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Posted
39 minutes ago, Romandv said:

Thank you so much for your help! Even after reading the post, I didn't find the knob right away)

The light is great

😉👍

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"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

Posted

image.jpeg

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Posted (edited)
On 6/15/2024 at 10:05 PM, Hiob said:

The green light actually looks awesome. Have you noticed that it is a three way switch? off-white-green and you have to increase the brightness with the dial next to it.

The 3-way hat switch binding options are somewhat bugged. So I had to try different ways to map it to make it work. I can use the dial to brighten it. But I could never see a difference between green and white. It's basically on or off with what looks like white. Did I miss something?

Edited by GrEaSeLiTeNiN

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Posted
3 minutes ago, GrEaSeLiTeNiN said:

I have tried different ways to map the 3-way hat switch options offered but could not see a diff between green and white.  ??

The binding options are a bit odd. To see the actual light just use clickable cockpit. The light switches and dials are on the overhead console…..

….and than figure out the bindings. It took me a minute too, to make sense of the slightly weird binding options. The easiest way would be to actually find a physical three way switch. Because it goes off - white - green and the binding options (from the top of my head) are just off-white and white-green or so….

and don’t forget to actually turn the brightness up with the dial.

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"Muß ich denn jedes Mal, wenn ich sauge oder saugblase den Schlauchstecker in die Schlauchnut schieben?"

Posted (edited)

image.jpeg

 

Edited by ThorBrasil
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Posted
image.thumb.jpeg.0c4c52b62e75dcdff686a5e5cb371baa.jpeg
 

While usually not a priority but since they should be easy to fix, I do hope they rectify the incorrect and missing switch bindings too. Also, there’s a neat AI command overlay being worked on by Bailey. I hope they incorporate it or something like that, into the module as an added option.
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Posted
11 hours ago, GrEaSeLiTeNiN said:


While usually not a priority but since they should be easy to fix, I do hope they rectify the incorrect and missing switch bindings too. Also, there’s a neat AI command overlay being worked on by Bailey. I hope they incorporate it or something like that, into the module as an added option.

this is great to hear. I wonder what he means when he says "improve the artwork". think that means better graphics and textures?

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Posted
Am 15.6.2024 um 21:46 schrieb Floyd1212:

I also experienced this.  I'm using an analog thumbstick on a Virpil Alpha to slew the MMS.

It seems that if you are slewing hard left/right, for example, and accidentally give it a tiny bit of up/down on the stick, it just comes to a stop.  Obviously, you can slew the MMS diagonally just fine under other conditions, so I'm not sure why this is an issue.

I currently have a deadzone of 3 and a curve of 20 set for the thumbstick, so maybe messing with these values may help.

Try not(!) applying a curve to the axis. 

Try a small deadzone and linear curves with lower Saturation if you need to slow the movement.

This was the solution to a very similar problem with the AV-8B slew, IIRC.

Maybe it is the same.

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Posted
this is great to hear. I wonder what he means when he says "improve the artwork". think that means better graphics and textures?

Hopefully. I mean it’s not bad but could use some improvement. If I were to nitpick, the rear panel switches for example look a bit cartoonish. But the aircraft’s capabilities and features make up for it, like L2MUM drone feeds !

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Posted
1 hour ago, GrEaSeLiTeNiN said:

like L2MUM drone feeds !

I didnt try it yet, is it possible to steer of drone’s camera too or its a just picture?

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Posted
48 minutes ago, YoYo said:

I didnt try it yet, is it possible to steer of drone’s camera too or its a just picture?

It appears to be just picture, but if you use the drone as a JTAC, I believe the camera will follow the current 'requested' target.

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Posted (edited)
7 hours ago, YoYo said:

I didnt try it yet, is it possible to steer of drone’s camera too or its a just picture?


L2MUM drone footage issue reported at bugs section 👇

 

Edited by GrEaSeLiTeNiN
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Posted (edited)

Captura de tela 2024-06-25 083806.jpg

Captura de tela 2024-06-25 083827.jpg

Edited by ThorBrasil
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Posted

Hmm, not too many bugs was solved. I hope this list will change before 3th of July. No info about sound in multiplayer (person who hasnt KW doesnt hear any sound), MMS display bugs (2/3 of the display isnt visible), no info about slew problem with MMS too (very annoying too). I hope that this list is only a part for the 3th of July. 

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Posted
4 hours ago, YoYo said:

Hmm, not too many bugs was solved. I hope this list will change before 3th of July. No info about sound in multiplayer (person who hasnt KW doesnt hear any sound), MMS display bugs (2/3 of the display isnt visible), no info about slew problem with MMS too (very annoying too). I hope that this list is only a part for the 3th of July. 

Fairly sure why the july 3rd doesn't have too many things is that ED probably stopped accepting changes a while ago (they were initially planning an update this week)

Also the MMS display bug (if it's the one I'm thinking of) they've said is something ED must fix.

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Posted
On 6/25/2024 at 8:51 PM, YoYo said:

slew problem with MMS

I have seen some got this problem. Mine is assigned to a ah 64 collective grip analog joystick using axis and works flawless. 
Is it a problem with axis or hatswitch?

Posted (edited)
18 minutes ago, LuseKofte said:

I have seen some got this problem. Mine is assigned to a ah 64 collective grip analog joystick using axis and works flawless. 
Is it a problem with axis or hatswitch?

Axis, I have this: https://deltasimelectronics.com/products/thumbstick-slew-sensor-adapter, no any issue on every TPOD, great, very precise, high resolution controller.

Edited by YoYo

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Posted
20 hours ago, LazyBoot said:

Also the MMS display bug (if it's the one I'm thinking of) they've said is something ED must fix.

Good to know.  I hadn't seen that particular claim.  That actually makes me a little sad if I'm being honest about it.  That particular defect now goes in ED's queue to fix and as far as I can tell it impacts none of their products.  That might mean we wait quite some time for resolution.  

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Posted
On 6/11/2024 at 1:41 AM, Digitalvole said:

and I hope (is it possible?) that with updates the performance improves. Just thought I’d leave this here incase anyone, like i was, is wondering.

Hi, I expirienced some issues in one server with Kiowa. I think it was in Rotorheads server. That day I turned down all graphics and tried several times. Game just froze. I have not encountered it since. I deem it like almost equal to Hind in performance. But less consistent Are you still experiencing some drops. I kind of want this issue a bit more clear than I am able to reproduce. Because I believe it got sort of issue. 

15 hours ago, YoYo said:

Axis, I have this: https://deltasimelectronics.com/products/thumbstick-slew-sensor-adapter, no any issue on every TPOD, great, very precise, high resolution controller.

 

Ok I really hope they fix it. I do believe you. I read here and on Facebook groups. Several experiencing this problem

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Posted (edited)

Although i very much love the Kiowa and its awesome versatile role as AFAC / Light attack helicopter there are some major points to be noted:

- Very low textures and low poly model, when i downloaded to module, 250MB is just laughable compared to the average of 1,5GB per module. Textures are just below par on every level.
- Very annoying MMS issue when zooming and slewing.
- Below average sound quality. I'm glad they are contacting Echo19 audio for better sounds, their F-16C and FA-18C Hornet sounds are amazing.
- Performance is the worst of all helicopters, it eats atleast 10 FPS more compared to the Apache which is a more complex module
- Flight model is nice but requires some finetuning when hover at near ground level. It seems i don't get any torque and it will fall down (not a VRS issue). Switching to AI hover will stop the helicopter from falling down

$70.00 USD's is just rude in my opinion.

Edited by Branli
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Posted
9 hours ago, Branli said:

$70.00 USD's is just rude in my opinion.

That's the problem here, all this would be forgivable if it was admitted that it's EA (very short, for 2-3 patches but EA). I agree with those issues too, Im waiting for 3 July patch. I hope most important (playgame) for users will be solved.

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Posted
16 hours ago, Branli said:

Although i very much love the Kiowa and its awesome versatile role as AFAC / Light attack helicopter there are some major points to be noted:

- Very low textures and low poly model, when i downloaded to module, 250MB is just laughable compared to the average of 1,5GB per module. Textures are just below par on every level.
- Very annoying MMS issue when zooming and slewing.
- Below average sound quality. I'm glad they are contacting Echo19 audio for better sounds, their F-16C and FA-18C Hornet sounds are amazing.
- Performance is the worst of all helicopters, it eats atleast 10 FPS more compared to the Apache which is a more complex module
- Flight model is nice but requires some finetuning when hover at near ground level. It seems i don't get any torque and it will fall down (not a VRS issue). Switching to AI hover will stop the helicopter from falling down

$70.00 USD's is just rude in my opinion.

 

I sincerely hope that Polychop improves the 3D model and textures to current standards. If it were early access, a lot of this discussion would be avoided and they would have enough time to fix all the issues and always claim that it is an early access product.

f7c35058e8888bf98a8b2f92518333cb.jpg

 

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Posted

About the "low poly model" - it's not bad, in fact the current state doesn't bother me at all. I would focus on other things.

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Posted
8 minutes ago, YoYo said:

About the "low poly model" - it's not bad, in fact the current state doesn't bother me at all. I would focus on other things.

I agree to a certain extend, but high resolution textures are very important to mitigate the visuals of a low poly model.

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