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VIXEN413

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Everything posted by VIXEN413

  1. Hi everyone, Does anybody know if we can find somewhere the plan of the thrust levers of the f/a 18. The idea will be to 3d print them so I can replace them on a warthog base with all the hardware (buttons and castle hat) of the warthog into the new throttles. BR
  2. Looool Don't care at all bout the 17. Hope it just will be fresh meat for my hornet. Lol Now, joke aside, was wondering if we will see a EHARM one day. Could be fun too to target a jammer. Br
  3. Hey everyone, Was just wondering, all conditions and the rest of the loadout being the same, if the hornet is equipped with 9x or 9m at the wingtip, is there any change it induced drag and possible range of the A/C. Basically, Looking at the fins of the missile being soo different and their position relative to wingtip vortices, I was wondering if the fins of the 9m were acting like a sort of winglet that would help you somewhat with drag. Also, wondering if someone did check the theory in dcs... Thanks in advance.. BR
  4. I m enjoying your room a lot as sometimes, I just wanna wdo some quick bfm. On the other hand, the behaviour of the multilayer room changed the last few weeks and is becoming erratic to the point of almost not being able to fly there. So here are some observation for things to have a look at in the mission to try to mitigate the issue: I m sorry if it's f18 related but that's what I mostelly fly. Other hi fidelity planes might have the same issues tough Config at spawn: In the room, you spawn in with countermeasures on but not programmed. Could we have them in bypass at boot up? Also the attack radar seems to give weired. Infos as sometimes it spawns and is stuck in PDI so you see no-one lol. If we spawn up with A/A already selected with aim9 and a radar setup correctly, that would already help a lot. Some air spawn f18 have a mix of 9x and 9m. Strange config that bugs up the sim. I suffered that weired bug of being able to shoot only 1 missile and not the others. It's a reported bug in multi player but changing setup to 9x or 9m only might help. Also just using lau115 instead of lau127 seems to alleviate the issue. As it's a bit of a furyball in there, I understand anyone of any coalition could fly any plane. But with actual state of the MP, IFF is unreliable. I ve had ambiguous that shot me and I could have killed just because I had no positive IFF. I also got kicked for friendly kill because of a target switching back to friendly after missile was off the rail. (sorry for that). So should it not be better for a while to have coalition related planes and keep the 1v1 with all frames avail? 1v1 is great and I m happy to play there as everybody seem to wanna play right and wait for merge before fighting on.. Maybe we could get more 1v1 spawn possibility? Thanks for reading and see you soon in the room...
  5. Yup and at around 2 or with a bigger scratch, maintenance will change it anyway. Lol The way it is now is fine. I would not desire more like on the f5 as some others says
  6. Hey all, I know, it sounds silly but, I was looking at both towel hanger handles on the canopy frame and noticed that the 2 screws normally holding it in place on the frame are missing on the left handle. Just noticed since I upgraded to VR and never saw it before. Lol. Dunno if it was reported already. BR
  7. Stroke and fuzziness option for 1440 screens? ;)
  8. I do also encounter this issue in MP while being the host. If just client, all works as it is supposed to. In SP, no issue.. Go figure...
  9. Woow, thanks guys for the inputs. Indeed, trying to sim those phenomenons like G loads will be way too hard and expensive. And to try to simulate G forces on your body, could even be harmfull and dangerous like mentioned. Here the idea would be more like simulating a stimulus that would represent the G's (and not emulating G's hopefully lol). I started thinking about this since the consequence of pulling G's would be an inflation of the suit. At least sitting in our rig, we should feel it. When I learned aerobatics, I could feel the G's indeed when the instructor was flying the plane but when it's your turn, being concentrated on what U do, you don't realise it, it kinda becomes a second nature somehow... I do have a functional g suit at home. And looking at it made me wonder how I could link it to the sim data output just for the fun. Combined with VR, might be a fun experience...
  10. Hey all, I was just thinking that one of the few limitations of the virtual world is the lack of physiological effects due to G forces and environement control. For example, on a merge, it s easy to bleed off too much speed due to lack of sensations and pulling too hard on the stick without realising it. So, I was wondering if it was possible to take the in game indicated G force and the processed data would feed a compressor or air source that would inflate/deflate a gsuit worn by the pilot. It could give us a realistic physical info of what's happening while maneuvering no? How feasible could that be?
  11. Like a lot of us would say, check your bindings. per ex, I still use a TM cougar throttle and binded the antenna with the antenna rotary on it. Since it is not spring loaded to center, if I turn antenna up or down it will carry on moving towards the gimbal limit until I move the switch back to neutral. I f I was using tpod and zooming to the max, that antenna switch is fully moved to a position so if I need to revert to AA radar, boom, there goes my antenna full scale up, and a hafu free screen... I just need to remind myself to the limitations of that switch and keep the antenna pen in the back of my head. Not a bad SOP in itself but a noticeable departure from real bug throttle way of working...
  12. Are you using rudder pedals or a Z axis on stick? In GR, he uses Z axis but with pedals, I never saw this issue. If you can make a track, make sure to check your controls position, might be a spike in your Z... BR
  13. Hey buddy, I don't get your problem with radar? Could U elaborate? BR
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