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Posted
Just now, IronMike said:

É um sistema destinado a fazer você sentir vontade de pegar aeronaves diferentes. As posições do painel foram movidas às vezes (algumas nem todas), as almofadas dos assentos eram diferentes, os bunos dinâmicos, etc.

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Posted
33 minutes ago, IronMike said:

It is a system meant to make you feel like grabbing different aircraft. Panel positions were moved at times irl (some not all of them), seat cushions were different, dynamic bunos, etc.

Is it linked specific liveries?

Posted
11 hours ago, IronMike said:

Here, bud. Usually we don't do that, but we can make an exception.

DCS: F-14 Tomcat by Heatblur Simulations

 

  • Switched AIM-54 from parallel navigation to proportional navigation.

 

This is going to be very good for our Phoenix if it's going to do what I think it's going to do. 🙃

 

An example of the current parallel navigation, and why it can be a problem:

 

Posted
44 minutes ago, Callsign JoNay said:

This is going to be very good for our Phoenix if it's going to do what I think it's going to do. 🙃

 

An example of the current parallel navigation, and why it can be a problem:

 

I think @Whiskey11 will like this change a lot. No more understeer that contributes to an self notching scenario.

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Posted
9 hours ago, Бойовий Сокіл said:

Doesn't this increase memory load and has an impact on fps? The 14 is already on the heavy side.

No, it shouldn't.

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Posted
9 hours ago, Бойовий Сокіл said:

Doesn't this increase memory load and has an impact on fps? The 14 is already on the heavy side.

I would be surprised if it would. Think for instance: the tacan panel on top and the radio panel below instead of the other way round as is now (just an arbitrary example, we havent decided exactly on what will swap around yet), which really shouldn't make a difference at all.

10 minutes ago, Comstedt86 said:

Does the new navigation for the Phoenix apply to all modes? 

 

Fox 1 & Fox 3?

 

Yes. As it should. We actually thought that it has been PN from the get go, only recently we discovered together with ED that it was set to parallel. This was an oversight on both sides, owed to the fact that this is hidden behind a value that does not really point to what it does, thankfully ED spotted this though.

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Posted
39 minutes ago, IronMike said:

I would be surprised if it would. Think for instance: the tacan panel on top and the radio panel below instead of the other way round as is now (just an arbitrary example, we havent decided exactly on what will swap around yet), which really shouldn't make a difference at all.

Yes. As it should. We actually thought that it has been PN from the get go, only recently we discovered together with ED that it was set to parallel. This was an oversight on both sides, owed to the fact that this is hidden behind a value that does not really point to what it does, thankfully ED spotted this though.

Excellent, can't wait to try it out. 

 

Thanks for the replies. 

Posted
vor 11 Stunden schrieb IronMike:

It is a system meant to make you feel like grabbing different aircraft. Panel positions were moved at times irl (some not all of them), seat cushions were different, dynamic bunos, etc.

Does this also include that not all switches are always in the default position? That would be very cool and would give the checklist more sense

Posted
1 hour ago, IronMike said:

I would be surprised if it would. Think for instance: the tacan panel on top and the radio panel below instead of the other way round as is now (just an arbitrary example, we havent decided exactly on what will swap around yet), which really shouldn't make a difference at all.

Would this be optional? 

I still working to get my "muscles memory" to work on my left side panel, so that I guess my old brain would be totally overrun if I feel one thing and see a different thing. Already got enough problems on my B panel flying the A but then with stuff even switched around more.... 

In case of not, I guess I need to Re do my panel in a modular way then 

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Posted
22 hours ago, IronMike said:

 

  • NEW: Added the ability to remove the refueling probe door by triggering Argument 1616.

 

What does "triggering argument 1616" mean?  I was hoping this would be an option to have the ground crew do through comms or the rearming screen

Posted
16 minutes ago, ShinyMikey said:

What does "triggering argument 1616" mean?  I was hoping this would be an option to have the ground crew do through comms or the rearming screen

The latter is going to take time to code, for now it is in the description.lua in any skin you want to activate. The issue at the moment is there also needs to be a change to how the skins are loaded, so you will have to do the re-arm screen and load the skin for the argument to be loaded. It looks like ED has to add the argument to be read on startup/spawn so AI and player aircraft will have it at load.

It was a pretty cool surprise even to some of us helping out, and honestly not something I was expecting to see anytime soon. And it should be an indicator that external model work is a heavy focus right now, which means fun things are going to start happening in the skins and variants department.

 

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Posted
51 minutes ago, Callsign JoNay said:

So is it safe to assume the removal of the probe door is strictly cosmetic? Or does it affect the drag of the FM?

Cosmetic

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Posted
23 hours ago, Callsign JoNay said:

This is going to be very good for our Phoenix if it's going to do what I think it's going to do. 🙃

 

An example of the current parallel navigation, and why it can be a problem:

 

I wonder what the tacview would look like if you repeated the test with the same firing distance and AI defensive maneuvers on the new patch.

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Posted
But how will you accomplish that on a technical basis? Realistically if this is dynamic, it is usually done with animation arguments/flags and the extra/different panels are still textured, modelled an simply hidden behind the model out of view or replaced by a different panel. The polygons and textures are still loaded into memory. 
If each panel and switches were skinned to a parent bone, they could apply a 1 frame animation that repositions each movable panel. The impact of 1 frame animations don't have much impact on memory or performance, We used to do this on PS2 and original XBox games for posed assets, so a modern PC should be able to handle it.


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