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Everything posted by Sid
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I won't be available for the next slot on 5th June.
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New Game Launcher, New Set Up
Sid replied to DD_Arthur's topic in IL-2 Sturmovik: Great Battles Series
Bloomin' marvellous -
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.
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The feeling is very mutual Den Look forward to seeing you mate
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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.
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May be the right time to reintroduce the two Dogz 'Motivational' and 'Flight Preparation' posters to encourage pilots and tankers to be 'Fight Ready!!'
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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.
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Testing Arras map for dogfight event
Sid replied to Sid's topic in IL-2 Sturmovik: Great Battles Series
Just thought, it would be interesting to see if the small 20/50kg (or whatever they are...) bombs the 109s carry are effective at bridge destruction with the current settings.... -
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!!
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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
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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.
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A Fouga CM100....nice one
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This is verrrrrrry hard....
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I think I have the manufacturer....is it a Koolhoven of some sort?
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I have placed the folder of coops we use on Thursday mornings in the 'Downloads' section here
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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
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Version 1.0.0
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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 is 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 into your 'Community' folder -
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.
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I have installed this air racing mod too, looks fun. $5.
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We could be working up to some online flying maybe....
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New P-38/Tiffie Campaign Debrief Thread
Sid replied to DD_Fenrir's topic in IL-2 Sturmovik: Great Battles Series
Claims: 4 x AAA 1 x river vessel -
Wednesday evenings will be out for me, I share that evening with Tree and Pete as a pc/xbox games night. Seeing how the flying attendances are down on Sundays and Tuesdays maybe one of those could be a Tank Crew night?