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  1. S! Natops....... Jerry joined not too long after I did- I remember our first flight- me being very green and WingWalkers decided to make it a night flight... well. after about 15 minutes into our formation I heard someone call out bandits... I saddled up behind...(natops) and started firing.... he yelled out bandit on my tail...... i was looking around because I was going to break off and assist... after i took a few more squirts I realized me error..... He didnt get mad afterwards-- He chuckled about it and made a really down home comment.... That was WWNatops. He will be missed.
    5 points
  2. Great sentiment Sandy. I want to put a special thanks to all the squad members who put this together. Sandy, Craven, Griphos, Zed for being in the memorial flight. Duck for pushing the buttons behind the scenes. Diz for stepping in as MC. All of you stepped this up to another level to get this done and it is greatly appreciated.
    4 points
  3. Whipped up a new Spit skin for myself, now I have to learn how to take off in it. Uploaded to HSD
    4 points
  4. ~~Salute!~~ Tonight the Wing Walkers and friends from JG1 joined together in a Memorial Ceremony in honor of Jerry "WWNatops" Spruiel. While we are deeply saddened by the passing of Jerry, we celebrate a remembrance of his life with, and his contributions to, the Wing Walkers. He was an exuberant simulation pilot, and loved to talk about aircraft (just listen to our squadron's tune "Friendly Voices" and pay attention to the 2:05 -2:35 time segment to hear Natops talking about the Sopwith Dolphin, and Spardog talking about a maneuver Natops made.) (( Thank you once again to @WWTharn for the musical salute to the Wing Walkers. )) Additional, continual, thanks to the members of JG1 for joining in our memorial to WWNatops. Of all the virtual squadrons on the 'net, JG1 has been the most constant and consistent friend and foe for members of the Wing Walkers. That our friendship and adversarial status has endured for nearly three decades is worth celebrating. That JG1 members make themselves available at a moment's notice for our Memorial events, endears them ever more. But I will still take pleasure in popping a wing off Butzel's D7 or helping Vonrd belly-land his 109 ... (didn't think you guys would get away Scott free, did ya??) So while the sun sets over Jerry's formal Mustang, The Wing Walkers fondly remember him, and our time together. We are sad to see you go... Once and Always, Jerry.
    3 points
  5. I mentioned a couple weeks ago that I was going to attempt to update my CH stick and throttle with new magnetoresistive pots available from a SimHQ forum user kits. https://forums.eagle.ru/topic/188571-tm-cougar-ch-magnetoresistive-hall-sensor-kits The parts arrived today from Germany (2 weeks, not bad at all!) and were super easy to install with no soldering, and using stock CH software, just click the connectors off and on to the new pots. So far so good, especially on the throttle as I see no more jittering in throttle percentage anymore displayed on the tech chat message bar. I did have to invert the Y-Axis after installing as the wires were to short for me to install that pot in the other direction and re-splicing those tiny wires to an extension wire would be a pain. I also finished installing the spring to o-ring mod on my Fighterstick and am very happy with the extra resistance. I used 6 O-rings on the pitch axis and 4 on the roll. I added a drop of super glue with quick set spray to the edge of each plastic arm that holds the rings before installing them to make sure they do not roll off the edge. You can see the new white pots installed.
    3 points
  6. Thank you all Wing Walkers for inviting us to pay our respects to WWNatops. A truly moving presentation. Thank you for the kind words Sandy! When one of our's takes the last flight (hopefully far in the future) we know that you will be there for us as well. (and I'd be more than willing to help you belly land as well ). I saw that many of you were recording so I haven't sent my recording but will gladly do so if you wish. The following is from Moxy (JG1 Schulte): Hey Von Could you do me a favor, cant log into WingersWarkers forum Could you post the link above to them, its mega wide FOV pics of the service https://www.dropbox.com/s/zpur5esp5pyuw2v/natopps.rar?dl=0 S!
    3 points
  7. ...a duty (albeit sad) I was honoured to do. Although I never met him, he was a fellow aviator, both virtual and in real life, and for that... S!
    3 points
  8. I have posted much of this before but here is a current synopsis for the differences between PWGC and my missions: PWGC uses a mix of random plane spawns and triggered spawns. In either case it is generally a 2 ship formation every time. You need to watch your back a lot more carefully with PWGC because quite often you will trigger a plane to spawn behind as you are cruising along and the next thing you know you are under attack. Similarly you can be in an area and then all of a sudden there are enemy about. Also due to the nature of random spawning and triggering sometimes there is a large concentration of planes in one area. Also the missions are not metered by the number of players so it can be overwhelming when trying to play with low player numbers. PWGC mission files are also very hard to decipher with poor use of groups, making them hard to modify. Even though I view a lot of these PWGC features as lacking, Duck has made some excellent missions using PWGC that I have enjoyed immensely and are very re-playable. PWGC enemy airbases are all static and just ground targets. My Variable patrol and attack routines are random in direction and route of patrol and in timing between respawns and all spawns take place well outside the combat area so as not to suddenly appear. When there are 6+ players in the game enemy AI fly in groups of 3 or 4 instead of just pairs so flying solo gets dangerous. So far I do not use triggered spawns because I like to reward a pilot for being vigilant but not to the point they have to be afraid a plane can appear at any moment. Regular scans of the sky should be sufficient, but sometimes due to circumstances of clouds, visibility, sunlight, & etc. patrols may still seem to have come from nowhere. Most of my variable missions are playable even down to a single player, and even more so now that I am implementing variable mission difficulty scoring now in new missions. My mission files now use mostly premade drag and drop group files that I just need to tweak the units for placement on the selected map and then link them to inputs and outputs for variable strength and scoring. My missions also now use airbases to defend areas of the map, if you fly within the visibility of an active AI base expect a flight to be scrambled to respond. Combat AI logic for planes is the same for both although my patrols also have variable experience for all pilots except the Lead. I also have my planes set to disengage and flee for home base when wounded, damaged, or bingo in a much more realistic manner than just leaving the "AI RTB decision" box checked in the plane properties. There is also a routine to add the possibility that the AI plane will be lost while retreating based on pilot skill if retreating for damage or pilot wounding.
    3 points
  9. Wolfie pi$$ed me off so I punched him out... Apparently if the RIO doesn't arm his seat he can "selectively" have the pilot unceremoniously escorted from the premises.
    3 points
  10. II’m sorry Duck. We are full at the moment…. We’ll put you on the waiting list….
    3 points
  11. A couple views of the Spitfire F. Mk. XIV, grabbed from a recent track file. I'm in the '45 generic livery forming up with Diz, who is rocking his colorful personal livery.
    3 points
  12. New Skin for the Gaz. German Ingenuity has turned the Opel Blitz into an effective land weapon, now being used by Die Rattenpatrouille Uploaded both here and Haluters...
    3 points
  13. Unless someone else has something planned my first FC mission is ready to go. Since the Albatross is 5-1 vs the others in the poll (and after trying it I would switch my vote too), it is is going to be the only player plane for this series. Since the plane choice is set, if someone wants me to preload their plane in the plane select menu with the Equipment settings they like, their skin, and fuel load just let me know. (and upload your skin to HSD) (and no you cannot select invulnerability Sandman) The mission is a basic fighter sweep but their is plenty to do if you want to explore beyond that.
    2 points
  14. I ended up spending the entire day Monday writing, testing and bug fixing a new fighter patrol routine that will debut in Sunday's mission that will eventually be retrofitted to my old missions. Flying last week across the frontlines watching the enemy I wondered if there was a way to implement even more randomness in their actions. I am pretty happy with the current random patrol routine I wrote for our missions, but it is still pretty limited in that it will fly a set pattern either this way or that way and vary somewhat in when it begins a patrol. So I got it in my head to think three dimensionally and add a vertical element to the patrol, by stacking patrol groups on top of each other and making random links in between altitude levels, but if I could work in three dimensions, why not four (time)? Perhaps the flight lead sees something interesting and wants to change course or loiter over an area for a while then head out on a new direction, that's what we do when we fly. So this new patrol routine has up to 18 different headings, and the flight might be halfway to new direction and change course to something else, or just sit in one spot and see what happens. WP's are no longer linked to each other anymore but to a random generator. Of course if the flight sees a target it will immediately break from the current heading and attack. I also found a missing value in a timer in my old break and evasion routine that explained why it was not always working well that I fixed and then decided to rework how critically wounded planes flee and whether they will escape in one piece or not that I am very happy with. So I am looking forward to Sunday's mission. The mission itself will be a pretty straightforward fighter sweep to test out the new routines but it should be good.
    2 points
  15. I'm all for an early or mid-war battle set. Lots of info on the time frames that DR-1's operated, basically late '17 into about mid '18. Doesn't seem like long, but in that era technological leaps were every few months. But this campaign will be hard for the German side, since the apex of their superiority occurred in April 1917 (months before the DR.1 appeared.) Several months later, the Allies have responded by fielding several new fighters and improved two-seaters. This proved to be very hard on the Germans in this time frame, as the new Allied aircraft were formidable. So the plane set for an Autumn 1917'ish thing would likely be akin to this (adjusted for what we have in the sim currently): Entente: Spads (a few 7's <being phased out> and more 13's <they were just appearing> ) Nieuport 28 ... Scratch the -28, the Nieuport 17 should be here but isn't part of our aircraft set yet, and the 28 didn't appear until well into 1918 Sopwith Camels (a good number of them) SE5a's (fewer than the Camels) Bristol F2B early versions, just coming into service (low numbers) Central: Albatross DVa's (lots of them, was the primary German scout/fighter of the day) Pfalz D.III 's Fokker DR.1's (not nearly as many as the Albatros, maybe 15% - 20%) Halberstadt two-seater Minus the DR.1's, this is the basically the same plane set the Germans had during their highly successful "Bloody April" victory.
    2 points
  16. I like the idea of some missions with limited planes I am really hoping for some early year action as FC develops . The harder it is the better for me in WW1 WW2 not so much. But the hardest part is coming up with ideas for myself sometimes it flows other times I struggle. I am happy with anything and very much appreciate the efforts of all .
    2 points
  17. Bumping this thread as I've realized that I made skins for some folks and neglected to share them. Following skins have been uploaded to HSD.
    2 points
  18. More on the HARM: https://en.wikipedia.org/wiki/AGM-88_HARM Mote on the laser-guided rockets (APKWS): https://en.wikipedia.org/wiki/Advanced_Precision_Kill_Weapon_System
    2 points
  19. I echo Diz's remarks, truly outstanding stuff and always a challenge.
    2 points
  20. Added because if I got to fly it..... Anyone ever thought of welding two of these things together?
    2 points
  21. Well, as a sqn, I think we did quite well, managed to "Kick Englander Butt". It was quite the furball, a plethora of targets, that's for sure!
    2 points
  22. This is how I spent my Birthday with my new girl Tami I am feeling like a lucky 66 year old..........Ain't she a dish !
    2 points
  23. Happy Birthday Mr. Biker.....
    2 points
  24. This group is for a refinery target and has three levels of difficulty. (1-3, 4-7, and 8+) You will need to provide a player spawn input link from airbase for the player counter that sets difficulty. It can be easily dropped into any map and rearranged or change the objects to make it an industrial site. Be sure to check the target object buildings are the correct nationality. Variable Difficulty Refinery.zip
    2 points
  25. Have been going nuts last few days cause the game in VR always started at a solid 80fps, and then a few mins or less in, would drop to 40. Took all my tried and true settings and changed them, now I have to try and remember what they were.... as far as I can tell, turns out (thanks very much to this post..(https://forum.il2sturmovik.com/topic/63777-rift-s-stuck-at-40-or-80-fps/), there is an overlap between the default settings for quick zoom for VR users, and the key commands for some of the Oculus Debug Tool settings. (this link gives more information on the Oculus Debug tool https://developer.oculus.com/documentation/native/pc/asynchronous-spacewarp/ here are the default key commands for VR Zoom: And here are the Key Commands for ASW settings in Oculus Debug Tool. Note, if you have Oculus running, the debug tool is also running, and any key commands entered for the debug tool will take effect. So, when I was flying, as soon as I hit the POV that invoked quick zoom I was also changing the ASW setting, and that would cause my fps to drop to 40. Last nite I added a voice command that sent a Ctl-numpad1. While flying, every time I used quick zoom, my fps would change from 80 to 40. I would say the voice command, and the fps would jump back to 80, until I zoomed again. Easy solution of course would be just to delete the default values for quick zoom, and make them something else, just didn't have time for that last nite, and was not sure this actually was the issue, but believe it is. This is not just for BOX. Any other game that an oculus user plays that uses the ctl-numpad 1-4 for in-game actions will do the same thing, and change the ASW setting. Still not sure if I want ASW set at disable or auto yet....will figure out that later. fyi, and changes made in the debug tool are lost when you kill Oculus. They have to be re-entered every time you start Oculus
    2 points
  26. Did anyone have stuttering issues, I heard no complaints last night. Of course I did warn everyone. I fixed the refinery mission success parameter issue for future missions. This mission was actually pretty light on the Oil field objective due to only 4 players. The variable strength could have put out 60% more attack planes if up to 10 players had selected that objective, that would have been really intense. I can not figure out why that one flight of 4 patrol fighters let us sneak up on them mid game, I check their waypoints and they should have turned to attack. I guess the game got a glitch in the AI routines. Anyway thanks for flying everyone and that concludes the Kuban1946US series of missions.... at least for now.
    2 points
  27. https://www.jibjab.com/view/make/neon-birthday-dance-starring-you-clip/d85dac90-1135-4210-8861-9a2436486573
    2 points
  28. Apparently there are several options, some more involved than others. My plan is to get 2 Eyeyoyos (?) 8" 4:3 monitors (they go for about $120 Cdn each, HDMI inputs), which SHOULD show up as separate displays in Windows. The trick is to do the resolution math in DCS, find the right lua file to edit, have the right setup options etc etc etc, speak MANY curse words, and then, hopefully, it will do what you want. I'm a ways away from that quite yet though, but I have programmed the 2 boxes for comms.
    2 points
  29. SO I am an idiot, it's true. I have owned a CH stick for 20+ years and did not realize that there is a pitch trim adjustment wheel. It's not my fault really, it is all jet black and sits on the RH side close to the large round hump of the base hidden from view. Guess what, if that wheel is rotated forward and you calibrate it like that you get the problem I had earlier. I post this in the hope someone else will not face my shame. On the brighter side it did lead to some good research on stiffening the stick (and who does not want a stiffer flight stick) which led me to an old SimHQ thread on using #23 O-rings instead of springs. So being lazy I ordered a big pack from Amazon instead of driving to Ace Hardware and will try those when they arrive but in the meantime I looped a medium size rubber band over the spring for now and probably tripled the resistance (which is still less than a Thrustmaster). I left the roll axis alone at least for now and am now hoping I never again lose a wing. They should still fix the plane though!
    2 points
  30. Ask, and you shall receive. (although a few days late) For fun I reworked Kuban2 airfields with random strength and even updated my Airfield scramble routine that will go forward to future missions. Now when raiding airbases they will keep scrambling fighter squadrons as they are shot down as long as enemies are in a threat range. I would have loved to make it so that planes would scramble from the revetments to the runway before taking off but the CPU overhead is very high and the AI gets very stupid when taxiing. I was also hoping to make planes disappear from revetments as the number of scrambling planes shot down increased but static objects cannot be deleted or deactivated in game and using actual "vehicle" models once again would cause server meltdown. The planes that launch against you do count towards suppressing an airbase now, not just the ground aircraft. The Panzer assault part of the mission I did not touch. When I get a chance I will rework other missions.
    2 points
  31. I thought I would post a mission index to help choose a mission for replay on flight nights I am not around. Updated 9/16/21
    2 points
  32. Time to get my watermelon green paint can out… Hopefully I can have something on Haluters by Sunday, back from the cabin Sat evening
    1 point
  33. Actually after some testing I am leaning towards the Pfalz, although I still have a soft spot for the Dr1 even if it is hard to fly. I think I will put up a poll to get a consensus. Also @WWSandMan, Thanks so much for the info! as for the N28, it is not much of a threat as currently released, I would think it would be ok to use the 28 in lieu of an actual 17. Your opinion?
    1 point
  34. High-speed Anti Radiation Missile. Why do they call them MISSiles if they are supposed to hit?
    1 point
  35. There's a bird whose job is what I like doing: killing AAA sites.
    1 point
  36. The sqn is clearly blessed to have a MASTER mission builder in our midst. I find your missions, without exception, to be well thought out, and challenging. Well done, S! sir
    1 point
  37. So I went ahead and reworked the factories to my new variable difficulty routine so they now key off how many players are in the game. I also found the offending entity that gave a friendly fire message I think (the dirt embankment around factory gun emplacements) So that mission is updated but now, but I think I am going to go forward and make a new derivative Mission from it and remove the PWGC generated random enemies and replace it with my own variable patrol routines. It worked really well when I did that on another map and greatly lowered the DServer cpu overhead and should eliminate the chance of plane overload, especially with smaller number of active pilots. The airfield target will also be getting and overhaul to my newest standard. So unless you guys want to fly something else I would like to try the new version again Thursday. (it's absolutely no problem if you want to fly another mission)
    1 point
  38. Still working on learning this position, but getting more comfy as time goes on. Anyone know how to edit custom snap views? I want to be able to use them to look at specific instruments/sensor displays (DDD, TID, ECMD etc), but for the life of me, can't figure out how to manipulate the view to where I want it to be, then save it as the appropriate snap view. Refuelling with a CVW-17 pilot.
    1 point
  39. I'm moving to Canada...
    1 point
  40. 1 point
  41. FILE UPDATED 9/7/21 I have a newer much more complicated version I use now but it is still pretty easy to drop onto any airbase and re-organize the placement of units to match whatever field you place them on. Once you are familiar with all the parts of it you can populate an airbase in 5 minutes. There are several different parts to setting up this group: First, after I import the group I move the entire group until the airfield icon is centered on the mission map airfield icon. Then you can reposition ground static objects around the airfield, or change them to whatever object type you want. (i.e. turn He-111 into JU-88) Then you need to place the scramble fighters in an appropriate runway position and make sure they are turned in that direction. Then make sure the 4 waypoints for them are located past the end of the runway about .5K away. Then place the 4 anti aircraft positions in suitable corners of the field. (All the AAA are set to a detection circuit that turns them on when an enemy is in range and deactivates when away to save cpu) There are also 2 AA vehicles set to move back and forth on the edges of the field which will need to be placed. (Each vehicle has 2 waypoints it cycles between) Place the ammo dump and trucks accordingly and there are also several other ammo trucks you can place by fuel tanks or barracks. There are three hangars with a live planes inside. These need to be placed on the edge of the field but near the start of the runway. This group detects a nearby enemy and creates a single plane that will spawn in a random hangar, start, and taxi to the runway and takeoff to defend the base. It will repeat this action until the base is suppressed or the enemy departs the area. This plane has its own detection circuit that is set much closer to the airfield than the scramble alert fighters to ensure the enemy is actually attacking the field. This taxiing plane will need to detect the first runway taxi point on the Edit Chart function of the airfield object. That first taxi point should be about 100 yards forward of the middle hanger, If you do not move the hangar it will work as currently laid out, but if you reposition the hangar or move the airfield icon the planes may not detect the taxiway if it is too far away. (or try to taxi in a direction that takes them into an object) The scramble alert fighters need an input to their routine from the active players airbase with an "on player spawn" link. This will auto cut off inputs after 7 minutes. This sets the number of fighters that will spawn. This input link will also set the difficulty level for suppressing the airfield at the same time. If you try to change all the units to a different nationality do not forget to reset the checkzones as well to look for the new nationality. The scramble alert fighters have 2 modes of spawning: If the incoming enemy is far away they will randomly delay spawn and takeoff giving the attacker a small chance of striking before they can get airborne. If the enemy is already near and the previous flight is all shot down they will respawn and attempt to takeoff immediately to engage. They will continue to respawn until the base is suppressed (they count towards that number) or the enemy leaves the area, in which case they may follow or take up their usual patrol location until the timer tells them to land(depart and despawn) The scramble and taxi spawning planes will patrol for 15 minutes or so, or until out of ammo, fuel, or when wounded. Then instead of trying to land they head to the waypoint 20km away at a high rate of speed and despawn. Trying to make them land uses a lot of cpu resources and also does not work well when you put an airfield on the map. (it tends to confuse the planes Command Land MCU) Axis Airbase Scramble Taxi Allied.zip The picture below pretty much looks like spaghetti but I wanted to point out the spawn input link required for variable strength fighters and difficulty adjustment and a couple other items.
    1 point
  42. So I am sure all of you have heard me gripe about the Tempest wing breakage (I lost 2 last night). Researching I found there were quite a few complaints about it on the IL2 forums that mostly devolved into fanbois vs whiners (I am a whiner). Most of the arguments went along the line of the game is great and don't pull so hard on the stick, vs no other plane suffers like this and there is no historical evidence of this being a problem with the Tempest. As far as I can see it there is a bug in the software similar to the 109 concrete tail issue and I hope they resolve it. Nevertheless, waiting for 1C to address a one off issue on a plane is a forlorn hope. So I started playing with settings in the game and the CH calibration and found that my stick was extremely sensitive in the -x direction. It would only take one third of the full throw of the stick to go to max deflection when pulling back. I could find no way to reset this calibration though with either CH control Manager of the game. But then I remembered I was recently blessed by Craven with a spare stick to take up to Idaho, what would it do? Sure enough a quick swap and recalibration and now it takes a full throw of the stick to max deflection in game. Hoorah! So I am hoping now that my beloved Tempest will no longer shed its wing to my ham fisted piloting now, or at least an order of magnitude less. This makes me wish I was not so cheap and order one of those long stick Virpil units. (a guy can dream) Now if I can figure out how to make my springs stronger to help some more without causing undo wear and tear on the plastic internals, CH gear is really weak on the springs. FYI: I did some testing and wing breakage generally occurs when over 360mph and full back deflection is inputted. This is a very high speed but easy to do in a Tempest on an attack dive. In real life the aerodynamic force on the elevator would make it extremely difficult to pull the stick back much at all let alone full deflection, and therein do I think the s/w fails to recreate accurately the flight dynamics of the plane.
    1 point
  43. 1 point
  44. Oh yeah, I was part of the cavalry on that one... That LA-5 coming head-on with it's 20mm cannons blinking caused me some trepidation. But when I squeezed the trigger in response, and found that the distance had closed up perfectly to hit my long range ground-attack convergeance setting (400m), the six heavy .50's did their job.
    1 point
  45. https://phatwalletforums.com One of the many reader posted 'deals' out there on the interweb. You might want to hide this link from the female, to keep her from buying an expensive 1/2 price couch to replace your comfortable recliner, or seeing a 'deal' on the fluffy damn toilet lid covers, that wont let the toilet seat stay up by its self, when you need to stand there and pee. NO, woman, I ain't sitting down to pee, quit asking!
    1 point
  46. Tonight I will run the Central practice arena hope we can break into groups and do some formation flying into battle situations, maybe even break into groups on TS . I added two more rings to challenge us a 3 on 1 and a 4 on 1 hope this is ok for tonight . Hope to see you there.
    1 point
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