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Katj

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Everything posted by Katj

  1. Alright, so here are two pictures to illustrate the problem. This is the Caucasus free flight mission, in which you are equipped with a symmetrical loadout. I have unplugged my rudders so I have NO bindings for rudder. I also have NO trim. As you can see in the input overlay I am commanding a slight right roll, but during the 7+ minutes I am doing this, the aircraft actually rolls almost imperceptibly to the LEFT (as you can see by scrutinizing the bank indicator on the HUD, it moves about a pixel) This is what I mean by deadzone. You guys should be able to reproduce. Also, this didn't bother me as much when I had a less precise stick (T16000M).
  2. I've had this happen only once, after playing a pretty big multiplayer mission for a couple of hours, and then pressing F10. It happened to two other VR pilots on the server around the same time. The only clue I've got for you is that the longer you're in game, the longer the game freezes when opening the F10 map. It was almost as if something timed out when VR/WMR crashed on me. If you want to have a good go at reproducing I'd suggest running a big multiplayer mission with lots of different modules on Syria map for at least a couple of hours before you press F10. I was flying the F-16 if that is likely to matter. I'm going to try to reproduce the way I outlined above. I'll just avoid the F10 maps for a couple of hours while doing my regular flying. 5600X 32 GB RAM RTX 3080 Reverb G2
  3. While I haven't quite figured out the optimum curve for me, I do think a custom curve is the way to go. The default curve is horrendous with my center mounted gunfighter with 20 cm extension. There are two big problems with it: 1. There is a big deadzone of about 5 %. Airstart a clean jet and hit RCtrl + Enter to view the control overlay. Now pitch or roll very carefully, and you'll see that nothing happens until you reach an input of more than 5 %. 2. After a very mushy start when doing a pull the jet seems to very suddenly deliver a lot of G. This makes formation flying in say a >3 G turn very difficult. I have solved 1. by using custom curves in pitch and roll that start on 5. I.e. I always have at least 5 input in both pitch and roll. But this doesn't make the jet do uncommanded turns, it just removes the deadzone. I'm still working on fine tuning 2. for my needs. I need to flatten out the mid range of the curve a bit more, but I've reached a point where it's no longer a pressing issues.
  4. I don't know what the default mfd pages are IRL, but there is a simple solution to your problem. Before takeoff (or while cruising or whatever), you select the master modes you are likely to use at that particular flight (nav/a2a/a2g/dogfigh, etc.) and set your MFDs according to your preference. Your settings are saved so that the next time you switch modes, your MFDs are already set up.
  5. About trim, just push attitude hold for half a second and it'll trim right out on its own. It's really not an issue.
  6. If you're having up and down PIO my guess is that you have a death grip on that stick. Try holding it with your fingertips. Also, when applying up or down stick, don't wait for the correction to take effect. Just give it a touch, and then recenter the stick.
  7. As you've discovered the MiG-15 AI flightmodel is atrocious, pay it no heed. The human controlled MiG-15 is very believable flight model wise.
  8. I don't think external tanks are exchanged in any module I own. Which module exhibit that behaviour? I need to rearm twice to fill them. First to remove them, and then to load them again.
  9. Blind. The accelerometer (it's labeled as such) is nicely tucked away at the lower right of the front instrument panel, to the right of the fuel gauge. It's as if Grumman is telling us not to worry about it. Anyway, it displays -5 to 10 G and a separate resetable needle shows max.
  10. Really? It honestly sounds like bad design. How is AR different? Why doesn't it shut off when internals are full?
  11. Yeah, but as I wrote above, it's not working properly at the moment. So the proper procedure right now is "First empty internal tanks and then open AR door and refuel."
  12. It's a rather detailed and technical description of how the different gyros are reset by the use of pendulums, magnetic compass and whatnot. It's obviously written by an engineer. Anyway, from the description it's pretty obvious that it should be done with a stationary aircraft. It takes 32 seconds plus a maximum of 70 seconds, so not quite so fast as the name might suggest. A FLI 37 warning should light up for the duration of the process and then go away.
  13. Current DCS behaviour: With the AR door open the external and internal tanks refill simultaneously but the refueling stops when the internal tanks are full. To be able to get a full external tank you first need to sufficiently empty the internals.
  14. Yes, but as I said, that doesn't prevent the Hornet from _potentially_ having a faster turn rate at a lower speed.
  15. I find it weird to throw a "mathematically" in there. Under what constraints? Are you only considering the maximum G of the airframes when calculating the instantaneous turn rate? If so, that is incorrect. The available G vs airspeed must be considered as well. If a Hornet can pull 7.5 G at less than sqrt((7.5^2-1) / (9^2-1)) ≈ 83 % of the airspeed that a Viper needs to pull 9 G, the Hornet will outrate the Viper. I'm not particularly familiar with the performance of either aircraft, if you say one will outrate the other I'm sure you are correct. I can't arrive at that conclusion with the data I have available, though.
  16. You do know that a missile doesn't have to match the turn rate, or turn radius of the target to be able to intercept, right?
  17. The problem lies with your bank if they require you to have a mobile phone to verify your purchase. If I understand correctly the EU demands two factor authentication, but a mobile phone does not have to be a factor. Check with your bank or other banks as to what your options are.
  18. Well, even if the Phoenix was only intended to be used against bombers, it would have been Mach 2 cruise missile carrying bombers. Not slow carpet bombers. But as we all know they designed the thing to be able to hit a wide variety of targets. Even the look of the thing, with the very large wings for a missile, makes it clear that it can generate a lot of lift for maneuvering.
  19. Well, some people, depending on hardware and graphics settings, see the ball artificially badly. Less in-game help isn't necessarily the same as more realistic. That said, having the option to disable it server-side is fine by me. I actually didn't know you could disable it in lua until I read this thread, so I've never landed without it since I got my reverb g2. I'm going to try disabling it and see if I can make out the ball OK without it.
  20. The flight model is, of course, not perfect. It feels pretty decent in large portions of the envelope, but some things I'm not so sure about. E.g. takeoff with dry thrust is very precarious, but from what I've been told is how they usually took off from a decent runway. Also stall behaviour seems way too nice. The Viggen was susceptible to a (recoverable) superstall at AOA around 30 deg or so, but in DCS this is not the case.
  21. I'm most definitely in something of an auto camp. It could be implemented like if you fly in the general vicinity, like a mile or so, of the tanker you get the gas. That way you still have to manage your fuel, find the tanker, and join up. I.e. you have to handle all aspects except the close formation flying. I don't think many of the "learning aids" you guys are discussing would help much. When I see people struggling with AAR it's because of PIO, not because they don't know where they should be. Especially when we're talking basket. Perhaps the boom operator could be more talkative and actually help talk you into the correct position, at least if you ask him to via radio menu. Of course every AAR capable module should have an instant action type of mission that starts you off right behind the basket or boom. Most missions starts you off way too far behind, and it's just tedious to first join up on the tanker if you just want to have a quick 10 minute sit down in front of your computer and practice some AAR. Such missions could also be voiced and tell you about any tricks that are helpful for the module in question. Like "Put the thing on the thing", "sweep the wings back to such and such", that sort of stuff. Other than that I think practice, adjusting equipment (like joystick axis curves), and patience will have almost everyone doing AAR within a reasonable time frame.
  22. You really shouldn't focus on anything but the tanker. That way it doesn't matter how much the tanker is banking, or doing whatever. The horizon is just a distraction that might tempt you to level your wings.
  23. Well, when DirectX is finally abandoned in favour of Vulkan, the largest hurdle should already be out of the way. When that's done I really can't see any reason for Windows exclusivity. But it wouldn't surprise me if the people at ED actually like Windows, seeing as DCS is already Windows only, they are used to Windows, etc. Then again the VR business might complicate things, with WMR and whatnot. I, for one, bought a new SSD and a Windows license only for DCS. I'd rather have given ED that money for making a Linux build. Anyway, I predict one day Windows itself will run on Linux.
  24. If I understand your problem correctly. You just need to add a keybind in the VR section for resetting the view. Adjust Controls -> Go to VR something in the drop down menus -> add a key for resetting the view. Then just look straight ahead and press that key.
  25. Seeing as an increasing number of people are using VR in DCS, I couldn't disagree more. Even with top of the line hardware it's not possible to run DCS with high graphics settings in VR and get acceptable frame rates. So I'd like the focus to be more on optimisation and less on eye candy.
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