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FifthColumnist

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  1. You can always use the drift to your advantage, give it a nudge in the desired direction and trim, and drift out from behind a hill or whatever, the movement might even help you evade RPG attacks wouldn't it?
  2. Thats kinda what I expected, sadly I won't be joining the BS2 party for some time. TKS for the info. S!
  3. Hi all, Not sure whether my system will be able to cope with BS2 (I assume all that eye candy comes at an FPS cost), I run a Q6600 OC'd to 3.0ghz, 8gb ram, 4870 win7-64. BS1.0.2 runs okay and I realise I meet the published minimum system requirements but is there anyone out there with similar specs and can report on how well BS2 performs compared to BS1. TIA S!
  4. Hmm, not really, no reason why the engine features cant be expanded or adjusted with each vehicle release, IMO it would make much more sense for all vehicles to run in the same engine version with engine upgrades coming free to existing users, this model is used by lots of other games and applications out there. IMO this sim is very inexpensive really I think a much higher purchase price for each combat platform would be justified, 100 USD doesn't seem unreasonable .... but charging us for a patch, no matter how wonderful it is and no matter how cheap it is, seems abit much really. I look at the bug reports trickling in regarding BS2 and I wonder will I have to pay again to have them fixed? S!
  5. Nice work Thanks for the campaign igormk, only got as far as mission 5 or something but its been fun and atmospheric with all the voice acting and stuff. I did notice one small issue right at the start of the first mission as one of a pair of fast movers seems to make a VERY heavy 'landing' next to the runway, this was with the 1.1 (uncompleted) version running in BS 1.0.2, I guess you know about this already though. S!
  6. Hi all, Couple of quick questions regarding mission development in BS 1.0.2: 1) One can draw lines in the ABRIS and save them, but is this possible with points? (ADD PNT). Or.... is there some feature of the mission editor that would let me create points or marks that would be visible in flight on the ABRIS? 2) Is it possible to save or pre-load in some way the ABRIS with ingress or targets as you might input manually in a mission with the data link control panel. S!
  7. If you want to hunt subs in a helo (or helos in a sub) then try Dangerous Waters.
  8. Yes, you can, don't need to shut engines down or anything just land, switch the radio and your gtg.
  9. Hi all, I'd like some advice on good programs for the UV-26 and SAM evasion. I am really not sure how to evade sams in the black shark, but heres what I currently attempt: As soon as I am aware of the missile launch targeting me I hit flight director and dive and turn (usually left) to bring the aircraft perpendicular to the missile launch and extend away at the lowest possible altitude possible hitting the flare release a couple of times on the way, this sometimes works but its not 100%. I am not even sure what I am trying to achieve with this, is the helicopter actually fast enough from a near standing start to out maneuver a manpad or whatever in this manner? I usually run with the program 417 in the UV-26 but for no particular reason really. Anyone got any advice/tracks/videos or whatever? S! FifthColumnist
  10. Not sure what happens if you map the button throught he game and also map the button as a keystroke in the profiler. Perhaps you might get the keystroke action as well as the action mapped to the button in game. better to not mix and match in my opinion. Ah, you have to click on the one of the mapped cyclic inputs to press the ff tune button iirc
  11. The logitech profiler works by generating key strokes for button presses, the "commands" you see in there are actualyl just little keystroke macros as you will see if you try and edit one, therefore to map buttons you need to take no action in the game and leave all the default keys as they, just map and configure your axis in game, as regards force feedback, stupid question, but do you have the power plugged in? and do the force work in the control panel?
  12. It takes quite some hours to get the joystick set-up in this game I found, and part of the learning curve while learning to fly the game is tweaking the controller to add inputs as you learn how to use the various functions of the aircraft, thats how I did it anyhow. There is loads of useful information regarding the g940 and DCS... scattered across a myriad of posts. In addition there is just as much misleading or out of date information. Personally I use the Logiitech Profiler to configure button inputs (although no reason you cant do that in game instead) and only map axis using the game, the advantage of doing it in the profiler is that you can pause the game, alt tab to the profiler and make changes mid mission. You can configure axis sensitivity/range in the logitech software, but I think its probably better to this with "axis tune" in game, the reason being that I think that you are moving the joysticks physical position away from the ff 'dead spot' as generated by the game, I find that if you configure this in game then the natural off centre position generated by the trim system will be the same as the physical 'no force' position the joystick takes when you release it. Its very much a matter of taste of how you like your joystick to feel and respond, personally I like it to be a little less sensitive to allow for very fine precision control (I imagine that using curves is a very bad idea though since the logical centre position is never at the joystick's physical centre position)
  13. Thanks for the input. I tried delta originally and it wasn't very good as you say iterations are missed all the time. I found issues with glove pie generating keystrokes with ctrl alt shift modifiers, I think its probably better if those keystrokes aren't generated at all. The big problem with this script is keeping the glovepie frames in sync with the game frames, which I don't believe is possible, adjustment of pie.framerate is intended to fudge this a little, but its not perfect. I don't really know how the game engine handles input, but heres my assumption: I believe if the game engine registers a button held down across two frames it will trigger whatever control is associated with the button twice, the other scenario is that glovepie can easily generate press->release->press->release cycle entirely within one game engine frame I assume only one cycle will be recognised. I did think about storing pending button presses, but I think that dispatching the queued presses will suffer from the same problem.
  14. If only CH would make a force feedback stick of a similar standard to their current spring sticks, they could charge a thousand dollars and it would still sell like hotcakes. Thats not really helpful I know.... I haven't tried black shark on a spring stick so can't compare, I think you will be mighty disappointed with the g940 its really not that great in many ways, however there isnt exactly and abundance of force feedback sticks around and sad to say it might well be the best option for black shark.
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