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Everything posted by PropNut
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Not sure you all noticed....he built the computer way back in october....
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The G-62 takes it off after only a very short rollout. It easily does all scale maneuvers and several not so scale, lol. But I have been flying with guys who seriously over power their planes so that was the comparison that I was making, lol. My 1/3rd scale is built light, at 34#.
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I am using a Zenoah G-62, it flies it great but with limited vertical.
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"Abused"? lol I get the feeling that you are not happy with anything unless it has the CH logo on it. Well, I think it is a good controller, over priced true, but a good controller. Believe it or not, most flight sim people want more realism in their games and controller, not less. CH makes a damn fine product, so does Saitek and Thrustmaster.
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I would argue against that Madfish, it is wonderful to toggle on and off the engine, gear, etc. The programing for the controller allows you to make macros and assign any keys or combination of keys to any of the toggles you want. And there are many many momentary (trigger type) buttons on both units as well as several momentary toggle switches.
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That sounds similar to what I devised for the wing rigging on my 1/3rd scale Sopwith Triplane. I did, however, build the top wing in one piece for peace of mind. Good thing I had a trailer that would fit the 103" wing!
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I understood that, I thought I would jump on a good straight line though
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Well, if I were a Brit, I would give an opinion...but since the thread title precludes me from really engaging in discussion I will not. Although I do own this controller and I would say, if I could, that it is GREAT and would indeed be worth getting if possible. But I cannot give an opinion.
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hey PapaBear, I have some pretty good plans for the Tigermoth in 1/4 scale. How do you plan on joining the center wing section on the top wing?
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DT, are you thinking of Mechwarrior DarkAge (Click-tech) perhaps? Battletech is a very complex game and if you have more than a couple of mechs on the field a game might take days to finish.
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Skyrim....what The Hell Have You Guys Done To Me.
PropNut replied to CaptJackG's topic in Jim's Place
I used to play that game, but then I took an arrow in the knee...... -
This is what I have been doing lately. I used to be obsessed with playing Battletech and collecting the minis and recently I got involved with a local gaming group to start playing it again. I wanted a good set of terrain but the company that made the last set I had is out of business (Geo-Hex) so I decided to make my own.
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Yes, a couple of years ago. A very good movie. It used to be on instant play on Netflix but they moved it to DVD for the holiday season, lol.
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Hmm...Ipad for his simpit...I like it!
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What? No tiger stripes!! Looks great, even all bashed up like that.
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Why? It is not like the USAF Inspector General is going to send us a strongly worded warning if we are flying A-10's with non-standard color schemes. Be creative, enjoy yourself...it is, after all, what flying with your buddies is all about. Now me? I want one with Tiger stripes.....Grrr Baby! David
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From the official website: We want to make sure we bring the roots of the MechWarrior® titles back to the surface and also incorporate the basic rules from the BattleTech® Universe. Players will be able to customize their BattleMechs with weapon and armor upgrades as well as customize their cosmetic appearance in the MechLab. This means players can look unique or fall in line with their Merc Corp colors and truly represent themselves in combat. The next part of Mech Warfare is controls/piloting a BattleMech. Since our key platform is the PC, it only makes sense to really bring the simulation control system back for seasoned players, with the option to have easy access configurations for newer players. When dealing with controls, we really want to bring skill back into combat rather than heavily assisted combat as seen in most modern day first person shooters. The interface between the MechWarrior® and the BattleMech is being revisited as well. A new 3D HUD system is being designed for the neurohelmet pilot information display. The view point of the game is from the pilot (MechWarrior®’s) point of view. Players will be able to look around their cockpit and even customize the interior to suit their tastes. Role Warfare: When it comes down to play style for any given player, we want to make sure that we have as many options as possible to cater to as many player types as possible. This is where things get really interesting. Everything from choosing a BattleMech to how a MechWarrior® is trained, will allow a player to truly customize their own personal game experience. What is a player’s preferred role when playing MechWarrior®? Scout? Attacker? Defender? Commander? Whatever it is, a player will be able to train their MechWarrior to specialize in their style of gameplay. Players are highly encouraged to participate in team based gameplay. The fast manoeuvrable scouts will be able to relay information back to the commander units who in turn relay that information to the attacker and defender units. As players advance their MechWarrior in a role, more skills and abilities related to their role will become available. Remember, a team who plays together will always win together. Community Warfare: MechWarrior® in all of its incarnations has always had a loyal following of players in one of the strongest on-line communities in gaming history. Piranha-Games hopes to bring this community together in a friendly conflict of universal control. This may sound a little odd, but it is the fun competitiveness that will keep the game alive and kicking for years to come. Utilizing the BattleTech® Inner Sphere, we plan to have skirmishes amongst the Great Houses in BattleTech® lore. Allowing the player to have an active part in this conflict is one of our key directives in designing this game. Players will be able to create, manage and customize their Merc Corp’s player base and appearance, while banding together to really delve into the Inner Sphere conflict where House alignment reigns supreme. Merc Corp leaders will bid and fight for occupation rights to some of the most valuable planets across the Inner Sphere and challenge other Merc Corps for control of planets reaping large rewards. Information Warfare: Evolving the MechWarrior® experience required a new layer of gameplay. Instead of large open expanses and circle strafing parties, we wanted to examine the core play experience of the previous MechWarrior® titles and see if we could bring a more tactical/strategic experience to MechWarrior® Online™. Relying more on line-of-sight and incorporating information technologies, we feel that information warfare will bring a new level of realism to the fight and help enforce the idea of team based multiplayer even more. Another aspect of Mech Warfare, something that we can do with new technology, is urban combat. The battlefield is no longer open areas with mile long sightlines. . Tactical manoeuvres will be required now more than ever and the key to success is using InfoTech alongside great team play. The newly implemented Battle Grid will give commanding units a bird’s eye view of the battlefield and scouts will be able to feed real time recon information to them. The battlefield commander will be able to call in air strikes, artillery strikes and other support unit requests.
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Ok, you can tell that I am something of a Battletech geek....after all, I played the board game since it came out in 86', I have over 1000 miniatures, all the novels, all the rule books etc. I have played, and still own the box for, every Mechwarrior PC game that has ever been released (yes, even the really old one on 5.25" floppies). So I am very excited that Piranha Games has announced that they will release a new Mechwarrior simulator (yes, they stress that it is a simulator, not an archade game) next year. Some of you might remember the announcement by Tinker and Smith two years ago of Mechwarrior 5 (Reboot), they then handed the idea off to Piranha were the game sat until legal issues were worked out...well it seems that those issues have been fixed and filed. Seems that the game will be a Free to Play based on the League of Legions model. Which, if I am reading it correctly, will not affect your ability to pilot powerful mechs, but will cost money to make cosmetic changes etc. Regardless, I would be happy to pay a monthly fee to get back into a mech cockpit again (boy that didn't sound right). Here is the official website with more information: http://mwomercs.com/ David
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I have the game, and I agree with Snacko, I would rather blow shit up than spend my time not remembering how to start the engines. Course...I dont know how to blow shit up either...but I will take the possibility of blowing shit up over the guaranteed frustration of trying to start an engine any day I might join in and kibitz though. David
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If you have set up the mute game overlay (so the sound in game mutes while someone in TS is talking) Windows Mixer might have left the volume slider all the way down. I had to stop using this feature because of that. Start IL-2, ALT-TAB out of the game, right click on the sound icon (little speaker) in the lower right corner of your desktop, click on "open Volume Mixer" and see where the slider is for IL-2.
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Great news Leon!!! I can feel your excitement from here!
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Intel(R) Core(Tm) I7 920 @ 2,67 Ghz - 2 Cores ?
PropNut replied to MadTrooper's topic in Hardware Hell
Hey MT, I too have the Core i7 920, and mine is showing four physical and four logic for a total of eight. Where exactly is it showing that you only have two? Here is a screenshot of what I am looking at: -
Wow, impressive. Especially as I live up here and I never see anything that looks that good! Those shots really are postcard perfect, nice work Snacko! David
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Hmm...DCS A10 is a great game, even if it is not really something that I can get into (too many buttons to start the darned engines, lol) but there is one thing it seriously lacks...air combat. Benchmark Sims recently put out their Mod for Falcon 4.0 and boy have they done a great job, 3D clickable cockpits, new textures and modeling, a whole raft of additional features. I was lucky enough to be part of a group that did beta testing and even though I never did get very good at remembering where the correct buttons where, the F-16 is a joy to fly. Here is a screenshot posted by Simhq in their review of the mod: and of course the review: http://www.simhq.com/_air14/air_507a.html And of course, it is a free download and install (you need to have a copy handy of Falcon 4.0 but there are many work-arounds for that). Great ground attack and air to air fighter. Additionally, for those simpit builders there is native support for auxiliary monitors (for MFDs) and for Eyefinity/multi-monitor setups.