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Notso

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Everything posted by Notso

  1. Pure gold! Thank you for that clear explanation. That's really helpful.
  2. Perfect, thank you. I think I found it in Steam VR settings. Interestingly, I've been playing on my MSI laptop while I was waiting for my desktop to arrive from overseas in my furniture shipment. It finally got here end of last week and I've been setting that up for the Reverb and WMR. I tried to go into the default.vrsettings file to comment out the auto line and the file is completely different than the one on the laptop. I'll try to post a screenshot soon, but it looks nothing like the files you've all posted and that line doesn't exist. I wonder if it's in a different folder somewhere else?? Edit: nevermind, found it.
  3. I'm not quite sure what you mean by "more flexibility". Can you expand on this a bit? Thanks.
  4. I don't think Point track is required. You should be able to employ in Area Track. Or even no track at all - it's just not very stable laser spot but shouldn't inhibit release of the weapon.
  5. I've never understood that and was quite surprised to find out the Hornet doesn't have ILS in RL. It's not like they only ever land on the boat. How do they land at shorebased airfields when the WX is at IFR precision mins.
  6. I'm with you on this. I prefer to move the mouse cursor (w/ trackball) rather than try to point my head at the switch or button. This way I can use my peripheral vision to see the switch and click it like I would do IRL. Otherwise, for some of the switches way at the back of the console or way down by my thighs, I have to crank my head to be able to point directly at it. It's not only extremely awkward, but not how you would do it in the real cockpit. Its also faster than trying to move your head to each button when entering something on the UFC keypad. YMMV
  7. IRL, the tanker just slowly rolls into the turn. No warning required or needed. If the pilot is correctly flying formation, he/she simply maintains formation. The key is the rate of the roll by the tanker. If initially very gentle and slow, the pilot might not even know they are turning. Just fly formation.
  8. Thanks, I totally understand the changing nature of this product. The new feature you refer to - is it in the WMR settings control panel or in Steam VR settings? Thanks!
  9. Yep.
  10. Unless that is a specific feature of the MIG-21 IRL, I doubt that is realistic at all. If you over G'd the jet to the point where you're ripping bombs off, you have bigger issues to worry about because the pylon and pieces of the wing/fuselage are going to go with it.
  11. So there are actually a lot of things that are going on here with Weapons and jet configurations with regard to over G. Typically, bombs themselves are not going to be damaged by over g - it's pretty hard to bend a MK-84 bomb body. Although you could bend the fins. But on some of the more sensitive weapons such as JDAM or JSOW, HARM, LGB seeker head, etc - you could certainly damage the electronics if it was severe enough. Typically - all A/A missiles are rated to the G-limit of the aircraft. So over g'ing them is unlikely before you bend or break the aircraft. What usually happens in an over-G event is the stores pylons are the first to be stressed, then the wings and the fuselage. If bad enough, the MX guys might even have to pull the motor and inspect the engine mounts or inspect the wing mounts, etc. There would be a LOT of panels to open in a severe over-G event and the MX guys would be less than impressed with the pilot, who would typically be required to bring cases of beer and grab a speed wrench to start opening panels. :doh: The one thing does not appear to be modeled in DCS is "over speed". All A/G weapons have both carriage and employment limits, usually expressed as a Mach #. Carriage means to what is the max speed you can carry the weapons around. Employment = what is the max speed when they physically separate from the jet. If you exceed the carriage limit, you could damage the weapon itself due to the turbulence and airflow around the jet and bomb. Stuff like PWII seeker heads are particularly vulnerable, but all the fuzes, arming wires, control fins, GPS antennas and stuff are all part of the equation. Employment limits are so the weapon itself separates from the jet in a proper and safe manner ("safe separation") when you hit the pickle button and so they don't tumble inflight or worse case smack the jet itself when being released. Again, most all A/A missiles are rated to the limits of the aircraft itself, so usually not an issue.
  12. Supposed to have errors?? I've never seen the sorts of errors you've described. Yes, it should not be relied on solely to deconflict aircraft, but I've never known it to be anything other than pretty close to dead nuts accurate. Maybe it's a viper thing....
  13. I'm having the invisible tanker issue as well. Really annoying when trying to do a night turning rejoin. And then POP, there he is in front of you at 1 mile or less.
  14. It wasn't added because that's not how the real aircraft that are being modeled here in DCS actually work. The whole point of DCS is to simulate the real aircraft in the time period they are modeled for. Writing a "few lines of code" for something that doesn't exist defeats the point.
  15. I got a really nice pair of Bose ear buds to plug into the Reverb and I just flip up the worthless earphones out of the way. The sound quality with the Bose are light years above the Reverb's sound. My first set also had a broken earphone on delivery. The replacement was fine, but the sound quality sucked. $40 at Best Buy. https://www.bestbuy.com/site/bose-soundsport-wired-in-ear-headphones-ios-energy-green/4387700.p?skuId=4387700
  16. Arrrgh! Based on your earlier recommendation, I just went into the file edit the other day to remove the // in front of MP : auto. Do i now need to go add them back in? I'm totally confused now. Where do I turn this feature on and what setting am I supposed to use? Pics of the new location/GUI would be appreciated.
  17. My Reverb is new and I'm just starting to use it with DCS, but everything about it is clearer and crisper. The cockpit is much easier to read the dials, switch labels on the consoles, the MFDs are easier (not perfect) to read, the HUD is super clear. I haven't done a test to see what range I'm seeing objects or other aircraft, but from some general flights looking at both airborne aircraft and ground objects, it seems I'm picking them up at what I would consider normal ranges. Once I get my big computer unpacked today, I'll be able to crank the settings all the way up and then I'll see how the Reverb is really doing. I'm running on a slightly less powerful laptop in the interim. But so far, the Reverb is all that and a bag of chips. :lol:
  18. Awesome! Thank you.
  19. Thanks!
  20. Unfortunately, Ich spreche kein deutsch.
  21. So which is better? Motion reprojection: Auto or MotionVector (always on)???
  22. I too have the same issues with being able see all of the the HUD. So, I talked to a buddy of mine who is a retired A-10 driver / Weapons School grad, etc. He said he would adjust his seat height such that his eyes were level with the top of the glass rather than try to have his eyes center of the glass. He said it was not abby normal to not see some of the HUD symbology at the top of the HUD, but that it was still fine to fly this way. He said that other guys would have their eyes level with the top 1/3 of the HUD just below the top edge of the glass. I think the main issue is the default DCS seat setting puts you too close to the HUD. I'm going to experiment with getting the VR position further back in the seat to see if that helps bring the rest of the HUD into the FOV.
  23. Because -120s are NOT effectively identical to SARH missiles before the seeker goes active. They operate on completely different concepts of guidance.
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