplayer mode.. don't play single player much at all. Synch issue ? or Radar ?
  8. Watched the track.... I don't add back pressure on the stick at 130-140... I usually leave it until I can feel the plane wanting to take-off... usually around 160-170. Maybe the extra drag is messing you up.
  9. maybe just for the single press ones... F1 - F10 - F1...
  10. It would be nice to have the F keys toggle to previous selection when pressed a 2nd time. e.g. If you are in 1st Person view, (F1), then you press F10 to goto the map. Just let me press F10 again, to go back to 1st Person. Saves having to move your hand and makes it more efficient. Thanks...
  11. that looks easier.. thanks
  12. I found if you 1:- Undesignate the waypoint. 2:- Switch to A/A 3:- Switch back to A/G 4:- Box the Waypoint 5:- Designate the waypoint. The FLIR (either one) will snap to the waypoint... If you undesignate, you will have to repeat the steps. Just a work around until it is patched.
  13. Should that freeze everything on the screen? Currently the coordinates keep changing... And this is the one thing I wanted to freeze to allow me to write them down...
  14. Would be nice if I could adjust where the mirrors are pointing because currently they are not practical to use. Thanks
  15. If Take off trim button (centre of the rudder trim knob), does not clear it, just apply back trim until it goes away.... It has always been back trim (nose up) that clears it.. I have only noticed on take off... Or during the take off roll... And I always clear it with more nose up trim...
  16. They are not going to fall to the ground for the enemy to pickup and reverse engineer... They will have a time-out just like the harpoons... Which have a self destruct. Even this news article mentions it self destruct feature...https://www.businessinsider.com.au/spanish-eurofighter-accidentally-fires-missile-in-estonia-near-russia-2018-8 I am sure there is more logic than max range/battery life that cause them to explode. A number of sites mention they will self detonate if they caculate that have missed the intended target, so explode and hope for the best..
  17. Are all the A/A missiles missing the self destruction logic ? If I fire them they just keep flying until the free fall back to earth. I am curious do all the other aircraft have this ? (JF17/F14/M2000 etc) I.e. they don't detonate at Max Range.. I just hate having to go defensive until the missiles float to the ground...
  18. Finally someone else noticed.... :thumbup:
  19. I don't think you understand the suggestion... 1:- I like servers that force "Cockpit Only Views". External views when flying, allows the player to cheat an see over hills.... 2:- I wish there was an option to Allow External Views only on the ground, after you land. or add Legs and let me exit my plane, do a walk around and than re-enter my plane... I think the External Views while on the ground would be simplier... :) I have not seen any other flight sim with this option, so it is always good to add something new to the Genre. only a suggestion... Thanks anyway.
  20. There have been a few times after a mission, I wanted to view my aircraft whilst on the Ground and Parked.... But due to the MP server not allowing exteranal views has been impossible. I am a fan of cockpit views only, however adding a feature for MP servers to allow people to view their own aircraft whilst on the Ground and Parked would be a nice feature... and I don't believe it to kill immersion... Thanks
  21. I think there should be one load, but the launcher should have a "one click" option to roll back.. Beta/Stable are just names... there is no such thing as bugless software...
  22. I read this is suppose to be how the TGP operates IRL.. I don't know about you, but things like this are silly to replicate. They should just make the TGP FOV work as per normal... When the TGP is SOI, just let the FOV command operate, not block it because the Mav's are fitted. I am sure different countries would have slightly different setups..
  23. You will find it locks on to anything with high contrasts, so passing through a city scape is a real problem. Just cage/uncage a few times. I guess just a bug.
  24. The problem I am seeing is that after Designating a target either by HUD or TPOD, the mavf will then try and slave to the designated target upon uncaging. However, if it sees any other lockable target during the slave, it locks it. Then I have to re-cage the MAVF and point the MAVF closer the to designated target and try again... I am usually caging, uncaging, until the MAVF picks the correct target/area. My guess, is the MAVF should not be locking anything until the slave travel has finished... this would drive a Hornet Driver mad...
  25. still has that inverted ground effect.... I wish someone would change the sign in that function...
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