Jump to content

Vakarian

Members
  • Posts

    739
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Vakarian

  1. Huh, I didn't even know that was possible. Thanks, I'll play with that as well. However, relying on 3rd party apps or tools shouldn't be required to get throttle usage as expected.
  2. I'm surprised to hear that as on my Rhino (no telemFFB interfering) the trim works like a dream and it's very easy to trim the Fulcrum (unless I'm going mach stupid then it loses the pitch authority and climbs)
  3. Follow this and it should help (the part with saving the snapview)
  4. Using this https://www.digitalcombatsimulator.com/en/files/3315617/ I've managed to setup my detent for the WinWing Orion2 with F16 grip on it. The user curve for me looks like this However, even if there are user addons for this, this is something that should be included in the special settings or in the control manager. There was that AB detent option "few" patches ago but it was removed as it was WiP and not functional. Can you guys please dedicate a dev for this? It is an option needed for more than just Fulcrum
  5. I will join with the commendations. I was worried at first as I did buy FC3 version to get slightly familiar with the FM but I found it really twitchy. Now I tried the FF version and I was pleasantly surprised by just how nice it feels and FFB implementation is wonderful as the stick feels amazing. Trim follows it nicely, it responds to my input as if I had 2000 hours in it Don't know what you did, but whatever you did it's great. Performance is also not bad, using the default English cockpit (not the reduced ones) and I didn't see any stutter, hiccup, jitter, whatnot. There are some bugs here and there, but in the grand scheme of things nothing major. Can't wait to actually start learning the systems and using it in missions.
  6. Can we get some sort of customization where the AB detent actually is? I do get that we have the option of using the gates, but it really feels bad when the AB gate in-game doesn't match my physical controller and if I use those gates than there's always a bit of travel that's left unused. Having to manually guess where it would be and setting the user curve on the throttle axis is really cumbersome and it's mostly guessing which leaves the throttle response to be "bumpy"
  7. You can have a million of them, but you can't use more than 3 for beacons and more than 3 for airfields (which can also be used for beacons). As AeriaGloria said, you build a pool of points so you can reuse them later on. Aircraft will have loaded no more than 6 points in total, but as Wags also mentioned in the video, you can build a route from the points you added earlier and that route will be displayed on the kneeboard later on. Really, watch the video again but pay attention. I know it's long one but it does contain a lot of info.
  8. @Supernova-III Just FYI, whenever you see a task that has "-a" suffix, that means it has been assigned to one of the prior waypoints and is inherited. So if you assign new task "X" on WP6 and you already see task "X -a" go to the prior waypoints and see if should remain here or not.
  9. Oh definitely. I'd also be willing to fork over another 30-50 euro for a MiG-21 v2.0 just so it gets brought up to the current standard, but I am a bit biased as our airforce used to fly them
  10. I wasn't saying it was easy nor quick, but it would be great to have it supported out of the box. I'm also familiar with the fact that this is one of the oldest 3rd party modules, so it's definitely not a 5-min fix. All we can ask is that this gets included in the plans, nothing more. And if they say no, that's fine as well.
  11. In the latest MiG-29 Navigation video the mobile PRMG/RSBN beacon was demonstrated in a form of a RSBN-car (timestamped video) Would you be so kind to support this in the MiG-21 as well? That way the community won't have to do all sort of manual fixes to get the RSBN working on all maps.
  12. It was quite clearly explained. You can have a as much points as you want, but the aircraft will know only 6 of those at any time and of those 6 only 3 can be airfields as you can assign only 3 points to the Airfields tab in the DTC and 3 points to the Waypoints tab. What wasn't touched on (or I missed it) is can you update which points will be loaded in the aircraft while on the ground only (I assume so as the ground menu is the only way you can reach DTC interface while in-cockpit).
  13. So what, module release is in jeopardy because videos aren't releasing to the schedule you made up yourself? Try to relax dude, it's coming.
  14. Or these things take time to make and it's not like Wags is a full time video producer...
  15. Not to play white knight for ED, but basically you have described it yourself. SRS is a standalone tool which has very minimal dependencies on DCS. Other than reading the radio unit switched location, SRS doesn't care about DCS and it's a radio app by itself. What ED is trying to do is to integrate all of that into the what everyone now knows is a code hell of a DCS so that's why it takes long whereas Ciribob basically has all his attention on the single app and that's it. On the other hand, latest VoIP is pretty much very good in itself and works mostly as SRS users would expect. There is no splitting of audio per sides (but to be honest, I'm not sure that's realistic setup in a first place) and IIRC MIDS radios aren't supported, but the rest works out of the box within DCS, it isn't supported by 3rd party apps. It's a shame that the current release of the VoIP wasn't the initial release as now there's basically no connection issues like before and radios work as advertised.
  16. What you have shown are the line "management" pages, it shows of which waypoints the line is created. That is correct IIRC as all lines and areas are created from the point in aircraft memory (waypoints and control points, I think target points can't be a part of the line/area/route) To see how it would display on the HSD, you can slew the HSD to the e.g. 6W and then see if the HSD will display PL-SHIELD or something else. Not a home PC so can't check the track, but I would go on a limb to say this is correct, you just haven't looked at the HSD
  17. Yeah, use more ChatGPT to prove your point...
  18. You know that just saying "ED team" means absolutely nothing? @BIGNEWY @NineLine Can you help the guy?
  19. It's a known issue, it's been reported
  20. @Homer79As I've said, in your track the first bomb detonation detonates the others as they were too close, meaning only the first bomb reached the ground and the rest exploded in the air. If you yourself see in the F6 view, you will see that the bombs during their flight time did have spacing, but were ultimately destroyed when the first bomb hit the ground. That is why for this kind of an attack profile, high drag bomb is required. If you wanna do ripple with low drag bombs, then you need to climb high and aim to hit "a postal code" rather than a runway.
  21. Well for starters you dropped non-retarded bombs at the 1000ft AGL. That's a good way to get caught in the blast zone, you should be using retarded bombs for this kind of attack run. Second, seems like when first bomb strikes it also detonates the others giving the illusion that there were no spacing. No issues when using the proper weapon for the job (AIR or Snakeye) mk82AIR_ripple_CCIP.trk
  22. Ah, there's the catch. It only works for the regular static cargo, not dynamic spawned ones. Yeah. that's the feature I'd really like to see. Ability to constrict Dynamic cargo to at least have the correct weight regarding the stuff we put in the container. Maybe it can be a toggle option somewhere in the current Dynamic cargo GUI or even better, a toggle in the Mission Settings, same as we have enforceable settings for dots, map view, turbulence... If the checkbox is checked then the cargo weight = container + (whatHaveIAdded * quantity). If not, just the container weight is taken into account and you can put the whole warehouse inside for all I care.
×
×
  • Create New...