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About JG27_PapaFly

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  1. this issue had bugged me since my first flight in the HS. This plane is all about killing tanks, and having those machine guns interfering with my aiming makes this plane a lot less fun. Heck, even an optional loadout with empty machine guns would be better than what we have now.
  2. When it comes to the 190, I'm the opposite: I've loved it long before I ever flew one. The looks and the specs fitted my expectations of a great fighter plane perfectly. I started to fly it in Aces over Europe, almost 30 years ago. With every new sim that featured it, my 190 passion grew. Whenever I fly other planes, I see shortcomings galore. I hate the gun placement on all allied planes except for the P-38. I hate the 109 series because of their poor high speed maneuverability, meager ammo count, poor roll rate, and lack of versatility. I'd like to like the P-51, and it is a bri
  3. Au contraire. Had you watched the video I posted more than a year ago in which I extensively covered global FM issues, you'd perhaps give it a second thought before parading your bias, ignorance, and inanity. @ZachariasX I always correct for gyro precession during ACM. It's essential for good gunnery. The 190 series require at least 50 percent left rudder input during positive g maximum performance turns at 350-400 kph. The Spitfire series require very little, if any, rudder input. Neither at that speed, nor at it's corner speed, which is way lower. And that's t
  4. We're discussing air combat maneuvers. Rick Volker mentioned that considerable footwork is needed to control the plane during mild aerobatics (he uses high entry speeds to vertical maneuvers, limits the g loads to around 4, and also limits the manifold pressure). In-game, the spit can be flown much harsher (higher g loads and turn rates, lower entry speeds, higher manifold pressure) without noticeable gyroscopic effects.
  5. That's what you'd expect in order to counter the gyroscopic effect produced by a large ~200 kg propeller rotating at more than 2000 rpm. Apply negative g loads and you must push right rudder. What surprises me is that, despite the fact that most props of the WWII warbids modeled in our game are in the same ballpark in terms of mass and rpm, some FMs seem to have very little, if any, gyroscopic effects. The Spitfires, Tempest, and Yaks come to mind. Here is what aerobatics and warbird pilot Rick Volker wrote about flying aerobatics in the Spitfire: "The pitch sensitivity is
  6. Ergonomy + personal flight simming history. Why learn new bindings to the same commands when moving from one sim to another? Some of my bindings reach back to Microsoft flight simulator 3, LOL. I also find it fascinating that, with the right setup, I have better ergonomy in the sim than in the gliders I fly in real-life. Many pilots are ergonomy and control maniacs.
  7. Hi there, Glad you guys like the tool The programming was a nice journey, but I had no idea whether folks would actually find it useful. Thanks for your suggestions, I'll have a look at ways to implement them (very little spare time right now). As I flew online with my squad last week, one of the guys dropped off coms, and I soon missed a pre recorded message along the lines of "Plane fucked - I must RTB" LOL. I'll keep you posted on my progress.
  8. If someone would volunteer to translate the readme into Russian, I could include Russian instructions and perhaps Russian subtitles to the vid. The executable works fine with the cyrillic keyboard.
  9. Very interesting app! Any chance of implementing the joystick and rudder indicator as a 2D overlap similar to the windows joystick window, but transparent? That would be a great tool for teaching certain maneuvers and tactics. Adding a throttle indicator would be great, too.
  10. Hi everyone, the in-game chat functionality has always frustrated me. As long as the chat window is open, it blocks my TrackIR, as well as my mouse and all non character-producing keys. I've programmed the ChatBox application in order to improve the chat experience. What is it? The ChatBox is a tiny executable file that you don't even have to install. It toggles it's own, semi-transparent overlay window near the top of the game window. When the ChatBox window is on, it intercepts input from character-producing keys, and displays the entered text in it's
  11. I fully agree, it would be great to be able to use TrackIR in external view. In addition, I'd add the option to bind keys for manipulating the map. Having to fiddle with the mouse during flight after having paid more than 1000 euros for a top notch HOTAS is quite disappointing.
  12. How about you make yourself comfortable in the backseat of my glider? I bet I can make you totally lose your orientation and puke your brains out in less than 20 minutes. And we'll see how good your flying skills, stamina and tactical judgement are then.
  13. I know tactics as well as anyone else among us gamers. Just, please, show some respect and decency and don't attempt to judge a man who actually put his life on the line just do we can enjoy our overpriviledged lives.
  14. It is not up to any of us gamers to decide 75 years after the fact who should have died in the war or not. IMO, most of us would have lacked the fitness, witts, skills and courage to even make it to flying status in a handful of flying lessons, let alone go into air combat AND live to tell the story. We gamers aren't top gun instructors, and combat pilots are not our students.
  15. I'm convinced that the new physiology model is a huge step in the right direction. IMO, the effects of most of the other factors you mentioned (length of mission, open canopy, exhaust fumes etc.) would be overshadowed by the effects of fatigue induced by the applied stick forces over time. It's not critical to develop every minute aspect of flying a warbird. Covering the key aspects is what makes a sim shine. IMO, the next big leaps forward in the physiology department are the implementation of fatigue due to stick forces, and a more realistic pilot damage model. I've submitted req
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