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Everything posted by CommandT
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@freebirddz Thanks for your efforts on improving the Su-30 mod especially for cutting down the long tails. I made an airshow display video comparing the Su-30 mod with real world airshow manoeuvres. It feels very believable overall. Perhaps a little bit overpowered and with a lack of yaw authority with TVC on. The nose feels a bit lethargic in terms of flight path changes when inputting small corrections off-centre in pitch. Just some constructive criticisms there. Also, do you have any plans to improve the cockpit model a little bit? Especially the IRST dome from the inside? And also you can see gaps in the external skin when looking from inside the cockpit if you move your head left or right off-centre. Would be nice to get that sorted. There's also some 3D model issues still - the tail fins should extend beyond the flaperons at the bottom and the tail boom and canards could do with some slight tweaking in terms of geometry. Either way this mod has come a super long way compared to what it was before! Thanks for all your efforts!
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Sorry if this is the wrong place to ask, but, are there any updates at all on aircraft AI progress? Especially in terms of flight model and how they fly in formation ect? @BIGNEWY I feel like it's been years since we've seen a snippet of those wingman MiG-29s flying in formation with a human lead doing formation aerobatics. Thanks
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Thanks you!
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Hi Megalax, any idea how to make the tail numbers appear once? They keep getting duplicated I guess it's an old bug.
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Viggen Stick Movement during Trimming is Reversed
CommandT replied to CommandT's topic in Bugs and Problems
That fixed it! Thanks so much! For some reason it was just the Viggen that had it the wrong way round. F-5 and all the FC3 modules were correct. Thanks again! -
OH-6A by Tobsen and Eightball
CommandT replied to tobi's topic in Flyable/Drivable Mods for DCS World
Glad to see this finally being released! Regarding the flight model - is there any updates planned in this regard or is this the way it's going to be? As much as I would love to do a million mission and videos with the OH-6, I have to say I don't think I can do anything until there's some changes to the flight model I've spent a long time playing around with curves and practicing and fine-tuning but it feels very odd and doesn't allow for precision flying. I appreciate that all helicopters are unstable but there's so much static instability here in pitch and roll (especially roll) that it really doesn't feel right. I haven't flown the real thing of course and am just an armchair enthusiast like everyone else, but the way it flies feels extremely odd. Centering the stick after inducing roll, results in that roll continuing way more than it should (I think, at least compared to other helicopters). I also noticed that changes in collective result in rather abrupt yaw changes - I understand that in principle this is correct but it seems rather abrupt and excessive. I really appreciate all the work you've put in guys so I don't mean to be unthankful here - the assets pack is fantastic, the 3D model of the chopper and cockpit is fantastic... it's just that the flight model IMO sort of lets it down a bit. I get that this is a mod and it's never going to be like a full fidelity FM but I think many of us are totally happy to accept a somewhat "arcady" feeling FM, so long as it's flyable with some degree of precision. Maybe I'm the odd one out who can't fly it properly but I generally don't suck at flying stuff and I can't get any decent precision here due to the rather strange static instability in pitch and roll - mostly roll. The yaw is manageable I find, just a bit twitchy, but nothing that can't be overcome with some practice. With regards to the odd roll and pitch behaviors, I'm not so sure. Perhaps adjusting the static instability somewhat could be a good idea on your end? Again, no disrespect in any way. You guys are phenomenal and I'm sure there will be plenty of folk here who will be delighted with having an OH-6 in their virtual hangar! Thanks! -
I see! Cheers!
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Hi guys, I'm using a force feedback stick and I noticed some very confusing/ odd behaviour when setting up the Viggen - trimming nose up/ down results in the stick displacing naturally (to it's new neutral trimmed state) in the opposite direction to what it should? So nose down trim results in the stick naturally moving back, nose up trim results in the stick naturally moving forward - basically it means the trim is somewhat compensated for by the stick position moving in the opposite direction on it's own. Should it not be the other way round? Nose down trim = stick displacing forward? Nose up trim = stick displacing backward? Naturally I thought that the key bindings for trim nose up/ down have been reversed or that there was a bug that had reversed the key bindings - but no... it does appear that nose down trim does trim the nose down (including when looking at the trim gauage).... but why does the stick move back and not forward like any other conventional aircraft? Some kind of Viggen/ delta wing quirk or a force feedback bug??
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Military Assets for DCS by Currenthill
CommandT replied to currenthill's topic in Static/AI Mods for DCS World
Dear Currenhill, Love your work, thanks a gazillion for all your efforts. Just a quick question - the Kola map is imminent which means a large portion of DCS users will be blowing the dust off their Viggens (including myself) but we currently have no Swedish ground equipment of any sort to populate the Swedish airfields with. Is there any chance at all you could add some Swedish fuel trucks, supply trucks, maybe a GPU from the 90s, to your Swedish Assets Pack? Cheers! -
Sorry if answered before, but, this is still not available for iOS yet, right? Would be great for the iPad. Looks awesome. Thanks
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Just to check - apple ipads are still not supported for movingmap. right? Looks pretty cool!
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Hi guys, having an issue with stuttering whilst panning around with Tobii Eye Tracker 5. I suspect it's something to do with the refresh rate of the sensors. No idea how to make it go away. I had a relatively smooth experience with trackIR with relatively minor stutters that I could forgive but with this it's not really playable. No idea what to do. My monitor is 60Hz and I have Vsync enabled as otherwise I get screen tearing. Would this be why Tobii can't provide a smooth and fluid panning experience?
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Damn, that's a shame
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How does one get NVGs to work with a Mustang or any other aircraft that dies nit come with NVGs as standard?
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Hi all, does anyone know of any NVG mod that would work on the Su-27 or MiG-29? I asked in a few other places but heard no response Many thanks!
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OH-6A by Tobsen and Eightball
CommandT replied to tobi's topic in Flyable/Drivable Mods for DCS World
Any significant updates on the project guys? -
Hi all, could someone tell me if there's a way fo getting NVGs to work on aircraft that don't natively have them? Same MiG-29, Su-27? Thanks!
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Military Assets for DCS by Currenthill
CommandT replied to currenthill's topic in Static/AI Mods for DCS World
@currenthill Would it be possible to add an AI Su-27SM or Su-35? There used to be an Su-35 mod for DCS but it's officially not available any more so we don't have any realistic Russian CAP aircraft for modern conflicts. There is an Su-30 mod of course but I just can't look at the messed up geometry of its tails and canards. Would be amazing if you could add something with the sort of quality you always make so that we could have realistic Russian CAP flights. Thanks for your awesome work! -
This is what I will do. Seem like the most reasonable solution.
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Cheers! I'll play around with it. Worst case I'll just saw part of the bracket off. According to Virpil support you can't do that. I was surprised about that
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Military Assets for DCS by Currenthill
CommandT replied to currenthill's topic in Static/AI Mods for DCS World
Sorry could I ask an unrelated question - am I right in saying your SAMs are not supported for the Skynet IADS script? Cheers! -
Military Assets for DCS by Currenthill
CommandT replied to currenthill's topic in Static/AI Mods for DCS World
I figured out the problem - it was because I had one of Currenthill's old mods (which is now part of the country packs) installed. This cause a conflict and DCS wouldn't even start. This issue is resolved now! The takeaway is delete all your old Currenhill mods before installing the new country packs. -
Military Assets for DCS by Currenthill
CommandT replied to currenthill's topic in Static/AI Mods for DCS World
Hi all, Just downloaded the latest Russia, Ukraine, USA and Iran packs - I now get a warning message "authentication valid for 2d 23h 59mins" or something like that. Is this normal? What happens after that time? Thanks! EDIT: In fact it appears I have a bigger problem. None of the mods show up in DCS. I tried using OVGME and then just manually put the mods into the mods/ tech folder. I still get the authentication message upon start up of DCS so I assume DCS has registered that that mods are installed but they are nowhere to be seen! -
Skynet: An IADS for Mission Builders
CommandT replied to flywaldair (Skynet dev.)'s topic in Scripting Tips, Tricks & Issues
Hey guys, apologies if this is a noob question, but, if setting up Skynet for blue forces, do I have to change the following lines from the lua file to start with "blue" instead of "red"? redIADS = SkynetIADS:create('Enemy IADS') redIADS:addSAMSitesByPrefix('SAM') redIADS:addEarlyWarningRadarsByPrefix('EW') redIADS:activate() And also, if I have Skynet running in my mission, will it work for whoever I'm flying with in multiplayer if running this mission? Many Thanks!