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=4c=Nikola

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Everything posted by =4c=Nikola

  1. There is a bodge: Btw, Tom Scott is great TL: DW - just go to 10:20 timestamp
  2. It's random (well, not really random) and happening at all airports in both SP and MP. Sometimes I do not have lines, but they appear when I watch track of the flight.
  3. Maybe they stop adding new content for a week or to to fix big problems. They already added so much in previous months.
  4. Are you going to include fixes for cockpit lights and f18 display reflexions in this patch? I do not even understand how that “slipped” through QA. We expected less bugs with closed beta team, and we just got more yt videos (it’s not salt, it’s reality @BIGNEWY). Last patch was feature ritch, expecting a polishing today.
  5. Tnx for the answer. Not a big deal, the aircraft is excellent. :thumbup:
  6. Can you add control input for both brakes on a same button?
  7. Well, I do not have take off performance documentation, but after few tests I concluded that aircraft takes off nicely with parameters: -3751kg (clean aircraft with full internal fuel) -trim +2.5 -take off flaps -95% rpm -rotate gently at 100knots and hold 7 degrees of pitch. After the latest open beta update, when I reach 100kts, and apply full aft stick input, aircraft doesn't rotate until 120kts. The problem is that aircraft is shaking like crazy while rolling on runway above 100kts.
  8. Does someone experience problem with unstick during rotation phase of flight with the newest beta DCS? I know the mod is intended for 2.5.5, but it worked nice with previous beta (now stable) 2.5.6 version.
  9. Maybe it requires 0 before longitude degrees. Cannot try right now.
  10. @Blaze He is considering scenario where M2.0 and high altitude F-15C is fighting against an M2.0 fighter at high altitude. In that case it's probably not possible to escape 20nm shoot with a level defensive maneuver.
  11. Adjust your timelines and move on.
  12. As I understood, you can do whatever you want on assigned altitude inside 30 degrees of holding radial on protected side and 10 degrees of holding radial on the other side. Correct?
  13. Well, just a quick mind exercise: You cannot control natural wind (irl). To manage apparent wind over deck you can set ship course and ship speed. That gives you limited control of what you can balance. Ship can travel 0-30 kts. Low speeds are not really suitable for landing ops because of directional stability. So let's say 10-30 is range you can use. It's really not that much of a control range given how wild ocean weather can be. If you add more parameters like wind gusts, you will never achieve perfect apparent headwind over landing strip. That being said, your calculation is not wrong, but it will give you 39 knots of apparent head wind which is higher than ideal 25-30 kts. You can slow down ship, but it will then require different course. Edit: More mind exercise: irl - wind, ship and water will have their own dynamics, creating some forces and moments unknown to me, but I'm quite confident none of that is simulated in DCS.
  14. Stop trolling. You have the most modern CPU.
  15. If civil ATC assign you time to exit holding, they expect you to be precise. It's just lazy ass pilots do not care.
  16. Are you going to release hotfix? It's really not fair that people payed for SC few months ago cannot use it.
  17. 3d lights are masked by canopy frame in the moment FLOLS overlay dissapears.
  18. What does the new closed beta test team do? Critical bugs passing into open beta while they are making YT videos for profit.
  19. Can you extend overlay visibility duration? It turns off at critical moment.
  20. You can try to lower resolution of SC assets, but with such detailed geometry of assets, I'm afraid it's not going to help much, but maybe it can make difference between playable and unplayable. There are like 2 dozen highly detailed and animated human models onboard, and dozen of static F-18 (each one with same poly count and texture as your own F-18 ). And I will not even mention F-14 model. Massive performance hit was reasonable expectation. Things you can do: -Open every mission, delete static crew, change static aircraft to old F-18C, or even older F-18A, delete thugs, cranes... -Open SC asset textures and reduce resolution. (Someone will probably make a mod for that eventually)
  21. Performance is quite terrible, but it has like 10x more polygons, high res textures and more logic to do, so it was expected. What you can do is open default missions in mission editor and replace static object with low poly ones, remove some personnel and fps will slightly improve.
  22. Something is different with turn radius as well. Cannot achieve correct lineup at start, always overshot.
  23. Just to report this works extremely well. Of course, it's 23kt above target speed, but I believe I can manage that by flying a little bit faster first minute of inbound leg and then with 250kias second minute of inbound leg. Btw, it works even better when you check time vs distance every half minute and correct. Click on image for full resolution.
  24. Yea, here is hit and miss as well. Not sure what's going on.
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