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Sid

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Posts posted by Sid

  1. 10 minutes ago, Icer said:

    Sheesh, can you set the wing guns to converge with the MG and cannons? What a plane shredder that would be!

     

    I am thinking that the convergence setting sets them all at the same distance. Thing is though on the Dolphin the upper wing guns don't fire at the same place as the other guns so you wouldn't get all 6 firing at the same target. In game, firing 'All guns' together means that ammo is being wasted as the guns in Weapon groups 1 and 2 are aiming at a different aim point to those in Group 3....

    However....a 410 would be a huge plane shredder if all aimed at the same spot....

    • Thanks 1
  2. At last....found out what it does!!

    For ages I didn't think it had a use but it does. So far I believe it's only on the Sopwith Dolphin.

    Standard setup for the Dolphin is 2 x Vickers machine guns firing through the propeller. In it's list of modifications you can add 2 x Lewis guns on the lower wing and 2 x Lewis guns on the upper wing. These are mapped, in order, to Weapon group 1, 2 and 3. The upper wing guns are fixed angled upwards....allowing for less lead when aiming perhaps or maybe shooting bombers or Zeppelins from below? The lower wing guns can't be reloaded once the mags are empty.

    There is speculation on the GBS forum that the use of Weapon group 3 will allow for the segregation of gun groups on aircraft that have a lot of gun combinations eg. Henschel 129 and the Me410....be good if it does. 

    Weapons groups.jpg

  3. I have to admit with HUGE disappointment that I was wrong when I stated earlier that the AR234 Blitz bomber didn't have a drogue chute to slow it's landing down.....

    I got distracted and behaved like a screaming girlie when I was convinced the the new key command 'Drogue chute: release/drop' found after the recent update absolutely had to have been introduced because the Horsa and Waco gliders, which both had drogue chutes available for use and were deployed on Horsas at Pegasus Bridge, were going to be available for the Normandy map.

    Imagine my mixed feelings when I found out that the Ar234, one of my favourite aircraft (you all know that), DID have a drogue chute for use and is due to be released in game in the future. I have to conclude that the new key mapping is in fact for the Ar234 and not the impending release of gliders.....

    I should probably go and live on an island somewhere for a bit to get over my glider disappointment but if I did I would probably miss the Ar234 release. I will stick around for a bit and see.....just in case....

    220px-Ar_234B_Drogue_Chute_Location.jpg

    • Like 1
    • Haha 4
  4. 8 hours ago, FoolTrottel said:

    If your CPU can handle the faster one, go for the faster one.

    Meaning: Try and figure out where the bottleneck will be when getting the card with more memory, and if it is the card (and not the CPU/Memory) then go for the faster one

    I think FT has a good point there regarding cpu. It doesn't matter what card I run I know my bottleneck is my i7 5820k cpu, it was the slowcoach in my system when using VR. Are you going to get the graphics card so that you can use VR now or are you making it future proof so that VR will be possible in the future? Getting the right combo of cpu and gpu is something to think about.

  5. 1 hour ago, wingflyr said:

     

    I truly value the time With the dogz, whether it be more of a serious mission or a fun get together.    Looking forward to our next get together.    Cheers Dennis AKA Wingflyr.                            




     

    The feeling is very mutual Den :) Look forward to seeing you mate

    • Thanks 1
  6. Sorry boys, it has to be said. This is crap, where are the Dogz....on a Tuesday night....

    Too many options, not enough support for the core game. Makes me want to go and do single player.

    Get a grip boys, the Dogz will go under if we don't.

    • Like 1
    • Thanks 2
  7. That's a great write up Friar....summarising the huge amount of work you've done. Well done mate!

    Few things re. the required 'skins'....

    Is the Allied Sdfkz flak gun the one below I did? if it is then it's a mod, not a skin, and I strongly recommend it being loaded using JSGME as it means it can be taken out afterwards.

    The U2 is a skin so that isn't a problem.

    Is it worth putting together a pack for the event with the necessary mods and skins? I could do that if I have a list and access to them all.

    all green.jpg

    German U2.jpg

  8. I had a fly about on the Arras map that Friar has put up on the dogfight server in order to test airfield usability and bridge damage settings.

    On the southern Allied airfields I was able to take off and land a fully fuelled and fully bombed up A20 with relative ease. I was also able to take off and land a fully fuelled and bombed up Me110 on one German airfield but not at St. Margarite, a light fighter only airfield. Friar was on TS too and was able to hear my test first hand. I am aware that he has put a lot of time into airfield textures so that we can use the runways on the map - to me there is an advantage to this and a disadvantage. The advantage is that there is a bit of unevenness that gave more realism to taxiing, take off and landing and I liked this a lot as it seems to replicate actual grass fields. The disadvantage is that outside the landing areas Friar has created the ground is too bumpy for safe landings - unfortunately it isn't clear where these areas start and end especially at St. Margarite. To use the airfields safely pilots should be aware of the changes in grass colour as this marks the safe boundary. Avoid pale grass areas for landing even though the 'T' is within it. Using a tower to indicate the beginning and end is a great idea but I don't think they line up at the moment.

    As for the bridges, I destroyed road and railway bridges easily with a single 250kg bomb from the A20. It didn't have to be a direct hit, being close in the water was enough. I could destroy a bridge with a single 100kg bomb but that had to be a direct hit on the bridge deck or the road/rail section of the bridge ramp. A near miss on land or water wasn't good enough.

    Keep up the good work Friar, I like what you have done and also like the ideas you mentioned!!

    • Like 1
  9. Also, the flaps.....

    As with all the Junkers aircraft, the flaps can be linked to the elevator pitch. This action means you can control the flaps via the elevator pitch control. With the Ju52 it gives it fantastic STOL capability as you can change the flaps angle by single degrees using the pitch wheel and chug along very slowly whilst descending.

    Ju87 and Ju88 have only 3 positions...raised, take off and landing but again are automatically selected considering the aircraft speed if linked to the elevator pitch.

    Ju88 - Take off - Start with elevator pitch neutral ie. 0 degrees. Select flaps down button once, this activates the flaps and links them to the elevator pitch. Then apply positive elevator pitch until you get 'take off' flaps. To raise the flaps, select the flaps up button to disengage the flaps from the elevator trim. Select neutral elevator trim and the flaps will raise. 

    Landing - activate the flaps. Use the elevator pitch as above to select landing setting. 

    Note though, you can't use the elevator pitch to adjust approach whilst the flaps/elevator pitch controls are linked and airspeed will determine what flap setting you get ie. too fast and the landing configuration won't be applied.

    Hope this helps

     

     

    • Like 1
    • Thanks 2
  10. After tonight's coops with the C6...excellent aircraft I think...I had a quick look at the cannon setup. The 2 x cannon in the gondola will fire on the cannon button along with the single one in the nose. The machine gun button fires the top 3 guns, the cannon button fires the bottom 3.

    However.....

    With the '20mm MG 151/20 gun' modification unselected (as below), all 3 cannon fire together until the ammo runs out (see piccie).

    With the '20mm MG 151/20 gun' modification selected, the 3 cannon fire together UNTIL the ones in the gondola overheat and jam (message comes up in tech). Then only the nose one fires.

    So, if you select the 20mm, short bursts only if you want to keep all three firing.

    c6 cannon firing.jpg

    c6 mod.jpg

    • Thanks 1
  11. My liveries are in the 'Vault' here These are the current liveries I am using:

    DHC6 Twin Otter

    H135 helicopter

    Cessna 337 (push/pull)

    Ju52

    Spitfire Mk9

    MB339

    There are 2 zipped folders.

    1. Sid's Liveries - JSGME this is the one that I use when installing via JSGME. My JSGME .exe and 'Mods' folder are in 'C:\Users\....\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe'. The path within the 'Liveries' folder is 'LocalCache\Packages\Community'.

    If you have JSGME and want to put the 'Liveries' folder in via JSGME then use 'as is' or alter the folder path to suit your .exe/Mods folder location.

    2. Sid's Liveries - Community  Just the livery folders in a zip file. Copy and paste the 'Community' folder or place the individual livery folders within into your 'Community' folder

  12. Perhaps it might be an idea to have a 'Liveries' thread for the aircraft. My understanding is that it is the same as GBS in that you will need to have a particular livery in your 'Community' folder in which to see ones that others have installed. I will put my 'Liveries' folder in the vault later today, we can try. I have it as an independent folder in JSGME.

    • Like 1
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