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Vakarian

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About Vakarian

  • Birthday 12/21/1995

Personal Information

  • Flight Simulators
    DCS
  • Location
    Zagreb, Croatia
  • Interests
    Flight sims, model making

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  1. I would actually appreciate something like this but wouldn't stop on the SAMs, but expand it to the rest of the weapons? I already "don't like" making missions as I perfectly know that if I set X amount of targets that are spaced out, then the players need exactly X amount of weapons (clusters excluding) to kill them. Now, if few of the weapons just went dud, got hung on the rack, guidance failed.... That spices up the mission planning and really brings out the necessity of bringing your wingmen with you. Basically the same thing you requested but expanded to all weapons. I understand it's a tall order and even if added to the roadmap it will be a long time, but still this is a wishlist section We can dream
  2. AND is implicit. If you have like: Condition1 Condition2 That means Conditon1 AND Condition2 If you have it like: Condition1 OR Condition2 That means Condition1 OR Condition2 Fun stuff comes with combos Condition1 Condition2 OR Condition3 Means (Condition1 AND Condition2) OR Condition3
  3. Hopefully you read the changelog and not just spreading misinformation...
  4. I know how radar altimeters works and how/when it's displayed in the MiG. I just wasn't sure if there's a way to force barometric only. Now after AeriaGlorias response I know that's not design feature.
  5. Yes I did as the default one was too far back in my case. IIRC after changing the default one, the entry appeared in the snapviews.lua file. EDIT: I play on 3440x1440 resolution, so the FOV values might be a bit different than what you'd expect on 16:9 aspect ratio
  6. Same place where all others are stored. Snip from my SnapViews.lua SnapViews["MiG-29 Fulcrum"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 96.995216,--FOV viewAngleVertical= 50.638279,--VFOV hAngle = 0.000000, vAngle = -9.729000, x_trans = 0.079000, y_trans = 0.008000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 1, }, [2] = {--LWin + Num1 : Snap View 1 viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [3] = {--LWin + Num2 : Snap View 2 viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [4] = {--LWin + Num3 : Snap View 3 viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [5] = {--LWin + Num4 : Snap View 4 viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [6] = {--LWin + Num5 : Snap View 5 viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [7] = {--LWin + Num6 : Snap View 6 viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [8] = {--LWin + Num7 : Snap View 7 viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [9] = {--LWin + Num8 : Snap View 8 viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [10] = {--LWin + Num9 : Snap View 9 viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [11] = {--look at left mirror viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [12] = {--look at right mirror viewAngle = 60.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = 0.000000, x_trans = 0.000000, y_trans = 0.000000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, }, [13] = {--default view viewAngle = 96.995216,--FOV viewAngleVertical= 50.638279,--VFOV hAngle = 0.000000, vAngle = -9.729000, x_trans = 0.079000, y_trans = 0.008000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 1, }, [14] = {--default view - VR viewAngle = 100.000000,--FOV viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = -9.729000, x_trans = 0.079000, y_trans = 0.008000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 1, }, }, }
  7. Excuse my ignorance, but is there a way to disable the automatic switch between barometric and radar readout? I do find it a bit annoying, however if it's IRL feature then it is what it is and I'll learn to deal with.
  8. No AA as MSAA doesn't work properly, NIS and FSR look worse than no AA
  9. There's one way not tied to the WinWIng software, few posts below there's also a WinWing software way
  10. Fuzes got some changes in the last major update. Basically if you hover over the loadout without doing anything, you'll see that some options might have "null" value. When you open up a fuze setting you'll see that they all got reloaded. That's the "fix"
  11. Back when I was on non-FFB base this has practically eliminated the twitchyness of the Instant trim and made me fly a lot more stable when trimming often. Instant is preferred to others as it doesn't lock you out of maneuvering until you center the cyclic, but the twitching on trim does make inexperienced people think they are doing something wrong and can introduce slight PIOs. Having this Fade In/Out method is the best method anyone has done so far to ease out the trim transitions for non-FFB users and I'm willing to bet that's still a high majority of users as FFB bases still aren't really the cheap option. So yeah, long way for me to say that I'd really like this to be added, even if I won't have use for it
  12. It was meant to make you aware that the wheel is behind you and to take that into account when turning so you don't turn too late or too early
  13. It's the "thing" your nose wheel is attached to.
  14. Do you know what the nose wheel strut actually is in the first place?
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