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lennycutler

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Everything posted by lennycutler

  1. Airfield Location Impact on Take Off Stability I have noticed that I have no problem taking off, using some right rudder at startup of my take off run....except when I have tied to take off from Senaki. I find it almost impossible to get off the ground in one piece there. I have not tested yet at all the airfields,....but I suspect the runway composition is modelled in such a way as to severely impact the DORA. I would appreciate others trying to see if Senaki, or other airports have a negative effect on the DORA's stability at take off. If so...then perhaps this is a bug, that the developers need to deal with...or may already know about.
  2. I know we have a switch to Power up and down the Gunsight...I know what this functionally does. However, there is also a control option for Gunsight On and Gunsight OFF....Gunsight On is LControl + LWIN+M and Gunsight Off is LShift+LWIN+M. I tried to use these controls and mapped them to my Joystick, but non of these controls have any effect, nor could I find any switch or buttons to mouse click to effect an On / OFF condition for the Gunsight. It seems to me that these options are there in error as it appears that when you do a start up sequence the Gunsight is turned on automatically, and Turned Off via shutdown. Or the options were correctly put in the control listings, but are not implemented yet? This is just confusing at the moment even if it has no great impact on my current use of weapons.... Can anyone clarify as to the Gunsight On/OFF functionality?
  3. Skin Mods F86 - USAF Labels and Insignia I just installed the latest update. But I find that for all of my mod skins the USAF Label and Star Insignia are mis-aligned...seems like the new skin is overlapping slightly the base skin. I put all the skins in the Bazar/liveries/ folders for the respective aircrafts....the textures show up correctly except for this issue. What do I need to do the fix this?
  4. Thanks, sounds like good advice. I assume that once I install everything on the new machine...that I will then have to activate each module....and use an activation for that purpose?
  5. I anticipate getting a new PC in the next couple of months. It is my understanding that I can not simply copy my DCS installed folders directly to a new PC? 1. Is that true? - can I copy the files over to the new PC and then do an activate and deactivate procedure? 2. What is the recommended procedure to move DCS and a number of modules to the new PC? I have - Flaming Cliffs 3 - Huey - F86 -FW190 - A-10C -Black Shark 2 (Upgrade) - Combined Arms -P51D -K109 Pre-Order Appreciate your help on this basic question.
  6. Thanks, this solved it for me also. Hopefully, the next patch will add more documentation as well as the control settings for all the switches.
  7. I have the same issue of bombs releasing at the same time as rockets, even when the rocket release switch is off...so how do you properly set it up when carrying both bombs and rockets so that both don't fire at the same time?
  8. I have several scenarios for take off practce...with heavy and light loads...and in all cases, I get much better stability in the take off with my flaps in the fully up position. With Nose Wheel steering engaged up to 50 mph, I find the aircraft starting to drift to the right, which I counter with left rudder...once Nose Wheel steering is released, the aircraft will continue to drift to the right, which I continue to counter with full left rudder. This keeps me relatively straight down the runway. I have a Thrustmaster Hotas, with CH rudders....no curve on rudders or brakes, brakes set as inverted and as slider. This seems to be counter to the takeoff checklist, regarding the takeoff position for the flaps. I am not sure if what I am encountering is supposed to be...or is just a bit of buggy aspects of ground handling control in the Beta.
  9. UPDATE ON REWARDS WEB PAGE Thanks, appreciate any update on this.
  10. Their is a selector option for the F86 Easy....but I don't see any control for the Gun-Missile Safety Switch...so I assume it will come in an upcoming patch...?
  11. I would like to thank ED for finally getting a handle on this...... I will of course think more than twice about contributing to another crowd funding project...but I am confident that ED will deliver the on the commitments made to backers. Open question is . Will backers get early access to all the modules....and will early access be at an Alpha or Beta level?
  12. I have confidence that all will end well here....however, there is no excuse for the lack of communication...lack of updates.....lack of consideration for the community that is highly interested....and that goes well beyond those that supported the Kickstarter effort. I do expect that ED will help matters soon....by encouraging better communication going forward. Frankly, I will not support another crowd funding effort again.....it is just too frustrating.
  13. When you engage TO Trim for takeoff, the trim effect is very obvious, and I have no problem with that....but I would think that the TO trim would be automatically reset once gears and flaps are up....but I have no real knowledge if that is how it is in real life. Currently, I have mapped Take Off Trim to my Hotas Warthog trim button, and I have mapped Reset Trim also....so once I have taken off, I must reset all trim to disengage Take Off Trim. Am I correct that we must use Reset Trim to disengage TO Trim?
  14. This may have been addressed somewhere, but I don't think it has been clearly stated by the developers or ED yet...regarding the plan to include ammo loadout options...so that the historically accurate loadouts for machine guns and cannons is in the final release...for all WWII aircraft. I note....that CLOD with its latest MOD version, seems to have done a fairly complete job of enabling custom loadouts for ammo belts, both cannon and machine guns...as well as having the historically accurate loadouts availble by default and for customization, including convergence range.... The current damage model of 50 cal hits per the current P-51 in DCS seems only to model ball ammo hits....and looking at recent WWII gun camera footage....AP and incendiary rounds were common. So, I am asking if the developers and ED will be ensuring that historical accuracy is provided regarding ammo loadouts, and will we have loadout options for various ammo types, and the ability to customize the ammo loadout. Plus will the damage modelling of hits from various types of ammo...including cannon rounds be accurately modelled for the final release?
  15. I got this to launch from the F-15C but they are not visible on the pylon...but they are visible once launched....the F15C stores refects unknown for these. Is there any way to get them to be visible on the pylon....and in the stores screen MFD.
  16. Just started to review the latest Huey flight manual...and it mentions AI group properties slider on Page 110. "The gunners’ reaction time and aiming accuracy is determined by the Gunners AI Skill slider in the player-controlled UH-1H Helicopter Group properties menu. Figure 8.17 Gunners AI Skill slider." Can we assume this will be in a very soon update...because it does not show up in my current version of 1.2.7.
  17. SU-33 Cockpit Fix Thank you, Mustang......I followed your advice and that fixed the problem....now I have the correct default SU-33 Cockpit. Appreciate your getting me the answer.....and so quickly.
  18. I had some problems getting the correct SU-33 Cockpit to load without textures missing. I reverted to 1.2.6 backup....did a repair...did an update....and my SU-33 still looks like its is using the SU-27 cockpit....instead of the SU-33 cockpit. See pictures below. I have done repairs and updates with no success in changing this. What can I do manually to fix this....or should I just wait until the SU-33 has a 6DOF cockpit?
  19. Thanks, I tried this and it had no impact on the issue. What I have done as a work around is: 1. Renamed my DCS World Directory to DCS World OpenBeta 2. Renamed my DCS World OpenBeta to DCS World. I moved my mod folder over...to be in synch with this change. Since both installations are the same except for some file that keeps the Old SU-33 Modded Cockpit...I am OK for now with this change...everything is working correctly so far....except of course now in my Beta version...the SU-33 Cockpit is still wrong. The solution there may simply be to download the complete new next BETA....after first uninstalling or removing the OLD BETA Folder.
  20. Speaking of Cockpits for the SU-33 I have a related, yet not exactly related to this thread's issue. I had disabled the SU-33 Mod by CombatACE...so that it would no longer load. And I had taken out the autoexec.cfg filed that referenced the relevant files for this mod. When I updated to 1.2.7 I noticed I still have the modded cockpit with empty textures...see attached pictures. I also had the 1.2.7 Beta installed....and per the attached picture....it has the correct SU-33 Cockpit - non modded. I would like my regular installation of DCS World and FC3 under 1.2.7 to at this time have the current correct default SU-33 cockpit....how do I get it to work....I tried re-installing FC3...and I copied my Beta files into my regular DCS directory...but that made no difference... I didn't want to uninstall the whole original installation just to fix this.... Is there a particular file I need to change, edit, delete?....to get the default SU-33 cockpit....of course I am happy now to wait for the new 6DOF version, as long as I can at least use the default cockpit. Thanks for any help you can offer on this.
  21. free book Thanks, getting into it...its a good read and hugely informative.
  22. When this happens to me, I follow some old forum advice....go to your rudder control options....clear them...and re-assign them to the appropriate rudder axis.... This always clears the problem for me....I do not know why it seems to only happen in the A-10 A and A10-C on occcassion.
  23. I re-installed the Huey mod...now the AI weapons work as intended.
  24. I re-installed the Huey module....now the AI weapons use is correct, they fire their mini guns.
  25. I found that the lua file changes that I list in my post today in the Huey bug section, does actually work in this version to fix the AI mini gun issue.
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