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Everything posted by Eldur
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I hope they keep it realistic. Only Pegasi can naturally land, walk and even sleep on clouds. So it should only work with DCS: RD and later DCS: Fluttershy
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ED seems confident now with the release next week. Looking forward to that And yes, I know, subject to change, but I guess chances are higher this time it will go by plan
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You just perfectly described Dark Cockpit Simulator in a nutshell I'm really looking forward to the improvements and I hope those won't be reflections that I turn off like the baked in ones.
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Nvidia 465.89, HAGs, Game Mode, VR
Eldur replied to Hoirtel's topic in PC Hardware and Related Software
Where can I actually get those? Their drivers seem to be about as available as their cards are... (not just the file size, I can't DL the thing, it's deadlinked) -
I guess that's kind of a myth, or rather something not exactly clear. 1.2, beginning with 1.2.2 (IIRC) ran like a bowl of screws on my rig back then and 1.5 didn't change any of that, although meanwhile, switching to nVidia bettered that a bit. OTOH when the 2.0 Alpha dropped, that one had a bunch of new graphics settings and ran like a charm (which speaks for it having a new engine) and I was eagerly awaiting 2.5 to get the rest of DCS running properly - literally. 1.x versions run on TFCSE, but 1.5 included some new features of, but not the whole new engine. Anyway, that's all past and not the topic. As for the newsletter, I totally dig the DVD boxes in the shelf with the DCS F-14 product shot on one of them visible. But I reckon there's still space for a Rainbow Dash plush to the right of that, I mean with all the Top Gun references in MLP... The terrain shots do get better every time as well, guess that will be a great map!
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Ordered. Was a bit steep thanks to the Yuropeen economy crashing hard though.
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In reality, your boss wouldn't allow you to add extra time in the first place... he'd give you half of what you actually need Well, reality is, since teh röyna, they won't even ring the doorbell, just drop a note on where to pick the stuff up. Then again me: "You guys had ONE job!" Patient ones have learnt from the past. The new graphics engine EDGE was initially announced for release in 2013 and actually came into Open Beta with 2.5 in 2018. Just sayin'. I mean, given the date of April 2nd, the change could be an April Foal's joke. And yes, I kinda hoped for it, but well, it it does take even longer, so be it. Jabbers just reminded me with his video, how long it took to load up the first 2.5.6 version. I just don't want to live through that again. It will be good when it'S actually out
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Probably their April 2nd joke. If not, wake me up in July
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Happy to see some MiG-23 stuff there. Can't wait for that module. And I'm also eagerly awaiting the Harrier's FLIR hotspot tracker. Looks great already so far! DCS: Princess Luna confirmed It seemingly includes Nightmare Moon (as per darkest days) and the Tantabus (blackest nights) as well... what a feat
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Great to see the pre-order. Now I just have to wait for payday I guess the pre-order 30% off is until the thing gets into Early Access... Oh, BTW, that trailer was glorious, aaaaas always
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So they can cry when it does I wish it was still saying March 31st, but well. I mean, that could have been a great and cloudy extra long weekend. Not having much time for DCS lately and that would have been just perfect, but I reckon I won't live to see such a release shortly prior to some holidays ever (as this isn't the first time this happens) But when it needs more time, let it have that so we can actually enjoy it once it drops. I'll just do something else then (I still have a ton of great VR games to play...), or simply fly with the current version anyway. So it's not really an issue EDIT: I just hope they'll announce the thing from my sig this year, finally... BTW, just noticed I uploaded the older version of it after the forum software change. The newer one had the HB logo instead of the LNS logo. I should fix that...
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I'm wondering more about the "everfog" haze we're experiencing especially in low res HMDs since the Channel release that forces us to use the Mustang Shader mod (Praise Sunbutt that thing does exist, I would have dropped DCS completely if it wasn't for its existence). I feel you so much. Just updated my Nightly on another rig that I haven't been using for about a year, year and a half since we're not allowed to meet our friends anymore and I was mainly using that rig when I had them visiting me. That thing made a version jump by something like 24 Majors. Totally ridiculous. The really sad thing about that is that Mozilla copied the BS Google started with Chrome. They should never have jumped on that bandwagon in the first place. Version 57 would have justified a Major increase, but that's the last big change that happened. As for the newsletter, I'm looking forward to the Mossie and those raytraced reflections. I wonder if those depend on head position then...
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Well the release cycle has been ~ once a month, basically every 4 or 5 weeks. The last real update (not counting the campaign mission fixes with the .1, .2 and .3 versions) was released on Feb 17. If they actively state we have to expect longer release cycles, I wouldn't see anything less than 6 weeks TBH. That being said (and since there won't be an update "in the lead up to 2.7" anymore, unless some more campaign fixes roll in), the earliest possible When'sday for a release would be the last of March, just hitting the prospected "by end of Q1" timeframe. Unless, for that matter, they do calculate in some weird heavily classified "quarters" based on their fiscal years which is pretty common in business, and just mind boggling, to be honest. But I don't expect that to be the case here, so I'll take ED's release date Qxes as actual calendar quarters. In the end, it could very much be April already when we'll get the new clouds. But well, it's a massive milestone, a big game changing update - even while eagerly waiting for it, I can live with it being a bit longer in the oven if it has to.
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Just saw that on a ralfidude video as I haven't flown the Hornet in a while now. IMHO it's a ridiculously overdone Hollywood effect now. That's probably be OK for night time and maybe even on a stand still during daytime though. Was good the way it was before, but well - there was no muzzle flash visible at all, so I can understand the change generally. It just needs to be toned down considerably. Totally reminded me of that other sim almost 20 years ago where any guns fired on the cowling literally blinded your view forwards before it was fixed there which was a very long and tedious process to get done with literally daily requests from almost everyone in the community... I mean, we're literally unable to see the afterburner flame extending from the nozzle at all during daytime at the same time.
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Switched to the dev version now, great experience. Had some fun with the ultrafast one after dropping from CBU pods back in the first beta before that though Wheel brake axes are now as in other modules, they use the full range, works well with my UJR setup (I kinda like to have that so I can decide not to brake differentially for slowing down just with the slider) and I had to invert the axes as well just like in other modules. I'm also very happy with the increased NWS authority now, so much better! Just a few things I noticed (in the first beta and the dev ver I run now): - I mapped the AFCS HDG SET thingto my throttle unit, but it doesn't take multiple inputs when held down which is very inconvenient for dialing in a heading as you have to click again and again for every single degree. Works OK when scrolling with the mouse or VR controller though. - I can't scroll the reticle depression thing, neither with mouse, nor with VR controllers. I have to left click and drag, which is kinda weird with the latter. Being able to scroll would rock - I somehow experience like having half the fps within the cockpit as opposed to being external or in basically any other module. Weird about this is I didn't have that on my first flight, after which I went into the special options and made some changes there including the trim speed down to 50%, which is the only one of them still left now. Haven't tried going back to 100% to see if that causes it though. Might do that on my next run and report back on it.
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Refueling from an S-3B isn't exactly the easiest way anyway. Maybe it would help to have it slower, at around 225kts indicated. But you did well. The waveoff on the second attempt was weird though, guess that was still there from the first one. And, aaas always, _EGIW_
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Kinda weird to see the indexer showing the AoA a little low while the LSO is saying "You're a little slow" - I mean, flying the amber donut would make you even more slow. Probably he still is "tuned" for the Hornet. Anyway, was nice to watch the landings while I still struggle to stay on-speed properly when approaching land bases. The thing really loves to ballon if you don't correct the throttle just about right. There's a lot of delay in between the input and RPM change and the actual attitude change, really something to master here. The Hornet feels like a child's toy compared to that as it's much more responsive even with the weird Jumo 004ish spool times
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Thanks, just what I was about to try actually
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Oh, great - thanks! Almost thought I was wrong somehow, but I'm glad we sorted this out, improving the awesome mod even further I just need to know how to update the install from the repo then, but I guess it comes down to replacing certaing files
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Then the code is doing it wrong, simply put. My Windows control panel registers the axis movement completely, DCS registers the axis movement completely, but only the A-4E-C does register just the upper half of it. I tried different axes, devices, with and without UJR, it's literally acting the same in any condition.
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Yes, all fine in axis tune. BTW I do use UJR as a workaround currently with the brake axes mapped to my stick's slider and the respective toe brakes combined. So my pedals do 50% each and the slider on my stick base does the other 50% for both at the same time. With that, having the slider forward (which is the 0 position), pushing the pedals does nothing (but the axis tune thing goes exactly to the center). If I then pull the slider back and don't push the pedals, it's exactly the same. Only with the slider pulled back, pushing the pedals makes the plane start braking, which also shows directy in the footwell as the virtual pedals start moving just then. So in other words: The axes mapped range from -100% over 0 to +100%, but the brakes only apply in the range from 0 to 100%. The -100 to 0 range acts just like a deadzone without having one set.
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The toe brake pedals in the cockpit literally don't move at all with the first 50% of input. If I recess their maximum range via the saturations sliders (think it was the Y one) down to 50, they don't work at all. Axis tune just shows your controller input versus the calculated input according to the curve set, not what a module makes out of that. I'd love to check RCtrl+Enter though, but the A-4E-C doesn't seem to have that feature (yet).
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Well, in my case the brakes only start reacting when I input more than 50% of the axes. But I absolutely didn't know that beta-2 dropped and when that happened. I'll see if that changes the bahaviour. I tried disabling the stick, but VR controllers still grab it even if it's invisible. Regarding the speed, I must have done something wrong or just had a bad machine the first time when only reaching 450ish. I remember the RPM were capped at around 92-93% that flight, for whatever reason. Didn't actually see that as an issue since the F-5E for example also doesn't go up to 100% in MIL. I was also able to reach the 550 you mentioned in following flights which is a lot better and pretty close to the 585 I had in mind. One source: https://www.flugrevue.de/klassiker/leichter-kampfjet-douglas-a-4-skyhawk/ (1085km/h is around 585kts) The same "585kn" is given at wikipedia, sources given there are McDonnell Douglas aircraft since 1920 : Volume I pp. 477–498 and Global Security : A4D (A-4) Skyhawk, even stating 586kts with a 4000lb bomb load. I don't have the book source though and the other one doesn't specify the A-4 variant the data is from. I've seen 1108km/h with a quick google though for the M which has the same stronger 408 engine with 50kN thrust. The speed with a bomb load could be related to that actually.
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Just bring the dual CBU-97 racks and be enlightened It's especially apparent with MERs or TERs that aren't completely loaded just like the ones I mentioned, or A-10 with Mavericks, A-4 with rocket pods on 2 and 4 and similar. My wild and uneducated guess is that even if those are mirrored, their weight and drag isn't. In some cases it also happens with single stores though, like the Shrikes on the A-4 or the BK M-90s on the Viggen. But the effect is comparably slight then. It's not a mod(ule) problem, but somethig general in DCS with pylons and stores.
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Noticed a slight tendency to roll left as well - as long as I have stores (symmetrically). To be fair, this is not the only plane in DCS where I see that. F-16C is also very good at that, just as an example.