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goon3r

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Everything posted by goon3r

  1. Thanks for making that video peter. It really illustrates the mechanics behind trimming. I think it will be a great help for beginners. For me, it basically confirms that my understanding of what trim does in RL (or with a FFB) stick is correct. Usually, I just give a quick press of the hat. Maybe .5 of a second but that seems to be always too much to keep level. I usual fly with the CTRL-Indicator on and I can see the small Carat Moving as I Trim. I'll try to post a video/track to illustrate where I'm having issues.
  2. Though I've been playing this game on and off since release and finished all the campaigns multiple times I've never really spent much time bothering to trim until recently. I would usually let the AP do most of the work and be prett much 100% hands on during approach and landing. So I started trying to do A2A Refueling and realized how important trim really is. I've read almost every thread about trim on this forum but I feel like I'm doing something wrong here. Anyways, here is my issue. I have trim mapped to the top hat on my x52 but I feel like the trim is just too sensitive (I have FF disabled). I struggle to keep a constant speed for more than a few seconds and can never hold a set heading either. I let go of the throttle and trim for pitch when my speed is steady but after a few seconds my nose pitches in one direction or the other. I find the left/right trimming particularly troublesome and I'm constantly having having to compensate by pressing the opposite trim. If I go hands off then I endup just drifting in one direction or the other. I feel like each time I press the Trim hat its just too much in that direction. I know folks say trimming the hog is a difficult but it feels like almost impossible for me. I've seen a few videos where folks are flying almost hands off in a straight line to the tanker. I can only dream of that. I'd really appreciate if someone can tell me some steps or post a video illustrating how to properly trim the hog.
  3. Its actually happening both with a single screen and eyefinity. It also looks like it's not card specific either as I've been testing with my 5850 and its now happening with that card in addition to the 7950. I'm also getting this warning in my event viewer with the 5850. Display driver amdkmdap stopped responding and has successfully recovered. This is all very weird since that card has been working fine all this time and I just did a fresh install of windows a week ago. Gonna see if I can wipe all the AMD drivers on the system as this all seems very odd.
  4. With my previous card (5850 1GB), I couldn't dare turn the GFX settings to all HIGH as the card would struggle rendering my eyefinity resolution. Now that I have a 7950 I decided to bump the settings to HIGH and the card seems to be managing OK. I'm having 2 issues though, and I wanted to see if anybody had experienced anything similar. 1. Flickering: While taxing, usually just before I get to the runway, the top 1/3 of my screen (all 3 screens) starts flickering black. It doesn't happen every time and sometimes its pretty bad. Usually once I go to MAX rpm and start rolling it happens. I've tweaked the GFX settings but with no luck. 2. Blackouts: This happens at least once every mission. While I'm in the air usually, the game will just stick for about 3-5 seconds. Then it will recover and the whole screen will be black before entire sections start reappearing. I don't think its the GPU recovering so I'm wondering if its a memory issue. I'm running the latest drivers for my card and just did a fresh install of W7 a few days ago. Has anyone experienced anything similar to this ?
  5. Check out wags youtube channel. He has a short video showing how to change the mk82 to low drag. You have to go into inventory first before you change the fuze type. Check out the video. http://www.youtube.com/user/wagmatt
  6. There is a supply convoy that is required to be destroyed in this mission for a successful completion. I've killed this convoy twice so far without any completion. I've looked at the ME and can't see any reason why the trigger doesn't function as it should. I'm pretty sure I'm killing the right units as well, there are 5 stationery trucks at WP4 on a road entering a small area of buildings.
  7. I don't think there is a way to request lat/long or UTM coordinates from JTAC once you are in the air. I think thats assigned in the Mission Editor. I believe it has been suggested that the grid reference be added to the JTAC 9 line UTM coordinates but I am not sure if ED is considering doing this. Right now its just a guessing game unless you have map in front of you to verify which grid you are in.
  8. Thanks for the tip Zenra. Combination of poor briefing and pilot error I guess. This is the Smerch Hunt mission, the briefing says no wind at any altitude. But the CDU was reporting winds at 20+ kts as I approached the first waypoint. I would have thought the briefing would have been correct, but is this just a case of dynamic wind/weather patterns ?
  9. Agreed, Vector zones would work very well for this.
  10. Just wanted to reopen this, I find that the pipper and pibl sometimes move off to one side of the hud making bomb delivery so much more difficult. The answer above references HARS, but I thought that was a backup navigation system and I'm pretty sure I didn't have it engaged. The mission I'm noticing this in actually states in the briefing that there is 0 wind in on map. Is this just a case of wind (contrary to the briefing), and I have to deal with it or am I doing something wrong ?
  11. I'm guessing that since certain objects exist on top of the terrain, the generator should know where those objects are and thus avoid them when locating units on the map. I think the current generator could be improved upon if ED really took on the task. Agreed, but this is a larger problem with the engine that I have a feeling may never be addressed.
  12. While I haven't messed with the ME for a long time, I do realize it is quite powerful. One of the things I have heard from mission builders and ED themselves is how long it takes to build and test a mission of medium length and complexity. I can only imagine how much more we could get out of the game engine if we could do some of these things easily.
  13. I haven't tried it yet, though I have seen a few threads about weirdness with the way the AI seems to behave in those missions. I'm specifically talking here about the scripted missions, not just a randomly generated mission.
  14. So I guess we've all seen the debates about having dynamic vs scripted campaigns and missions. I started thinking about this at a lower level, how about if we could add some randomness to the scripted missions themselves and forget about the campaign for a moment. By randomness I'm specifically talking about AI units. I find that after I fly a mission a couple of times I pretty much know where all AAA, Armor, Manpads etc are, 2 Hinds from the south east, at the top of that hill etc. My idea is to make the missions themselves dynamic by adding randomness to AI group/unit properties and location. While I am sure there are still holes in this idea, some of the obvious ones are addressed in the bullet list of rules below. Please read them before you chew the idea to bits. Here are some of the rules that the mission randomizer must follow: The biggest underlying rule about my suggestion is that the FLOT or an AI/Enemy Zone must be respected. You don't want helicopters to be spawned over their enemy's airbase. You must keep vehicles out of buildings, water, heavily wooded areas etc. You must keep some vehicles in strategic areas, if they are part of the core of the mission. For example tanks defending a bridge shouldn't be moved away from the bridge. Some units obviously shouldn't be moved at all, for example a downed pilot you are rescuing, a bunker you have been assigned to destroy. The Randomizer: Fixed ground units would be moved to different places throughout the map. For example the AAA emplacement would be moved to a different location in the battle area. Manpads could be moved to the rooftops of different buildings etc. Tanks, APCs could also be moved as well. Aircraft becomes a bit more tricky, but again while respecting the FLOT you could deploy 3 Hinds one time, 2 Blacksharks the next time or perhaps 4 havocs another time. Perhaps then you could think about different altitudes as well. Adjusting their flight plans is outside of the scope of this. Units that are moving along a road are tricky since you can't exactly move the road that they are driving on, but you could move the AAA or SAM in a convoy to the 1st, 3rd or 8th position in the convoy. Perhaps adjust the speed or starting position. If they aren't key to the core of the mission perhaps have them only show up occasionally. Implementation So how would this work in implementation in the mission editor ? Fixed Ground Units - You would simply set the x/y location of a unit to be a randomized, then you would designate a zone using the mouse on the map within which the unit can be moved at random. This would work for AAA, Tanks, or Manpads. Aircraft - You could select Helicopters then set the model to be random. Then set the number of units to be random, with a max at some reasonable value. Moving units - You could set a presence value so the unit is only present 50% of the time or have them move slower or faster or start from further away. Obviously JTAC would need to be modified as well since, we are moving units around but I think this could be handled as well. While I don't for once second think that these changes to the current engine are small, I think they are possibly more achievable short to medium term than a dynamic campaign engine. I believe the benefits of adding some variety to the scripted missions would be huge. Would the benefits be enough to justify the development time though ? I'm sure you guys will answer that for me.
  15. I'm still noticing some issues with this mission. I've flown it about 5 - 8 times now and I have yet to have a successful completion. Been shot down a couple of times, but it seems there is some issue with the way sandy is supposed to 'rescue' the pilot. If I don't find the troops heading up the hill from the east, the pilot armed with an M16 simply shoots them. I've had this happen 3 times and my pilot has yet to die in any of the missions I've flown. He just crouches when the troops attack him and shoots at them. The other times where I have found the troops and taken them out with the GAU, and taken out the SAMs and AAA, I then call in Sandy. Sandy doesn't seem to be able to land though and the pilot does not move. I can see Sandy trying to land but then eventually giving up and leaving. Where things get silly from here is that I called sandy in after cleaning up the threats, a few minutes after I thought the pilot was rescued I got a message saying "thanks for the help, we'll take it from here". Yet, when I checked the mission status I still had 0% completed and I visually confirmed that the pilot was still on the ground. So is the pilot supposed to move to the landing area or is sandy supposed to land next to the pilot ? I like this mission a lot, I think it has some really cool elements to it, good tension and is mostly fun, but I can't seem to get it completed and I think there is a bug with the rescue trigger.
  16. Thanks for the explanations guys, I guess I didn't have a full understanding of how trim is supposed to work.
  17. Sorry if I posted this in the wrong sub-forum. Hey guys, I've had this game for about 2 weeks now and have been taking my time going through the manual. I have Trim Mapped to one of the hats on my X52 stick. The problem I'm having is that when I trim in a certain direction the trim seems to be increasing instead of holding steady. For example, I give a slight nudge for Tim Nose Up and the nose starts moving up, but it keeps going and going long after I've let go of the button. Eventually I have to retake control and turn on the autopilot just to fly level. Same with the left and right and nose down Trim. What am I doing wrong here ? I thought that if I Trimmed at 5 degrees Nose UP the bird should stay that way, not keep going.
  18. In short no, there is no way to key points into the ABRIS directly. You would have to use the knobs. I had the same question and the long answer is in this thread: http://forums.eagle.ru/showthread.php?t=53149
  19. Is there a running list of issues documented that people are waiting on to be addressed or is it just the more issue of CTD's ? I've spent most of my time so far in the flight manual and training missions and its been quiet so far no crashes. I'm hoping by the time I get ready for combat the next patch will be out.
  20. Thanks!
  21. I probably had 150 to 200 hours on v1.0 and 1.01 before I took a break from BS. I just recently installed 1.02 and started playing again. The wingman has never been particularly smart, but in the 5 or so missions that I played with 1.02 NOT ONCE did he obey any order that I gave him. Pretty much killed the campaigns for me. I've also had issues with sounds not working properly. and the NVG Multiscreen spanning was another killer for me.
  22. I'm sure there will be a fix for BS, without question. I guess some are just wondering why it has taken so long to fix some issues that popped up or got worse with 1.02. I think we all understand that these guys at ED are obviously hard at work. They've given us 3 titles in 2 years, plus patches. I personally will be playing BS at 1.01 until a new patch is released. Wingman AI alone was enough to make me uninstall 1.02.
  23. I'm curious about this problem. Is this something that happened after 1.02 or has this always been there ? Also, is it possible to place the shkval coordinates so that it is below the center camera instead of being to the right ?
  24. For the most part getting the simulator to work well in Eyefinity has been easy, its just the GUI that has been giving me problems. My 5850 is giving me about 30-40fps. My Blackshark Install was at 1.01 for over a year as I had not been playing that much. I only upgraded to 1.02 yesterday when I got Eyefinity running. I think there are some differences in the way multimonitor works from the patches so keep that in mind. My option/settings are 3 screens, 5760 x 1080, FullScreen. The only changes I have made to my view.lua file was to reduce the CameraViewAngleLimits. I changed mine to CameraViewAngleLimits[PlaneIndex.iKA_50] = {20.0, 110.0} That was all I had to do so far, I do agree with you about having to search for information. Initially I took bits and pieces of information from different threads but turned out it was much simpler than I expected to get Eyefinity working.
  25. I was able to make the following changes to lines 245 and line 246 in the blackshark.lua file. So at least the GUI stays on the center screen. Still haven't been able to get it to go fullscreen though, but I'm not having problems clicking on buttons like I was before so I'm kinda happy. The resolution of my center monitor is 1920 x1080, the setting below is a little smaller than that but the gui isn't hiding behind the taskbar anymore. if fullscreen then main_w = 1800; main_h = 900; end;
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