Because I didn't showcase how to adjust your controls in order to make the most of the stick deadzone changes, I've made a short showing you how to do it: ruclips.net/user/shortsYXYQREmuQk0
Hi mate, just found your channel recently and am enjoying your content. I don't play DCS myself but I've been watching other people play it for a few years now, started off with Ralfidude and Coltrogue on Twitch and then Hellreign on RUclips. Sadly Hellreign stopped posting vids and Ralfi's content has slowed, so I only had Growling Sidewinder's set-piece vids to keep me going. Nice to find someone flying missions and flying a variety of planes.
@@bpdlr I don't know your age or your time availability, but there's nothing more rewarding than being able to learn some of this systems and complete a mission. Even if you start with the free version and learn the SU25, even with an Xbox controller, I assure you that you will have a blast :) it's really worth it to take the time and enjoy the game by yourself
I'm also a viewer-only, and Hellreign subscriber from back then (first Covid wave). Also a fan here, and yes as a contrast to the "set piece" format, although that's fine on occasion! I remember when GS learned BFM formally...
Haha I’ve actually been thinking the same about the music myself, quite enjoy that it acts as a sort of count down to the end so you can try to guess how it’s going to go.
@@Bullet4MyEnemy Yeah, my DCSing recently consist mainly of reading changelogs. I'm pretty certain I've seen blast effects mentioned in the last quarter, also pretty certain it was pre-September-patch.
I think that the times you were struggling to lock the Hinds and Flanker was due to pointing the radar boresight below them, as you got closer and the targets drew down the line towards the boresight crosshair you got a lock.
@@spudicous Generally I was using vertical scan, which looks forwards in a tight horizontal beam, level ahead up to like 60° above my nose. They were definitely close enough that it would have locked more easily before. I know there were some changes made to the radar in the last patch so we might just be seeing the result of those changes.
@@pd28cat The boresight is quite a bit wider than just the cross, you can often lock stuff with the helmet sight when you’re a fair bit off it. Also, see how in vert scan I somehow locked the lead heli which was nowhere near the scan azimuth. It might’ve had a part to play but it wouldn’t have failed to lock in prior situations like that, otherwise I wouldn’t have developed the habit of not perfectly aligning it.
@@Bullet4MyEnemy Checking the official manual, the scan zone is EXACTLY the size of the boresight cross. Vertical scan, when switching from boresight to vertical using TMS down twice, first sweeps up to the top from the centered position it was at during the bore scan, then down, so it will lock the highest target it can find first.
Most recent F1 video was on the 60s version of the server - got another video from the same session on the cutting room floor too. Really enjoying the server, nice to have a bit of direction rather than just aimlessly flying around, mission system is true genius.
"it's probably ghostrider" I remember on the buddyspike server, checking if he was online on red doing cap, if so I went to enigmas instead 🤷🏻♂️😂 dude is a fucking smurf😂
Hello mate, great video! I tryed this server yesterday but I have 2 questions because I had problems with coordinates on second mission. - when you do the start up with the f16 do you do the INS STORE ALIGN or the NORM? - when you land after mission 1 and apply for the second one do you shutdown the aircraft and do again the start up or just again STORE or NORM align? thanks again
Once the jet’s running and the alignment is complete, I don’t shut it down unless I die or leave the server - as long as it stays on it will be fine. You can rearm and refuel with the engine running. As for the initial start up, I always use the stored heading option because it’s much faster, it’s under 3 minutes compared to full alignment’s ~8 or so. The only reason you’d ever do a full alignment is because over time the accuracy of your navigation system will drift - say you place a mark point directly on a tank, after half an hour it might be a bit off, longer you leave it the more off it’ll be. Full alignment just means the drift will take longer to be noticeable. But if you aren’t using a helmet mounted sight it would take a loooong time even aligning with stored heading to even notice tbh, so stored heading is fine. If you take damage and need to repair, so long as the alignment knob is off as the engine goes off, just starting the engine and nav back to stored heading should have the alignment work as before so long as you wait for it to complete before moving. Also remember that you can’t rearm during alignment because stores being added to the jet causes it to wobble on its suspension which can disrupt the alignment’s accuracy. The server does let you start hot though, so you can just skip the whole process if you want - just remember when hot starting your nav lights default to on and your RWR is off.
@@Bullet4MyEnemy thanks man, really appreciate it. I usually do the stored as well. I will try again this evening, don't know what happen during second mission. thanks again
this looks very fun, maybe I need to branch out from the 60s servers. can't believe viper was designed for a force sensing stick. are you using that term interchangeably with force feedback? such a small niche of a niche.
So force feedback is a sim term for a gaming joystick with gears and pulleys which simulate the force of air against the control surfaces - so the faster you go, the stiffer the stick becomes. In real aircraft that aren’t fly by wire, that’s just how they are, so for us as gamers, force feedback adds that sensation in. That type of stick is making a big comeback in the sim market as of late and they are extremely expensive. The Viper is a fly by wire aircraft, so the stick doesn’t have any mechanical linkage to the control surfaces, instead the stick tells a computer what the pilot wants the plane to do, then the computer moves the control surfaces to make it happen. As such there is no feedback through the stick for the pilot at all; they will instead just feel the Gs and changes in inertia etc. Obviously we wouldn’t have that as gamers though, so force feedback wouldn’t be as worth it for something like the Viper compared to a jet with mechanical controls like the older Cold War stuff. The Viper in reality has a “force sensing” stick; the stick in the real thing basically doesn’t move at all, instead it detects how much pressure the pilot is applying and feeds that info to the flight control system computer. Similar to how when you stand on a set of scales, they don’t move but your weight is measured by pressure. DCS up until now has attempted to simulate the Viper’s force sensing stick via software, but without accounting for the feel being completely out of whack if the player doesn’t have a force sensing stick of their own, so it’s always just kinda felt horrible to fly. But now they’ve added the option in to turn off the force sensing stick simulation and just have the control inputs translate via a “normal” spring loaded joystick, so it feels more on par with everything else. They should’ve just done it that way from the start instead of trying to be clever about it, feels miles better now with the force sensing style turned off.
@@Bullet4MyEnemy Anything that isn't the actual helipad object is free game, the ones immediately next to them tend to be buildings and count towards building destruction.
I should’ve probably thrown in a shot of the settings, eh? My bad. If you go into the Special tab of game options, and select the Viper from the left hand menu, there are 2 on/off selection boxes along with 2 sliders for the deadzone. Default is “on” for pitch and roll - just turn them both off (I left the sliders alone). Changes the stick input to match a spring loaded stick rather than a force sensing one and it’s a night and day difference.
I doubt it, honestly - anyone flying a Viper sim pit might have one but they're not exactly ten a penny, maybe contracted groups using military version of DCS would appreciate it - but it doesn't make much sense for them to develop it that way for the main consumer market.
Was on there the other day and there were plenty of Fox-1s available, 530s on the F1 netted me most of my kills - put a video up about 3 days ago covering it. Have they changed some of the weapon restrictions?
@@Bullet4MyEnemy it flips from 60s fox 2 only to 70s fox1/2 after everyone.aybe you're the reason it flipped back to 60s so quick 😅. Good to hear those slow bastards are actually effective. I started learning the F1 after seeing you dominate in it.
Because I didn't showcase how to adjust your controls in order to make the most of the stick deadzone changes, I've made a short showing you how to do it:
ruclips.net/user/shortsYXYQREmuQk0
Hi mate, just found your channel recently and am enjoying your content. I don't play DCS myself but I've been watching other people play it for a few years now, started off with Ralfidude and Coltrogue on Twitch and then Hellreign on RUclips. Sadly Hellreign stopped posting vids and Ralfi's content has slowed, so I only had Growling Sidewinder's set-piece vids to keep me going. Nice to find someone flying missions and flying a variety of planes.
Welcome aboard man, happy to have you
Why don't you jump into the game?
@@royra8562 as I've got older and less able to compete I'd rather watch people playing a game well than play it badly myself
@@bpdlr I don't know your age or your time availability, but there's nothing more rewarding than being able to learn some of this systems and complete a mission. Even if you start with the free version and learn the SU25, even with an Xbox controller, I assure you that you will have a blast :) it's really worth it to take the time and enjoy the game by yourself
I'm also a viewer-only, and Hellreign subscriber from back then (first Covid wave). Also a fan here, and yes as a contrast to the "set piece" format, although that's fine on occasion! I remember when GS learned BFM formally...
That hint that you're not low enough whilst you were picking up some gras tips from the desert floor at close to mach .9 was godless 😂😂😂
The music makes me feel like a Pavlov's dog... I know it's coming and I see you are in a fight, probably not good ending then. Great video!
Haha I’ve actually been thinking the same about the music myself, quite enjoy that it acts as a sort of count down to the end so you can try to guess how it’s going to go.
Turns out bringing knives to gunfights works better than you'd think
Just found your channel mate, really love the content. Some really good flying their and coordination with your wingman, made for a great watch.
Really nice teamwork on this one. Very unfortunate ending tho lol
12:10 Mi-24 damage modeling is so porked in DCS.
All damage modelling, I think you mean 😅
The helis just serve as some of the best examples of how terrible it is.
This is the first time I'm seeing the updated blast effects.
Was there something in some patch notes? I haven’t noticed any changes really
@@Bullet4MyEnemy Yeah, my DCSing recently consist mainly of reading changelogs. I'm pretty certain I've seen blast effects mentioned in the last quarter, also pretty certain it was pre-September-patch.
I think that the times you were struggling to lock the Hinds and Flanker was due to pointing the radar boresight below them, as you got closer and the targets drew down the line towards the boresight crosshair you got a lock.
@@spudicous
Generally I was using vertical scan, which looks forwards in a tight horizontal beam, level ahead up to like 60° above my nose.
They were definitely close enough that it would have locked more easily before.
I know there were some changes made to the radar in the last patch so we might just be seeing the result of those changes.
@@Bullet4MyEnemy 11:43 you were definitely pointing the boresight cross below the helo
also vertical scan has a delay as the radar sweeps up and down, you probably knew that
@@pd28cat
The boresight is quite a bit wider than just the cross, you can often lock stuff with the helmet sight when you’re a fair bit off it.
Also, see how in vert scan I somehow locked the lead heli which was nowhere near the scan azimuth.
It might’ve had a part to play but it wouldn’t have failed to lock in prior situations like that, otherwise I wouldn’t have developed the habit of not perfectly aligning it.
@@Bullet4MyEnemy Checking the official manual, the scan zone is EXACTLY the size of the boresight cross.
Vertical scan, when switching from boresight to vertical using TMS down twice, first sweeps up to the top from the centered position it was at during the bore scan, then down, so it will lock the highest target it can find first.
Nice vid man! Always a fun watch. How are you enjoying the shadowreapers server? and have you tried the hardcore 60s one? would love a vid on that.
Most recent F1 video was on the 60s version of the server - got another video from the same session on the cutting room floor too.
Really enjoying the server, nice to have a bit of direction rather than just aimlessly flying around, mission system is true genius.
Another great footage.
*Music starts* Oh no.
I didnt even know they made force sensing joysticks.
Right?
All the more reason it made no sense to make the Viper stick act like everyone had one
Mmmm, I miss flying this now
"it's probably ghostrider" I remember on the buddyspike server, checking if he was online on red doing cap, if so I went to enigmas instead 🤷🏻♂️😂 dude is a fucking smurf😂
Hello mate, great video! I tryed this server yesterday but I have 2 questions because I had problems with coordinates on second mission.
- when you do the start up with the f16 do you do the INS STORE ALIGN or the NORM?
- when you land after mission 1 and apply for the second one do you shutdown the aircraft and do again the start up or just again STORE or NORM align?
thanks again
Once the jet’s running and the alignment is complete, I don’t shut it down unless I die or leave the server - as long as it stays on it will be fine.
You can rearm and refuel with the engine running.
As for the initial start up, I always use the stored heading option because it’s much faster, it’s under 3 minutes compared to full alignment’s ~8 or so.
The only reason you’d ever do a full alignment is because over time the accuracy of your navigation system will drift - say you place a mark point directly on a tank, after half an hour it might be a bit off, longer you leave it the more off it’ll be.
Full alignment just means the drift will take longer to be noticeable.
But if you aren’t using a helmet mounted sight it would take a loooong time even aligning with stored heading to even notice tbh, so stored heading is fine.
If you take damage and need to repair, so long as the alignment knob is off as the engine goes off, just starting the engine and nav back to stored heading should have the alignment work as before so long as you wait for it to complete before moving.
Also remember that you can’t rearm during alignment because stores being added to the jet causes it to wobble on its suspension which can disrupt the alignment’s accuracy.
The server does let you start hot though, so you can just skip the whole process if you want - just remember when hot starting your nav lights default to on and your RWR is off.
@@Bullet4MyEnemy thanks man, really appreciate it. I usually do the stored as well. I will try again this evening, don't know what happen during second mission. thanks again
this looks very fun, maybe I need to branch out from the 60s servers. can't believe viper was designed for a force sensing stick. are you using that term interchangeably with force feedback? such a small niche of a niche.
So force feedback is a sim term for a gaming joystick with gears and pulleys which simulate the force of air against the control surfaces - so the faster you go, the stiffer the stick becomes.
In real aircraft that aren’t fly by wire, that’s just how they are, so for us as gamers, force feedback adds that sensation in. That type of stick is making a big comeback in the sim market as of late and they are extremely expensive.
The Viper is a fly by wire aircraft, so the stick doesn’t have any mechanical linkage to the control surfaces, instead the stick tells a computer what the pilot wants the plane to do, then the computer moves the control surfaces to make it happen.
As such there is no feedback through the stick for the pilot at all; they will instead just feel the Gs and changes in inertia etc.
Obviously we wouldn’t have that as gamers though, so force feedback wouldn’t be as worth it for something like the Viper compared to a jet with mechanical controls like the older Cold War stuff.
The Viper in reality has a “force sensing” stick; the stick in the real thing basically doesn’t move at all, instead it detects how much pressure the pilot is applying and feeds that info to the flight control system computer.
Similar to how when you stand on a set of scales, they don’t move but your weight is measured by pressure.
DCS up until now has attempted to simulate the Viper’s force sensing stick via software, but without accounting for the feel being completely out of whack if the player doesn’t have a force sensing stick of their own, so it’s always just kinda felt horrible to fly.
But now they’ve added the option in to turn off the force sensing stick simulation and just have the control inputs translate via a “normal” spring loaded joystick, so it feels more on par with everything else.
They should’ve just done it that way from the start instead of trying to be clever about it, feels miles better now with the force sensing style turned off.
Had to have a second watch i did one last night but damn the server aint bad at all i might give it a go.
FYI the heli pads are not destroyable and do not contribute to any mission progress.
Does that include the units next to them?
@@Bullet4MyEnemy Anything that isn't the actual helipad object is free game, the ones immediately next to them tend to be buildings and count towards building destruction.
Sorry if I missed this, what settings are you using now ?
Check my pinned comment, I made a short covering it
@@Bullet4MyEnemy thanks!
i cant believe it took them so many years to aknowledge and then fix the stupid hidden input delay plaguing the viper.
what changes did you make it like that
@@yossital7128
Check the pinned comment, made a short that details it.
do you have a force sensing stick?
…No?
Does anyone?
@@Bullet4MyEnemy oh, could u make a video on how these new settings work and how you set it up for a regular stick?
I should’ve probably thrown in a shot of the settings, eh? My bad.
If you go into the Special tab of game options, and select the Viper from the left hand menu, there are 2 on/off selection boxes along with 2 sliders for the deadzone.
Default is “on” for pitch and roll - just turn them both off (I left the sliders alone).
Changes the stick input to match a spring loaded stick rather than a force sensing one and it’s a night and day difference.
@@Bullet4MyEnemy cheers Ed
@@Bullet4MyEnemyyeah
Lol I barely can afford a hotas. So to assume I can afford a force feed back stick is offensive, lol.
Aim9 M ?
Yeah 👍🏼
Consider that the 1% using force sensing sticks are probably the main source of money for them 😉
I doubt it, honestly - anyone flying a Viper sim pit might have one but they're not exactly ten a penny, maybe contracted groups using military version of DCS would appreciate it - but it doesn't make much sense for them to develop it that way for the main consumer market.
Come join us on SR 60s fox 2 only!
Was on there the other day and there were plenty of Fox-1s available, 530s on the F1 netted me most of my kills - put a video up about 3 days ago covering it.
Have they changed some of the weapon restrictions?
@@Bullet4MyEnemy it flips from 60s fox 2 only to 70s fox1/2 after everyone.aybe you're the reason it flipped back to 60s so quick 😅. Good to hear those slow bastards are actually effective. I started learning the F1 after seeing you dominate in it.