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Everything posted by CommandT
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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! -
Hi all, Does anyone have any good suggestions for a collective for DCS that would be a good all-rounder for different helicopters? For me it would be for the Huey, Bo-105, Kiowa, OH-6 Mod. So nothing too complicated like the Apache. I have 1 main desire though - I would really like to have a zoom axis of some sort on the grip if any of them have something like that? I currently use a Virpil CM3 throttle and it has a nice zoom axis at the front of the throttle which I can use without taking my hand off the throttles. Do collectives have something like this? And I have 1 major constraint: the collective has to be mounted directly onto a wooden panel below it. I had a look at Virpil's collectives - they look good but they have a base plate on the right side to be mounted to your seat, I can't do that, so I need to have the base plate/ bracket either directly under the collective or to the left of it, definitely not to the right as it will not slide under my seat. Unfortunately Virpil's ones don't have the option to switch the base plate from the right side to the left side Any ideas? Cheers!