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About driftaholic

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    Tucson, Arizona

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  1. Seems it's ok to list here. Paypal is the only payment method I would deal with.
  2. I love your cockpit hoping to build another soon. I've been through so many iterations myself to get the ergonomics right and still haven't nailed it. I have this same problem and so do many others. I've gotten a reply from Virpil and they are looking into it. It might help to join the other threads so they know how widespread this is: https://forum.virpil.com/index.php?/topic/1306-problems-with-non-linear-no-center-avasim-cams/ https://forums.eagle.ru/showthread.php?t=261204
  3. I typically keep weapons related bindings on stick and plane/engine related on throttle. One thing you can do is map a joystick button to shift and use it as a modifier for the throttle mapping you don't want to accidentally activate.
  4. Unfortunately there are only two populated multiplayer servers. I understand the rectangular limitation, maybe it's better though to error to the side of more room with some clipping.
  5. Maybe it's time for a fresh install of windows. Your system should play be able to play smoothly at 1080p 60. But try dropping all the setting to low once first and see if the microstutters disappear.
  6. You've got other issues, I have no problems with a i7-4770 at 4.2ghz with a RTX 2070 Super.
  7. Is there any way to adjust the size of my pilots head? Feels like it hits the canopy far before I normally would. Some planes like the Ju88 don't even let you lean over to the right when there is clearly nothing there or even forward to the gun sight. If not I think the Devs need to go back over them and allow a little more wiggle room and re-evaluate some that are clearly broken. Personally I would rather accidentally stick my head through something then be jolted by the plane suddenly shifting.
  8. Sounds like a bug, maybe a short video showing the problem in VR could help.
  9. I use the no center cams with increasing force (ava sim). I found a flaw that in one direction the force increases differently then the other. For me this is pulling back on the stick and moving it left. I took the cams out and polished them by hand with an aggressive scotch-brite then 1000 followed by 2000 to a mirror finish and it helped with some of the resistance I felt as the cams reached that point of very quickly increasing force. I then put the lightest roll axis spring in tightened all the way. This ends up being lighter then the Elevator like I'm told it is in real life. For the elevator axis I use the default spring and it's backed out 3 turns from max. I also have a 10cm long extension. I have the longer curved one on order. I think it's pretty good, I can adjust the tension and sensitivity in game to have the ramp up in force about the same place that the aircraft will buffet and stall at the optimal turn speeds. Though I still think I preferred flying with my modified G940. Force feedback is hard to beat on a WW2 sim. I may switch back to that and only use the VPC CM2 for modern and space sims. I would pay dearly for a modern FFB stick like the Brunner if only it worked in this game. I'm curious if you have the same flaw in the cam design as me where either direction has differing forces. I found this wasn't as apparent with the cams that have a soft center. Lighter springs seem to help mask the problem but I think there was a calculation error in the cam design. I can say it's not a flaw of the single cam per axis design because my Slaw rudder pedals work similarly and do not show the same problem. I think if you want it to feel just like the warthog the cosmo sim with center would be the closest. Edit More research and it seem's I'm not the only one. This is widespread and seems flaw in the design of those cams. https://forums.eagle.ru/showthread.php?t=261204
  10. I prefer Phillips Fidellio's X2. Excellent sound stage with a fun quality to them. Very competitive in other games. I can't say that IL2's audio engine takes advantage of a good headset. https://www.amazon.com/Philips-X2HR-Over-Ear-Open-Air-Headphone/dp/B01N5VHLUG/ref=sr_1_1?crid=2SNDR13HW1H15&keywords=philips+fidelio+x2hr&qid=1581908522&sprefix=phillips+fid%2Caps%2C188&sr=8-1 With this cable to add a mic. https://www.amazon.com/V-MODA-BoomPro-Microphone-Gaming-Communication/dp/B00BJ17WKK/ref=pd_cp_267_1/134-9199762-5201310?_encoding=UTF8&pd_rd_i=B00BJ17WKK&pd_rd_r=703f92f8-9d1c-425d-9662-b509b5b422d6&pd_rd_w=BeTag&pd_rd_wg=d6xJH&pf_rd_p=e44de6bb-cc27-4696-9c22-3a1bddefabbd&pf_rd_r=MW1AEVDPF1W6TZT5K3TW&psc=1&refRID=MW1AEVDPF1W6TZT5K3TW
  11. That's an interesting point. I'm not sure if this game handles FOV differently in a way that you would get a wider field of view with a 21:9. When I played this on a 21:9 it was 2018 but I don't remember seeing much more at once. On other games you have complete control of the FOV so it's really irrelevant. I would argue that with track IR the FOV difference between 16:9 and 21:9 is largely negated and having a bigger screen to spot targets is more of an advantage. Bigger pixels mean bigger dot's at long range . I must say that new curved Samsung 32:9 does look very cool though. Personally I prefer the immersion of VR over the competitiveness of a monitor for this game, even online.
  12. I agreed with the OP and brought the idea back into recent conversation. Neither are a bad thing. What exactly does your comment add other then to antagonize? Relax, it's the internet. We're all here because we love the game and want to see it improve.
  13. Amazing, this should just be part of the default game.
  14. driftaholic

    Gun Cam

    I would like this. Runs from a fixed POV on the wing or other historically mounted position. Run's for a time after trigger press as well as with an individual keybinding.
  15. Many years have passed, is there some technical limitation?
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