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DCS: Black Shark Producer's Note #6 Parts 1 and 2 Available on You Tube


Wags

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In LO these rockets sucks. Very. U can't even change salvo ;]

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How much diffrent will that be compared to FC / SU-25T

 

In FC you cannot select cannon ammo as there is only one type - AP. Of course, I do not mean in-flight selecting!

 

I would like to have an option to choose cannon ammo before the flight (in weapon loadout). Currently, you have to make a direct hit into designate damage box. Destroying trucks and jeeps is harder then destroying APCs. On the other hand, two types of ammo in FC could give you a (realistic) option to load AP for built-in cannon, and HE for gunpods. No more need for direct hit.

 

AP cannon rounds are also major drawback in air-2-air dogfighting. HE rounds are more preferable against soft airplanes.

 

There is also a problem with unguided rockets. In effect it is like those of smaller caliber are AP, and large ones are HE. Near miss within 5 m using 80 mm rocket produces no damage at all to a truck or a jeep. There should be at least 25% chance to create significant damage to a soft target. I hope there will be two types of ungidd rockets in BS.

 

I also hope that precision of cannons and machine guns on APCs will be lowered, as there is no way they could track high speed airplane that good. And that "search" radar will be removed from Shilka and Vulcan.

 

Well , will have to wait for episode "Dealing with AAA". Producers note number seven? :music_whistling:

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USAF seems to prefer depleted uranium - and quite rightly, since it increases round momentum. If you have enough kinetic energy you don't need explosives.

 

AP cannon rounds are also major drawback in air-2-air dogfighting. HE rounds are more preferable against soft airplanes.

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Great video indeed, I'm looking forward to see the hires version.

 

Wags, are you using a TrackIR 4 pro? My experience with the 3 pro is that I have trouble keeping my head perfectly still especially when looking down. Maybe the TrackIR 4 is better for that, but anyway I posted an idea to make flipping switches easier: http://forums.eagle.ru/showpost.php?p=497739&postcount=422

 

Do you think it's still possible at this stage of development to put that option in the code? It shouldn't take much more than a reference frame rotation...:smartass:

 

Can't wait to take this Sim for a spin :pilotfly:

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Great video indeed, I'm looking forward to see the hires version.

 

Wags, are you using a TrackIR 4 pro? My experience with the 3 pro is that I have trouble keeping my head perfectly still especially when looking down. Maybe the TrackIR 4 is better for that, but anyway I posted an idea to make flipping switches easier: http://forums.eagle.ru/showpost.php?p=497739&postcount=422

 

Do you think it's still possible at this stage of development to put that option in the code? It shouldn't take much more than a reference frame rotation...:smartass:

 

I have the same problem and that seems like an incredibly smart solution. Nice thinking, Phoenix.

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Are you sure it is your TrackIR in general? I had the very same problem in different games. Whenever I looked at my instruments the sight started shaking or rather drifting in different directions.

 

I tested it with the View->Tracking option in TrackIR and noticed that during play my seat position lowers, as I sit more comfortable. I have my TrackIR rotated 180 degrees, so when I do that, my Tracker only recognizes me in the upper 1/3 of it's field of view. The clip is still perfectly visible, but the head starts drifting more and more. I changed the position slightly, so it is rather looking down at me, but it fixed the drifting-problem.

 

Don't know if that will help you, but the symptoms surely sounded 100% the same.

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try to reduce light filtering down to 150

:pilotfly:

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Great video indeed, I'm looking forward to see the hires version.

 

Wags, are you using a TrackIR 4 pro? My experience with the 3 pro is that I have trouble keeping my head perfectly still especially when looking down. Maybe the TrackIR 4 is better for that, but anyway I posted an idea to make flipping switches easier: http://forums.eagle.ru/showpost.php?p=497739&postcount=422

 

+1

 

Great idea. :thumbup:

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I agree, it would be nice if the mouse cursor was fixed relative to the 3d space rather than head position. The momentary right mouse button is a bit of a problem with HOTAS though. You don't want to have to take up a button just to control your thumb mouse.

 

My suggestion would be to make the cursor invisible after x seconds idle. When the mouse is moved (be it mouse or hotas thumb mouse) then the cursor appears in the centre of the screen, fixed to the 3d space of the cockpit. So when you're moving the mouse, your head can move independently whilst the cursor moves inside a sphere centred on your view.

 

This should be a new thread btw, great idea PheonixBvo


Edited by burnzoire
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What might be nice is having it referenced to the cockpit, but influenced to some small extent by changes in the helicopter's yaw, roll & pitch - so that with your head down you have some idea of how the aircraft is moving.

Cheers.

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Looks like it's already down. :D I will try again later - thanks for sharing!

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I'm also pleased to see the fin-sensors on the nose work now. :D

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I'm also pleased to see the fin-sensors on the nose work now. :D

 

Those have been working since the first producer's note, have they not?:huh:

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