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    Owner, Airplane Simulation Company

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  1. The key point here is: "applied max power".
  2. Yea, I plan to add a physical model/gate (with physics, like the ICS cable). Just haven't gotten to it yet.
  3. Can you clarify what you're referring to? Also: if you guys join the discord (or even dm me on it), I can be more helpful /responsive there.
  4. There are two factors at play here, both of which matter equally for the cargo to exit: 1) the deck angle. as discussed above, the deck angle should be 7 or so degrees. 2) The acceleration of the plane, relative to the cargo, post unlock. If you are flying level, and unlock the cargo, it wont move. If you THEN pull the nose up, you are increasing the deck angle, but you are ALSO decelerating. When the plane decelerates relative to the cargo (which is now unlocked, and not attached to the plane), it will move forward, relative to the airplane. So, yes, the deck produces a component of acceleration, but not enough to trump the acceleration of the plane, relative to the cargo. When you nose up abruptly, you slow, and it moves forward. When you nose down, your plane is accelerating AWAY from the cargo, and it can come out.
  5. Looks like you oversped the props, which kicks the generators offline. Alternatively, you maybe put it into LSGI. In LSGI the generators are off, so you must use the APU.
  6. As far as i know this is a result of the dcs input layer taking up that area. The only alternative would be for me to render it _not_ in the UI layer, in which case youd click through it. However, its also possible this is somehow worse in certain headsets. I have ordered a pimax crystal super to triage this, as well as a few other vr edge cases (quad views + raytracing)
  7. Yea... 2 is definitely the keybind. Perhaps you bound it elsewhere by accident?
  8. I'm not sure. Regardless, he/anyone can set up any of those things in the C130 cockpit. WASD are not default binds, but you could set that yourself, if you wanted. They are, by contrast, default binds in the loadmaster station.
  9. There is a yaw damper, but only when the autopilot is engaged. it also is not very effective.
  10. Is this a joke? That is not the DCS-130J. Its not even DCS, the game.
  11. Rudder absolutely will control it, although it takes some getting used to. The biggest thing you need to be aware of, that most people will find new coming from jets is, changes to power setting will drive the nose to the left, including small ones. So, as you change power setting, think about the rudder input necessary to counteract that.
  12. In the c-130, reverse is not a toggle switch. It’s a range. You want to use it that way to control speed on the ground while taxiing, etc. It’s also, in the case of a using your consumer hardware, a death trap. This is because the aircraft can (and will) go into reverse in the air, if your throttles are in that region, and the aircraft is flying below 150 TAS. If this occurs, you will die. It will be violent, and you cannot recover in most cases. There are two reasons why this is different from, say a C-17 deploying reverse thrust in the air: 1) The c-130 props spin the same way, so you get an abrupt yaw moment. 2) And this is the key one: you suddenly lose ALL blown wing lift. Blown wing lift is where airflow from the propellers themselves creates lift over the wing, behind it. This is part of the reason why the c-130 has such a low stall speed. When you point the props the other way, this lift is lost, and you stop flying very quickly. Because of all this, I implemented “Auto reverse”. What it does is: treats your throttle like the real plane when you are on the ground. That is: 0% is full reverse and 100% is takeoff. But when you are in the air, and you dont want to a) die, and also b) lose 20% of your throttle axis precision for reverse, it rescales to be 0%: flight idle, and 100% takeoff. This is an option. If you dont want to use it, you can disable auto reverse. This means that your throttles will allow you to go into reverse in flight. You may think you want this, but you almost certainly dont. What will happen is: you will be on short final, youll chop power, intending to go to idle, but instead you’ll go into reverse, and then die. If you do want to disable auto reverse though, you can use two other keybinds (under the Power Levers section) to enable or disable ground range selectively. This will lock you out of the range when you dont want it. My advice is to accept the behavior of auto reverse. You will very quickly adjust to this, and all members of our testing group have come to prefer it.
  13. How are you telling them to jump? To be honest, paratroopers dont really work well at this point. They are just basically vehicles, that parachutes attach to. They typically dont survive landing. Someday, ed will add new models, and they will jump correctly.
  14. Lockheed Martin works In mysterious ways sometimes.
  15. Default, i think, is 2.1. Id try setting it there. That will make things a bit brighter.
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