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Everything posted by VIXEN413
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hey there, I didnt touch the file so the letters are recessed. I printed that sample with my Ender 3d UFC face Up, PLA @ 200deg and bed at 55deg. 55mm/s speed infill 100% and a 0.12mm layer height. took 2 days and a few more hours on the printer. Side panels and Hud panel are done in 0.3mm as they will not be visible... U can do it at 0.2 mm layer as what matters is our last top layer that will be visible. Cura has an option to smooth the last layer too but I didnt selected it. First try, I printed it face down with awefull reslults as the support contact zone where all over the visible face then.... Was a false economy of PLA and time... the hud face plate, I printed it differentelly and I m less hapoy with the result. I coated in black and pourred white acrylic in the letters but a lot of touchups were necessary... here you can see thz difference in result between face up on left and face down on right.... The later is useable but a cosmetic aberarion....
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thanks. I installed another slicer that seems to accept those other panels that Cura does not want to print... Dunno what that was all about... as for the rest, it's looking good so far...
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Hey guys, Dunno why But I ran into some issues with the master arm and the hdg panel. Cura is telling me the file is corrupt. It was opening it fine with Cura 4.7 but 4.8 tells me it s a corrupt file, no matter what I do or even if I download the file again... the master arm file is only 470ish MB, seems small for a piece like that... A good soul to post them back? I m progressing with that build too... lots of fun... I printed it with white PLA, stick some masking paste (or even humbrol maskol) in the letters then primed/painted/coated and removed the putty. Makes it for crisp letters and possible to backlit...
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could be cool to "title the tape"...
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yes, I also would love to see an explanation on how to use the IFF on UFC and a clear Explanation of what does what. Like, if I set codes in XP like transponder, do I manually have to switch to AI inorder to IFF some contacts? what squawk should I dial in in order to properly Get idented or IFFed by other planes?
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reported Second GBU-12 sticks on pylon after first successful release
VIXEN413 replied to GazAce's topic in Bugs and Problems
Had a similar occurence yesterday in NTTR map. First pass was good, I extended and did a 180 to come back to the area reset the laser and at release mark, pickle, but the bomb stayed on pylon and visible on the stores page. Funny thing is that I had a countdown on hud for time to lase and later a TTI.... I initially tought I was too close for a release but tacview confirmed that I extended enough (also had good auto cues and countdown before drop) It was in MP hosted by a budy, cant provide a track... -
looking at the tail of the TACAN needle tonavoid maths... works wonders.
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Right, message edit... If we get a downgrade to DEL ON We should have the master caution FCES, and the "flight controls" betty warning 2x. Natops NNC items ask you at some point if you desire to go back to CAS and to do so, you have to press the FCS reset switch. Meaning that once you have a downgrade in Flight controls, you can go back to normal condition only with a reset, it will not do it by himself right? Same logic goes for MECH ON So if the FCS revert either in DEL or MECH, you will be notified but going back to CAS requires a pilot action?
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hey there, yes, found that thingverse file while digging for those switches. Thanks for putting the effort. Indeed, no pyramid for top switch as it is, as you mention, for a superbug while we simulate the "C" in DCS. as I have all the files I can print the pyramid too if I prefer hehe. Same for the TDC, I m using this one on the pics as the "Spider" broke just at the base of the axis while I was fiddeling with them. I was looking at the layers in my slicer where the axle links with the hat itself and found out that there might not be enough matter there to get a proper strenght (might be my PLA) but nothing a bit of epoxy cant solve... I ll also shorten the axles as they will fit on top of the Virpil switches so I dont need such lenght. for proper throw. lots of fun with such a project... thanks to you, I m one step further BR!
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Hey Guys and Urga! I m do delighted to see Cyprus comming up nicelly to DCS! As a frequent Cyprus/Larnaca visitor, I m delighted to land in the sim where I land for a living too :) I hope it does not set the bar too high in my mind about how the place should look like but there are specific things I ll look for with pleasure! I saw that the Dekhelia UN base will be modeled too. that's cool too! About that, it is possible to still squeeze 2 standby runway on this island. There are 2 portions of freeway that can be used as standby runways too, one on the A5 Larnaca-Limassol and the other one on the A1 Limassol-Nicosia. that on runs trough a green area with olives trees and has a road leading to the Stavrovourni monastery where you have a big army base there. Cyprus has a lot of hidden military assets in a few places that I cant wait to discover on the map. There Use to be a field in Pyla too (it is now a bird watching sanctuary near the freeway) from where the French forces were based during the Suez canal issue.... Along with Syria... so much potential...
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Viewpoint movement VR is much greater then Track IR for sure. So unable to help u there mate....
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Yeah the Cams with center notch that Virpil offers are still ok, you dont feel it that much but for very fine and precise movement like close by formation or AAR, you feel it somehow. On my other base I installed the "thunk" less cams which are great too but have a bit more resistance towards the edges. Virpil also sels a linear cam (with or without the notch) and extra strength springs so I was wondering if I could replicate the feeling of the stick better then what it actually is in my setup. Love that base, it's so precise..
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When you designate a target like he does on the vid, can you then make it a MK point. Or would you need the pod for that?
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Hey, Thanks all fr the great inputs!! Aaron, thanks a lot for the intel, it correlates what Curly posted about a center thunk. You should break from it at 3lbs up to 7,4lbs. Curly, those values you posted are indeed in the document you linked but it also mention a different (lighter) lateral breakaway and pull force. So stick force are lighter in roll then pitch, right? To the values indicated in that table? BR
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Aaah so it is a force sensor unit translating movement into signal.... good to know. I was thinking at a force sensing ala f16 that will register force on a device (here the stick) without alowing it to move... Thanks for the info ;)
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Thanks all, that's already a start. So no center thunk in the hornet stick. right?
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Hello, No force sensor in the hornet, it's FBW (with backups DEL and Mech that we dont have in dcs) allright but it moves. Just look at youtube videos of the controls swipe before cat shots... Best regards
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Hi all, Got a quick question here that might be more focused to whoever flew the real jet... I have several stick bases, and swap sticks according to my need. One of those, is dedicated to the hornet. It's a Virpil Warbrd with an 8cm extension and a Thrustmaster f/a18 stick on it. Thing is, I would like to dial the feeling closer to what you have in the jet itself by setting the closest cam profile and spring tension (although spring is an easy setting, I just put the heavier ones but since the plane is a FBW essentially, one might be surprised by lack of feedback) . Viral has 2 sets of cams I can use for aero sims: Linear with center bump or progressive towards hard edges without bump. So, the questions: - In the Jet, is the stick rather linear in it's displacement or does it get harder towards the limits of it's gimbals? - Is there a "bump" in the neutral position or can you move the stick freely without feeling a small "detent" when you go across the neutral psn? I looked at NATOPS but it's not really the kind of info to find there, the diagram of the FCS shows the stick having a pitch and roll feel spring but other then that not a lot of info on how it translates to stick movement and feeling or neutral bump in stick design. All planes I flew were different by design it the way it feels in your hand. The 737 for example, you can feel a small detent in neutral roll but not in pitch (due to column design obviously). So it would be nice if somebody can give me a hint on the hornet about this... Thanks in advance, Best regards
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I guess you refer to your previous method as designating with the pod, shoot, predesignate, shoot etc. Dunno In real life but the best method now I guess is to use the MK points. I usually establish a left wheel at around 12Nm from target and MK 4 targets with the pod. Then, I do the hot run with mk1>wpt dsg> Mav uncage then shoot switch to mk2 etc etc
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Do I correctly see (VR) pilot body improvements here?
VIXEN413 replied to sirrah's topic in DCS: F/A-18C
I m not in for a pilot body but having it for head shadows could really be a plus! In the hornet, in VR, you could then be able to shade your DDI's with your head when you have sun in the back. Could be very helpful indeed... -
yes, I know, thanks, that's how I was doing before Mk points too. My answer was more in thr line with OP talking about waypoints creation to assign it as WPDSG... cheers
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[FIXED INTERNALLY]FA-18C WPDSG going crazy with mark points!?
VIXEN413 replied to Tom Kazansky's topic in Bugs and Problems
Had the same behaviour and workaround. Even if you WPDSG and the pod get stuck in SP, the WPDSG still works as intended for proper delivery.... -
well, to be honnest with you, Igenerally mannage to ripple 8 jdams without too much problems using pod designation and too mode. Even if TOO is not really made to work that way. Now that we have MK points it's even easyer as you can assign 8 mkpoints to 8 different target and drop all in one pass.... easy
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well, if you take the time to punch in the coordonates in pp, why not taking thz extra 2 sec to create a navigation waypoint from one of the coordonates so the pod can look at it to enjoy the Kaboom?