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Brun

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Everything posted by Brun

  1. Keep the airspeed up and you might be able to see where you're going :)
  2. You can assign the brake lever to an axis. It works exactly as it should.
  3. Not quite. Games have to be written to take advantage of multithreading. Whether the cores are real or virtual is irrelevant, all that is taken care of by the OS. Fairly certain that's the case, although I don't have any problem being corrected.
  4. Hyperthreading doesn't need to be 'supported' by software, it's simply something that can increase efficiency in applications which use multiple threads. There's no disadvantage to leaving it enabled as far as I'm aware. The reported max 50% CPU usage is misleading, the cores will be running at full capacity whenever necessary.
  5. It's my understanding that using curves to increase precision around the centre will mean less accuracy at the limits.
  6. I'm really no modder, and am muddling my way through this with trail and error. If anyone more adept fancies having a look at this stuff, there's a few things I'm curious about. The HUD_definitions.lua has lots of stuff about 'texture_size', which seems like it might be some sort of global control for things like the gun pipper/ccip thingy etc. Haven't had a chance to play with them yet. There are various references to 'total_field_of_view' or 'TFOV' which sound like they might be related to this stuff. Dunno how though. Also, by changing some of the 'isvisible' entries in these files from false to true, you can make the HUD look like this, which I'm sure is very useful...
  7. Realise this is an old thread, but figured there was no point starting a new one to go over all the same stuff again. The feeling of sitting on the edge of the seat thing has always bothered me as well. I tried moving the default point of view back ages ago but quickly realised that was no good since it screws up the HUD. I notice one other common complaint about the HUD is that the text is too small, so I wonder if the seemingly strange default PoV was a deliberate compromise to make the HUD readable with a standard field of view (i.e. without having to zoom in to read it). Anyhow, I revisited this over the weekend and started having a dig around in the config files to see if I could find anything interesting. So far the results have been quite promising. Here's a few screenshots... Default: Viewpoint moved further back: Looking down: Haven't actually edited much at this point. The new default view is x_trans = 0.2, y_trans = 0.0 Stuff for the HUD I found in \Mods\aircraft\A-10C\Cockpit\Scripts\HUD\Indicator\ There's a file called HUD_definitions.lua which has parameters for 'old_K' and 'new_K'. I've no idea what these mean, but changing the new_K value (to 90) in this case, seemed to scale down the text and some of the graphics. This doesn't actually move any of the components so everything still lines up ok. One of the side effects of moving the head back meant that the heading tape disappeared off the bottom, but I found you can edit that in the 'HUD_COMMON_page.lua' file (lines 506, 520, 589, 600). Looks like the same goes for the airspeed and altitude indicators. I'll post more when I get chance, but have an absolute crap ton of work on at the moment so am not sure when that might be.
  8. About time this thread had a bump...
  9. Played the FC3 F-15C 'Clean Sweep' mission this evening. Got as far as checkpoint 3, where I ordered Two to engage the MiG-29 at my 12. Wingman engaged as instructed, called fox-3, I saw (and ignored) the missile launch on the RWR, and moments later was shot out of the sky. Debriefing screen confirms I was downed by a not-so-friendly AIM-120C. Is this something that's known to happen, something new, or just a freak anomaly?
  10. Which file's that in? I can't see any mention of it in my install.
  11. I think you're getting your barrel roll confused with an aileron roll. The aileron roll is started by pitching up enough to roll 360 degrees with neutral elevator and finish level. A slow roll will require greater initial pitch than a faster one. The barrel roll - as Justin Case says - is flown with back pressure on the stick, the amount of which, combined with the aileron input will determine the radius of the roll. Not sure whether it's flown with constant back pressure, or easing off during the inverted bit to counteract gravity. Or something along those lines.
  12. The one under the fuselage is clearly bigger than the other. Mk-83?
  13. What's really strange with the starter button is that it's actually impractical to use the mouse since it has to be held down for upto 40 seconds. For this reason it makes much more sense to assign it to a HOTAS button, in which case there was no need to make it visible/clickable. Most of what Belsimtek have done with the Huey is completely awesome, but this just doesn't make sense in my opinion.
  14. Thanks, I'll check those out.
  15. Might be wrong on this, but as far as I'm aware all of the runways in DCS are completely flat. I'm guessing that very few (if any) are perfectly flat, it would be good to see elevation changes modelled properly where appropriate. I'm gonna take another guess and assume that the standard flight model might not have been able to cope with this sort of stuff. Is the AFM up to the challenge? Couldn't find any useful photos of the airfields in DCS, but this sort of thing is what I had in mind...
  16. True, however the solution to the problem with the A-10 wasn't to reassign other switches to perform the function of starting the engines. ED simply included the commands in the input editor and assigned keys to them. I don't understand why the starter button absolutely has to be clickable rather than a keyboard binding or HOTAS assignment.
  17. In the grand scheme of things, yes. However there are things which are impossible for a third party to do if ED don't contribute time and money. It wouldn't surprise me if a touch-screen was one of these.
  18. No DCS aircraft modelled so far has anything like a dynamic touch screen such as this. Is it even possible?
  19. Rather than airspeed, isn't it the weight on wheels sensor that prevents the speedbrakes from being fully extended when airborne?
  20. Simulating fogging of the canopy in the appropriate conditions would be cool as well.
  21. Was just about to post a request for exactly this, but did a search and figured I'd give this thread a bump instead. I dunno what the technical obstacles are for having one application use two separate audio devices, but agree with all the above posts that the relevant sounds through the headset would add hugely to the immersion. Another benefit would be having in-game control over the balance between voice-over and external sounds when doing tutorials etc.
  22. Am fairly certain the link is ok, must be the website having issues. If you search google for F-15 flight manual it should be the first result, on scribd.com
  23. Here's a link to the F-15A Flight Manual. There's throttle layouts on page 21/22 and the stick on page 46.
  24. The default view files are in PeterP's Reworked Cockpit Views with proper Neck thread. Download the zip file in the first post and there's a folder with a 1.2.1 back up. I believe they work ok in 1.2.2.
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