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DD_Fenrir

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Posts posted by DD_Fenrir

  1. Sorry I missed last nights Dogz DCS eve chaps, but I had been invited to partake in a Multiplayer campaign for the Spitfire Mk.IX on the Normandy Map and thought I'd check it out, partially cos it's something I have always wished to do but also because I could see an opportunity for more Dogz to get involved if they so desired.

    Wiggy of 443 Sqn chased me down after seeing some of my YouTube content, and having had a chat he's happy to extend the invitation to the wider Dogz.

    Here's Wiggy's overview:

    Quote

    It’s a co-operative campaign in DCS using the Spit.IX.LF.  We’re following the operations of No.443 squadron from their arrival in England in April’44 until the end of August’44.  We have acquired their actual Operations Records books from the national archives and picked missions which we can recreate as authentically as possible using the Normandy map, arrange them, and fly them to as high a standard as possible, as realistically as possible.  This includes proper r/t, formation flying, lots of discipline, flying professionally, all that good stuff. We have status boards and rosters, a/c service boards, persistent a/c and hangar, briefing boards, verbal briefings with online whiteboards, modpacks for extra goodies, pilot checklists, all on a website. 

    The focus is on immersion and ‘serious fun’ - we want to create an experience as close as possible to what those real chaps had to experience.

    If you’re interested to know more, I can send you over an overview and SOP document of how we operate. 

    If you’re still interested I can merge you into the campaign (we’re 5 missions into the pre-invasion campaign so far).  We also run an OTU environment to get everyone up to speed with our procedures and whatnot.

    How does it all sound?

    Oh, it’s a small group of us, 6 at the moment. Been running on and off for a year or so (depending on DCS bugs), although the campaign proper has only just started.  We run it in DCS OpenBeta. 

    Oh and here’s a film thing I composed....

     

    I played Mission 6 as Red 2, winging the Squadron Leader. We were dive-bombing a bridge near Carentan, having taken off from Funtingdon in England and flown at wave-top height in formation (which we changed using signals only) cross-channel in the early evening sun, climbing to Angels 8 about two thirds the way across, and hitting the French coast - all without having to use comms!

    We switched formation from finger four to line astern as we ran into target and commenced our attack dives with 3-second separation; we all dive bombed the target, and whilst were all close, no-one actually hit the bridge - darn! AAA was pretty intense and on our egress and climb-out we bumped into a flight of 109s and had a proper scrap! I was hanging on to Red 1's tail as best I could through a series of gyrations when someone called I had a bandit sizing me up; a 109 was converging from my 7 and I had to break hard to avoid a volley of lead that passed a little too close aft of my rudder! Fortunately, White 1 was on him and clobbered him as he overshot me.

    As I tried to regain a visual on Red 1 I spotted an aircraft at 9 low that was set to pass under me and as it closed I was able to ID it as a bandit. I performed a hard split-S rolling on the way down to drop on his 6 and as he pulled up and left gave him a good deflection burst; he was under my nose so couldn't see the results and as I relaxed the turn to re-acquire him, he appeared undamaged. So I re-saddled up as he levelled and then broke right, with me cutting inside and pulling in closer for a better shot. My next burst clobbered him properly and down he went!

    After that I found a Spit to join with (turned out to be White 1) and the skies seemed to have cleared so we managed to get everybody reformed and cruised back across the Channel basking in the golden light of a setting sun.

    Prior to landing we switched into echelon formation and ran into break in sections; it was getting pretty dark by then so landing was not as easy at it could have been but we all made it down safe and ambled back to our respective dispersals and shut down. Phew!

    If the sound of this floats your boat, have a wander over to the 443 website and have a peruse: https://no443sqn.wixsite.com/443squadron

    Some interesting documentation over there too that is relevant outside of the campaign environment so worth a shuftie...

    So, to summarise:

    • No icons/labels
    • F2 own a/c only view
    • proficient formation keeping required (doesn't have to be Blue Angels but you will need to maintain a reasonably consistent position)
    • No F10 map icons so navigation can be challenging if you're not experienced and get separated and have forgotten the cardinal headings to get home. However, provided you can stay within the vicinity of your flight lead, they'll do the work for you.
    • Un-mission related comms chatter to a minimum.

     

    What is required:

    •  OpenBeta (there are ways to switch your install to this version - and back again - if you only have Stable)
    • Spitfire LF.IX Module
    • Normandy Map Module
    • WW2 Asset Pack Module
    • A freeware WW2 Units ModPack (available from 443 Sqn)
    • Simple Radio Standalone 1.6.1.0
    • Discord - similar to Teamspeak used for pre-flight meet, Briefings & Debrief

     

    Missions  are run on Thursdays if sufficient people are available to make it worthwhile. Whether we do this every week... I dunno. I still get a hankering for AVTUR and would miss my Tomcat too much I fear! Plus I wanna be available as the Dogz DCS Guru to those Dogz not wishing to partake in the campaign. We can discuss this aspect further going forward.

    If you want to take part but are concerned about your proficiency then Wiggy runs an OTU training course to help bring you up to speed, and I of course will happily jump on our DCS server and assist anyone who wants to finesse any aspect of their flying that they may feel is not quite up to the levels demanded by the campaign on any evening after 2230 BST/GMT.

    Let me know your thoughts chaps.

     

     

    • Like 1
  2. Two things:

    1. A-4E Mod is updated to version 1.31.

    Changelog:

    Quote

    Version 1.3.1 - 17 June 2019

     

    Added

    • Added new quick start (instant action) missions (4 in Caucasus, 4 in Persian Gulf).
    • New keybindings
      • Added "clickable cockpit" binding to mouse
      • Added AWRS keybinds
      • Added axis for white floodlights
      • Fixed lighting axis
      • Added APC keybinds
      • Added engine start/stop keybinds for joystick
      • Added View padlock bindings
      • Added BOMB ARM and BDHI keybinds
      • Added new incremental controls for lighting

     

    Changed

    • Corrected cockpit position with respect to external model (Gunsight alignment is slightly affected but the offset should be negligible)
    • Aircraft will now be hooked into the catapult if spawned on the catapult.

     

    Deprecated

    • removed unused FC3 keybindings for HUD and HUD modes

     

    Removed

    • Some unused keybindings may be removed. Primarily leftover FC3 keybindings.

     

    Fixed

    • fixed floating nosegear
    • Fixed init code where left wing tip nav light turns invisible when the master light switch is toggled at the start
    • Updated anti-collision rotation angle to 180 degrees
    • Fixed RWR initial volume to match volume position
    • Added aggressor liveries to AUSAF
    • Fixed condition where flaps indicator is invisible when power is not available
    • replaced EDM8 files with EDM10 files as support for EDM8 was dropped with 2.5.5.31917
    • updated theme to get loading image automatically loaded when A-4E-C is used

     

    List of new keybindings

     

    Mouse

    • Clickable Mouse Cockpit Mode On/Off

     

    Keyboard

    • Lock view (cycle padlock)
    • Unlock view (stop padlock)
    • All missiles padlock
    • Threat missile padlock
    • Lock terrain view
    • AWRS: Toggle multiplier
    • AWRS: Quantity select increase
    • AWRS: Quantity select decrease
    • AWRS: Mode Select CCW
    • AWRS: Mode Select CW
    • APC: Power - OFF
    • APC: Power - Stby
    • APC: Power - Engage
    • APC: Temp - Cold
    • APC: Temp - Std
    • APC: Temp - Hot
    • BDHI - NAV CMPTR
    • BDHI - TACAN
    • BDHI - NAV PAC
    • BOMB ARM - NOSE & TAIL
    • BOMB ARM - OFF
    • BOMB ARM - TAIL
    • Function Selector: OFF
    • Function Selector: ROCKETS
    • Function Selector: GM UNARM
    • Function Selector: SPRAY TANK
    • Function Selector: LABS
    • Function Selector: BOMBS & GM ARM
    • Interior Lights: White Floodlight Increase
    • Interior Lights: White Floodlight Decrease
    • Interior Lights: Instrument Lights Increase
    • Interior Lights: Instrument Lights Decrease
    • Interior Lights: Console Lights Increase
    • Interior Lights: Console Lights Decrease

     

    Joystick

    • Lock view (cycle padlock)
    • Unlock view (stop padlock)
    • All missiles padlock
    • Threat missile padlock
    • Lock terrain view
    • Engine Start
    • Engine Stop
    • AWRS: Toggle multiplier
    • AWRS: Quantity select increase
    • AWRS: Quantity select decrease
    • AWRS: Mode Select CCW
    • AWRS: Mode Select CW
    • APC: Power - OFF
    • APC: Power - Stby
    • APC: Power - Engage
    • APC: Temp - Cold
    • APC: Temp - Std
    • APC: Temp - Hot
    • APC: Power - STBY/OFF
    • APC: Power - STBY/ENGAGE
    • APC: Temp - STD/COLD
    • APC: Temp - STD/HOT
    • BDHI - NAV CMPTR
    • BDHI - TACAN
    • BDHI - NAV PAC
    • BDHI - TACAN/NAV CMPTR
    • BDHI - TACAN/NAV PAC
    • BOMB ARM - NOSE & TAIL
    • BOMB ARM - OFF
    • BOMB ARM - TAIL
    • BOMB ARM - OFF/NOSE & TAIL
    • BOMB ARM - OFF/TAIL
    • Function Selector: OFF
    • Function Selector: ROCKETS
    • Function Selector: GM UNARM
    • Function Selector: SPRAY TANK
    • Function Selector: LABS
    • Function Selector: BOMBS & GM ARM
    • Interior Lights: White Floodlight Increase
    • Interior Lights: White Floodlight Decrease
    • Interior Lights: Instrument Lights Increase
    • Interior Lights: Instrument Lights Decrease
    • Interior Lights: Console Lights Increase
    • Interior Lights: Console Lights Decrease

     

    Joystick Axis

    • Lighting: Instrument
    • Lighting: Console
    • Lighting: White Flood
    • AWRS Drop Interval

    Available here:

    https://github.com/heclak/community-a4e-c/releases/

     

    2. A pdf version of the original (real) "Tactical Pocket Guide for the Douglas A-4 Aircraft" with bomb tables for optimum settings for various weapons is avaible here:

    http://aviationarchives.blogspot.com/2016/10/douglas-4ta-4-skyhawk-tactical-pocket.html

    Someone's tested out the data against the DCS Skyhawk and apparently, it works!

  3. Hi Chaps, 

    Any help on this issue would be gratefully recieved.

    Got this warning after an attempted update:

    https://support.microsoft.com/en-us/help/4514156/updating-to-windows-10-version-1903-on-devices-with-certain-versions-o

    So hit the Intel driver link at the bottom: 

    https://downloadcenter.intel.com/download/28656/Intel-Rapid-Storage-Technology-Intel-RST-User-Interface-and-Driver

     

    However I've no idea which applies to my hardware. Any ideas?

  4. Ok Mick.

    It's very situation dependant.

    RWS (Range While Search) Mode

    • Has longest detection range
    • Has widest/tallest search areas available to the radar
    • Only directly provides bearing & range to a contact (altitude can be worked out roughly by antenna elevation but that's more an intermediate level skill)
    • Cannot ID contacts as friendly/unknown/hostile (in F-14)
    • Cannot generate a track so target aspect/heading unknown
    • Cannot be used to launch/guide weapons

    Best situation to use: Cruisin' , looking for something interesting. (Generally not a good idea to be in midst dogfight... but never say never!)

     

    TWS (Track While Scan) Mode

    • Has shorter detection range than RWS
    • Search areas available to the radar are more limited so as to maintain a contact update of under 2 seconds (needed for tracking functionality)
    • Provides bearing, range & now altitude to a contact
    • Can generate a track of contact(s) so target aspect/heading now is known
    • Can ID contacts as friendly/unknown/hostile
    • Can track multiple targets whilst maintaining scan of surrounding area to improve Situational Awareness (SA)
    • Can be used to simultaneous launch/guide multiple Fox-3 type (Active Radar Homing (ARH); AIM-54 Phoenix, AIM-120 AMRAAM and R-77) weapons
    • Cannot guide Fox-1 type (Semi-Active Radar Homing (SARH); AIM-7 Sparrow, Matra Super 530 and R-27R/ER) weapons 

    Best situations to use:

    1. Found something interesting, could be bad guys, let's find out!
    2. Is bad guys! Let's engage Beyond Visual Range (BVR) with multiple badass boom-sticks!

     

    STT (Single Target Track) Mode

    • Has similar range restriction as TWS
    • Used to lock the radar antenna to Track a Single Target - hence Single Target Track (STT)
    • Cannot track multiple targets simultaneously
    • Cannot maintain scan of surrounding area to improve Situational Awareness (SA) during track of target
    • Can be used to launch guide all A2A weapon types, however...
    •  Primarily designed to guide Fox-1 type (Semi-Active Radar Homing (SARH); AIM-7 Sparrow, Matra Super 530 and R-27R/ER) weapons

    Best situations to use:

    1. Run out of Phoenixes! Bad guys still inbound! Pick the most dangerous and lock him up for a Sparrow shot!
    2. Approaching a furball at BVR distance and want to help my mates out without accidentally shooting one of them down.
    3. Want to target a specific bogey for a BVR Phoenix shot to avoid my wingman and I shooting two missiles at the same target

     

    In the F-14 all these BVR modes have to be asked for from your RIO; if you have a breather in back then ask him nicely over TS; if Jester is back there then you request the various modes via his Menu.

    For those flying the single seater a/c, you will have the means to choose these yourself as pilot.

     

    As for symbology (F-14 specific): 

    Unknown _images/3.png Unknown sensor track in RWS, TWS and STT modes.
    Hostile _images/4.png Track in TWS and STT modes designated as hostile by RIO.
    Friend _images/5.png Track in TWS and STT modes designated as friendly by RIO.
    Home base _images/15.png Waypoint representing home base, carrier or airfield.
    Waypoint _images/16.png WCS navigational waypoint, supplanted by number indicating waypoint 1, 2 or 3.

     

    Altitude Numerics _images/34.png When altitude numerics are selected for display a number on the left side of the tracks indicate track altitude to nearest ten thousands of feet. The number four as an examples indicate an altitude between 35,000 and 45,000 feet. Available on radar and data link tracks.
    Firing Order Numerics _images/35.png
    Indicates AIM-54 phoenix target prioritization (1 to 6) in WCS when in the TWS mode. Next missile launch will target track with number 1 and remove the number from that track to advance the other 5 track numbers one step to prepare for next launch.
     
    Mandatory attack selection on a target forces the WCS to always include that target in the prioritization.
     
    Next launch selection automatically sets hooked target as number one in the prioritization queue.
    Time-to-Impact (TTI) _images/47.png After AIM-54 launch the firing order number on a track is replaced with the TTI or time-to-impact indication, showing WCS calculated time until missile intercepts the target track. When the AIM-54 active command is sent the TTI numbers flash to indicate this.
    Velocity Vector _images/36.png
    Velocity vector emanating from center dot of tracks when velocity vector display is selected.
     
    Vector direction represents track heading and length represents track speed so that the max indicated speed (1 800 knots) is 1.5 inches on the TID.
     
    In TID ground stabilized mode the vector direction represents track true heading and the vector length represents track ground speed.
     
    In TID aircraft stabilized and attack modes the vector direction represents track relative heading (to own aircraft) and the vector length represents track speed relative to own aircraft.
    • Like 2
    • Thanks 1
  5. Ok gents, first thanks for attending.

    Second, for some reason the plan to record the session for eventual upload did not go to plan; tech issues, got to do some more figuring out with shadowplay and VR to get the format and sound working properly.

    Third, we only managed to cover the Beyond Visual Range (BVR) aspects of radar use - in hindsight, I was perhaps a little optimistic of covering all those options in an hour, but no great loss, we'll cover the Within Visual Range (WVR)/Air Combat Manoeuvering (ACM)  modes next time.

    To summarise, we looked at:

    • RWS (Range While Search) Mode
    • TWS/LTWS (Track While Scan/Latent Track While Scan) Mode
    • STT (Single Target Track) Mode

    If you have any further questions or require clarifications, then please put them in this thread. I will address them as promptly as I can.

    Lastly, I would welcome any feedback you guys have; ultimately these sessions are designed to help you - if you aren't learning something then then I'm doing something wrong, so please say what I can do to improve the situation.

    Cheers guys.

    Fen

     

     

    • Thanks 1
  6. Ladies, gents and those of a non-binary gender persuasion,

    This coming Monday July 29th at 2230BST, I will be hosting the first of my After-hours DCS Training Sessions, starting with Radar Modes, to give you guys a better understanding of what they are for, when to use them and what limitations they have. 

    Primarily for F-14, F-15 & F/A-18 though some of content will be applicable to MiG-29, Su27/33, J-11 and M2000c and to a lesser extent the F-5.

    I will create a specific mission for this task which I send to FT and ask him very politely if you would mind loading to our DCS server for hosting for the occasion.

    I will endeavor to record the session for upload to youtube for those wanting but unable to attend to benefit.

    What you need to do before you start is at the very least be familiar your particular key mappings/cockpit switchology for (and assign if necessary)

    • RWS (Range While Search) Mode (F-15C & F/A18C)
    • TWS/LTWS (Track While Scan/Latent Track While Scan) Mode (F-15C & F/A18C)
    • STT (Single Target Track) Mode - often noted as lock target
    • PAL (Pilot Automatic Lock) Mode (F-14 only)
    • Pilot Lock On Mode/Boresight (F-14 only)
    • VSL (Vertical Acquisition) Modes

     

  7. 2 hours ago, Painless said:

    We should run a competition to see who can get the worst fuel economy sir !

    A Japanese 3.7l V6 vs an American 5.0l V8?

    Lol!

    Think you've lost that competition before Dad runs out of fuel trying to get to the Start line!

    • Haha 2
  8. Funniest damn thing about flying I've ever watched... and yet I've learnt more about the SR-71. 

    Make time for this one, it'll make your life better. Trust me.

     

     

    • Like 1
  9. Hello Doggy DCSers!

    New DCS update to stable release. Nothing ground breaking, just a lot of little fixes and tweaks to various modules.

    No fix for Spitfire gunsight randomly failing yet... grrrrrr!

     

    Quote
    DCS World 2.5.5.33184

    DCS: Fw 190A-8 Introduced to Steam

    DCS World
    • Map coordinates in status bar doesn't changes after format change until user moves mouse fixed.
    • Sound system. Reworked voice allocation to properly handle lots of close objects.
    • Options. Tooltips in cockpit will be set by local options, not server.
    • P-51D and Spitfire don't have a "Customized Cockpit options" - fixed.
    • Removed gigantic bow waves appear at maximum vessel speed.
    • ME. Sound and Message are not played when using trigger "Text/Message for coalitions" - fixed.
    • Added new item 'Wake Turbulence' in Mission Editor (as a checkbox in Mission Options) and in serverlist window (in Server Options box).
    • ME. Cannot move wingmen position when set to ground start - fixed.
    • ME. Added Mach speed in the aircraft group panel. You can set the aircraft speed via either the true speed or the Mach.
    • Tunguska missile has no smoke trail - fixed.
    • Restored the models of Russian railroad cars.
    • Aircraft AI. Added accounting of tyre damage when calculating the point of contact with surface.
    • No parking available error on ships/FARPs - fixed.
    • ME. Restored working of the action "Sound to Country" in triggers.
    • Small water explosions from guns will not produce visible shock wave effect.
    • HUD filter doesn't works when droplets are visible - fixed.
    • Gun-sight Glass disappears with rain - fixed.
    • Aircraft AI will feel the rocking deck of the ship on landing.
    • Fixed cropped radio menu list.

    DCS AV-8B N/A by RAZBAM
    • Removed GBU-16 x 3 from loadout menu (Bombs do not fit on the Racks)
    • Designating a target will save the position as a steerpoint (targetpoint)
    • Steerpoint navigation has been improved
    • Steerpoints (waypoint, mark point, target point) can now be designated as targets
    • Steerpoints and their offsets will change to a diamond if designated as targets
    • Steerpoint offset bug fixed
    • TACAN and TACAN offset navigation bugs fixed.
    • EHSD page bug fixes.
    • TACAN library enabled (5 TACAN stations data is loaded based on selected map).
    • EHSD Data page: TACAN information display is fixed.
    • Added training MIssion 15: dumb iron bombs

    DCS MIG-19P by RAZBAM
    • Fixed Polish Skin

    DCS Christen Eagle II by Magnitude 3 LLC
    • Resaved instant missions to fix texture errors on pilot harnesses.

    DCS C-101 by AvioDev
    • Completed ES localization.
    • Several fixes to EN localization.
    • Updated CN localization.
    • Added synchronization of TARSYN and Flight Director to multicrew (EB only).

    DCS AJS37 Viggen by Heatblur Simulations
    • Fixed issue with bombs in CCIP mode might not release if you used another mode prior.
    • Thrust reverser now kicks up snow.
    • Change to PLAN sight so it takes the aircrafts climb angle into account. Corrected radar ranging.
    • Fixed bomb solutions for CCIP and PLAN.
    • Fix to C++ assert warning when selecting cartridges that are created for another map.

    DCS F/A-18C Hornet
    • Added on/off fuse on AGM-154C
    • AGM-154 EFUZ set OFF still causes weapon to detonate - fixed.
    • Added new single mission 'Patriot Express' for the Normandy map.
    • Aircraft explodes if player took control form AI by ALT+J pressing - fixed.
    • Corrected collision model.
    • Minor changes in the external sound of afterburner and distant sounds of the F18 aircraft engine.
    • Ground & Sea units received via datalink will not show as air contacts on the SA page.
    • BRU-41a sequencer fails to drop multi BDU-33 - fixed.
    • It is now possible to add negative elevation data on the HSI

    DCS UH-1H
    • Co-pilot flexi sight jitters when used with trackIR - fixed.

    Flaming Cliffs
    • Su-27. FAB-250 loadouts changed to more realistic.
    • Restored working of the switch route points or airfields LCtrl+~ combo.

    DCS F-14B by Heatblur Simulations
    • Fixed potential CTD when TCS scans an object without a 3D model
    • Fixed Jester doing only one action when asked to perform a series of actions of the same type
    • Fixed negative values (formatted as large positive 32bit integer) showing up for TID contacts' altitude
    • Fixed bad limiter input on fuel probe yaw moment
    • Fixed Jester radio tune and similar commands
    • Fix to Jester stuck in the TCS mode (no TID repeater bug)
    • Fixed CMS readiness not syncing properly in multicrew
    • Fix for the F-5 being displayed as 'U' on the RWR
    • Make time less relative (multiplayer clock fix)
    • Small fix to Jester missile detection
    • Fixed AI Wings swept forward on spawn
    • Adjusted AI oversweep collision model
    • Kneeling and launch bar fixes for the AI
    • Fixed nose gear strut collapsing on touchdown for the AI
    • Fixed broken gear animations
    • Retweaked some lights intensity
    • Potential fix to right engine not starting after damage bug
    • Reduced drag in turning situations
    • Reduced rudder roll power from 15-40 units AOA
    • Added more nose down at high ct with flaps up
    • Reduced pitch rate damping overall, but increased pitch rate damping with flaps
    • Reduced pitch with power effect at high Ct
    • Reduced drag vs pitch rate at high alpha
    • Tweaked pitch rate damper fade out at high AOA
    • Increased lift vs pitch rate
    • Added pitch acceleration based damping and AOA rate pitch damping
    • Added narrow limit on pitch rate damper and increased strength
    • Adjusted Phugoid Damping
    • Added slight extra nose down moment with power/flaps up
    • Fix to pitch oscillation induced blackout issue

     

  10. Awaiting the fix to the F-14 Jester/radar bug introduced in the last patch to commence the radar training. Might be a while yet.

    Any systems unrelated to A2A engagements and radar you guys might like to cover? Air to Ground terminology? Carrier ops? WW2 dive bombing?

  11. Gents, there's further issues with the F-14 in this release; Jester seems to refuse to switch the radar on after takeoff with hot-start aircraft in Multiplayer. If you wish to use the Tomcat on our dedicated server and you don't have a buddy to be your RIO, you're going to have to start cold and dark and do a full INS alignment if you wish to go Air-to-Air at mid-long ranges. PAL lock mode still works for engagements <15nm.

    Beta fix is due for 03/07/19 but as for those using the Stable, we're looking at a another week or more.

    Another brilliant bug allowed through to Stable release by ED.... 

  12. Well ED have pulled a prize cock-up and pushed an OpenBeta to stable with unresolved bug which has a pretty profound affect on our multiplayer server.

    Any AI which depends on "visual" methods to engage - so all ww2, Korean era aircraft and non-radar equipped modern jets plus any ground units that would normally fire at you using the traditional mk.I eyeball will now now longer engage if the server/host is using the no-render option.

    As ours is.

    I have made some pretty forthright remonstrations to ED over at their forums regarding this. In the meantime I don't know what else to suggest; either push our DS to the render version (is that possible?) or obliged to have someone host like the bad old days.

  13. Curves my man, custom curves. Partiularly on your pitch axis:

    The Spitfire is unlike any other Warbird in that the power of the elevator authority is such that, according to the NACA report, you need only move it 3/4" (19mm) from neutral to reach critical AoA. Compare that to the full fore and aft range of deflection of the entire control column and then apply a similar scaling percentage wise to your home joystick and you start to see the problem.

    Attempting to fly it on a 0% curve and a traditional PC gaming joystick of only 20-30cm length is artificially difficult as the displacement covered by that range to critical AoA is going to be in the range of 5-6mm. Ergo making small corrections in pitch for gunnery and landing are harder than in reality and are more likely to result in the virtual pilot over controlling and in turn overcorrecting. Even a standard curve of 15-25% isn't really gonna alter that very narrow margin much.

    You're gonna need something a bit special:

    Go to Adjust Controls

    Spitfire LFIX Sim> Axis Commands

    Find the "Pitch" control row and single click the cell with the axis binding in it.

    Now select the "Axis tune" button that has been activated.

    New window with the control curve screen now available.

    Leave deadzone at 0

    Leave Saturation X at 100

    Leave Saturation Y at 100

    Leave curvature at 0

    Select "User Curve" option check-box

    Now input following values: 0,2,4,6,8,10,12,24,50,100

    Click "OK"

    Aileron and Rudder do to your normal, happy, mustang-esque favourite settings.

    Enjoy!

     

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