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IL-2 Sturmovik The famous combat flight simulator.

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  #51  
Old 10-05-2013, 05:21 AM
MaxGunz MaxGunz is offline
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Still got malware only in this thread,

http://sdavid.missioniron.com/images/3.gif
http://sdavid.missioniron.com/images/4.gif

last time it was 2.gif

Devicelink has access to only 1 set of instruments that is supposed to be for simulating the real instruments in flight which did lag by known measured amounts. There is also some things not linked right yet and work bad or not at all, Those are not part of the simulation.

Get UDPSpeed, run SP and display a few guages then every so often pause the game with the view on the instruments being graphed. If you've got multi-core then maybe a space core will take it up, I've run it with 46 on single core 2.5Gz AMD's and not gotten low FPS. You could have had guages in the screen corners all this time except maybe some online.
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  #52  
Old 10-05-2013, 06:47 AM
sniperton sniperton is offline
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Quote:
Originally Posted by horseback View Post
the in cockpit ball needs to be slightly offset to actually be 'right'
Yep, in Yaks where you have to apply a lot of rudder and aileron trim to make the plane fly straight (according to the compass), the ball is considerably offset to the right. In the Italian MC.20X series the ball is slightly off-centered to the right even with neutral trim and flying straight and level. I wonder whether it's realistic.

Last edited by sniperton; 10-06-2013 at 01:38 PM.
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  #53  
Old 11-07-2013, 05:21 PM
pandacat pandacat is offline
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So quiet these few days in the forum. So time to beat an old dead horse lol. Is there any way that DT can correct these instrumental inaccuracies in the next patch. I understand all the talks about realism or relative advantage etc. Why can't we just correct ALL the inaccuracies on ALL planes, so that everybody is on an equal footing.

Also in terms of light stick force on P-51, would changes ingame stick reponse curves help with this issue? Or is it more inherent modeling issue and CoG related that it can't be addressed by simply altering response curves?
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  #54  
Old 11-07-2013, 07:15 PM
MaxGunz MaxGunz is offline
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Quote:
Originally Posted by pandacat View Post
Why can't we
We? I had no idea that you're on Daidalos. Good job!

Quote:
Also in terms of light stick force on P-51, would changes ingame stick reponse curves help with this issue? Or is it more inherent modeling issue and CoG related that it can't be addressed by simply altering response curves?
Was already addressed in this thread. It's not a problem.
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  #55  
Old 11-07-2013, 09:12 PM
sniperton sniperton is offline
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Quote:
Originally Posted by pandacat View Post
Why can't we just correct ALL the inaccuracies on ALL planes, so that everybody is on an equal footing.
It would be a lot of work, I guess, and it wouldn't address the problem that some instruments are hardly legible anyway. I would vote for a quicker solution, an optional extension of the speed bar with flight data available to the pilot of that particular plane type in that particular cockpit. Could be something like an in-game UDPSpeed. Just a wishful idea, don't shoot me...
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  #56  
Old 11-07-2013, 09:16 PM
pandacat pandacat is offline
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Quote:
Originally Posted by sniperton View Post
It would be a lot of work, I guess, and it wouldn't address the problem that some instruments are hardly legible anyway. I would vote for a quicker solution, an optional extension of the speed bar with flight data available to the pilot of that particular plane type in that particular cockpit. Could be something like an in-game UDPSpeed. Just a wishful idea, don't shoot me...
That'll work, too. As long as it's accurate.
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  #57  
Old 11-08-2013, 09:52 AM
sniperton sniperton is offline
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Quote:
Originally Posted by pandacat View Post
That'll work, too. As long as it's accurate.
What I suggest is a new (easier) difficulty setting with direct access to the flight data the game engine uses for computations. So far it would/could be accurate, and 'everybody [in every plane] could be on an equal footing' in this respect.
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  #58  
Old 11-08-2013, 01:15 PM
pandacat pandacat is offline
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Quote:
Originally Posted by horseback View Post
Exactly, and in some selected cases, much more so than others. Give yourself permission to switch from 'Cockpit Only' to the various flavors of Wonder Woman view, and compare where the in-cockpit 'ball' is to where the vector ball in Wonder Woman is located (the vector ball is supposed to be the correct data).
Where in the wonder woman view can I see the vector ball? I just see TAS, Alt etc.
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  #59  
Old 11-08-2013, 03:18 PM
majorfailure majorfailure is offline
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Quote:
Originally Posted by pandacat View Post
Where in the wonder woman view can I see the vector ball? I just see TAS, Alt etc.
Aren't there two wonder woman views? One without the vector ball? Try switching trough all modes.
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  #60  
Old 11-08-2013, 05:07 PM
horseback horseback is offline
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Quote:
Originally Posted by pandacat View Post
Where in the wonder woman view can I see the vector ball? I just see TAS, Alt etc.
I've attached a couple of grabs I took back in August during the acceleration testing from a Mustang III; the first is the 'pit' view, and the second is the first Wonder Woman view you get by cycling CTL+F1. Note the little circle offset a bit low and to the right relative to the gunsight's center pipper; that is the Vector Ball.

cheers

horseback
Attached Images
File Type: jpg pit.jpg (126.1 KB, 7 views)
File Type: jpg Wonder Woman.jpg (133.7 KB, 8 views)
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