YSFlight general discussion & everything in between
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GimiGlider
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by GimiGlider » Sat Nov 19, 2011 3:25 pm
GimiGlider wrote:uh...just 2 things:
1: Gear being able to collapse and being able to land without gear, but you cannot lift off again.
2: A addon creation programme specially created for creating ysflight aircraft (no, Ysfsblender does not work for me.)
oh, and less mental wingmen (you won't get this until you view my ysflight videos

)
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albertlau128
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by albertlau128 » Sun Nov 20, 2011 1:24 pm
GimiGlider wrote:GimiGlider wrote:uh...just 2 things:
1: Gear being able to collapse and being able to land without gear, but you cannot lift off again.
2: A addon creation programme specially created for creating ysflight aircraft (no, Ysfsblender does not work for me.)
oh, and less mental wingmen (you won't get this until you view my ysflight videos

)
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[email protected]
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by [email protected] » Mon Nov 28, 2011 2:28 pm
Hmm, yeah, more trees, probably new textures for ysflight, sorry, but they look a bit outnumbered

,
and how is it with torpedoes for ships and underwater-boats?
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albertlau128
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by albertlau128 » Tue Nov 29, 2011 11:11 am
[email protected] wrote:Hmm, yeah, more trees, probably new textures for ysflight, sorry, but they look a bit outnumbered

,
and how is it with torpedoes for ships and underwater-boats?
also more realistic scenery like people moving, realistic building etx
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by Honey Badger » Tue Nov 29, 2011 6:45 pm
WATER PHYSICS!!!!!! Sea planes would actually be useful!
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by Shiny Rice » Tue Nov 29, 2011 6:50 pm
Instead of feet and knots, meters and km/h.
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Raven
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by Raven » Tue Nov 29, 2011 6:56 pm
aragorn15 wrote:WATER PHYSICS!!!!!! Sea planes would actually be useful!
Seconded.


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by Gunny » Tue Nov 29, 2011 7:22 pm
Ditto.


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Dragon029
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by Dragon029 » Tue Nov 29, 2011 11:13 pm
Rise and Shine wrote:Instead of feet and knots, meters and km/h.
In real life, all pilots, worldwide operate in feet and knots, except for when they're telling their passengers how high they are, or how far away they are from their destination.
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by Flake » Tue Nov 29, 2011 11:26 pm
I think you kids are too general with the requests. I want simple things that add power into our hands, reallly.
I would like a fix to the absolute rudder problem (ie: no matter the aircraft atitude, rudder always moves aircraft heading to the absolute right... makes some odd glitches.)
I would Like CLAs for Bank, Pitch, Roll and Throttle.
I would like support for colors in YSFlight Texts: simple example %0Blah becomes Blah instead of Blah
Support for BBCode style font would be better.
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by Taskforce 58 » Tue Nov 29, 2011 11:43 pm
Dragon029 wrote:Rise and Shine wrote:Instead of feet and knots, meters and km/h.
In real life, all pilots, worldwide operate in feet and knots, except for when they're telling their passengers how high they are, or how far away they are from their destination.
Not sure if that's as universal as you think. I am under the impression that Russia uses meters / kmh, at least within Russian air space.
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Raven
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by Raven » Wed Nov 30, 2011 12:14 am
Not sure if that's as universal as you think. I am under the impression that Russia uses meters / kmh, at least within Russian air space.
correct.


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by Dragon029 » Wed Nov 30, 2011 12:23 am
Taskforce 58 wrote:Dragon029 wrote:Rise and Shine wrote:Instead of feet and knots, meters and km/h.
In real life, all pilots, worldwide operate in feet and knots, except for when they're telling their passengers how high they are, or how far away they are from their destination.
Not sure if that's as universal as you think. I am under the impression that Russia uses meters / kmh, at least within Russian air space.
Fair enough, just went looking at images of Su-27 cockpits and their altimeters are in metres / km.
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by NavyGator » Wed Nov 30, 2011 9:12 am
I'm not sure that this shouldn't go in the Add-On Requests, but we'll find out.
decaff_42 wrote: in the Topic
Subject: Wingtip smoke.
...Rather than make a new weapon like a smoke pod, would it be possible to modify the characteristics of a missile so that it didn't leave the pylon, but still created the smoke as it is fired? I think that would be the closest anyone could ever come to making a pod.
This sounds to me almost exactly like a JATO, would that be able to be done...
Making a Jet-Assisted-Take-Off rocket available for use on suitable Aircraft?
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by halberdier25 » Thu Dec 01, 2011 2:48 am
The whole CIS, actually. Artifact of the USSR.
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bernholm
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by bernholm » Tue Jan 03, 2012 2:42 am
My wishes are in the YS FLIGHT SIMULATOR thread by accident.

You can see them there.
No wait I'll bring them here.
bernholm wrote:iqmal_97 wrote:My vision of air to air refueling.
Player #1 flies in a straight line.
Player #2, which is in dire need of fuel, goes near Player #1.
Once in position and close enough, Player #2 will press the refuel/resupply button.
The, Player #2 will see his Fuel bar gradually increase.
It will keep increasing as long as Player #2 is in range and his/her fuel bar or his additional fuel tanks become full.
Once Player #2 is satisfied, he may break up formation.
If he suddenly breaks formation during his refueling process, he must reposition himself and press the refuel/resupply button again.
There should be a wingman "refuel from tanker" command which allows your AI wingman to this automatically, if the map has a tanker flying around. If not, he will simply land and try to find the nearest refuel/resupply truck.
Another similar addition would be an autopilot command which automatically align and refuel your plane and breaks formation when full
IMO, I think this will make refuelling in the air a lot more simpler on Multiplayer.
NICE, although I think Player #2 should HOLD DOWN refuel/supply button while refuelling. I guess I can scratch the nozzle srf/dnm stuff. While P2 is holding down the refuel button, he is locked in position and can't manuver even if he tries to. Once he lets go of the button, he is free to move around and manuver as he pleases.
There should be a TANKER category in the .dat of an aircraft. This allows mod-makers to turn their useless KC-10s into useful tankers. Tankers would have variable fuel amount that could be changed in .dat as well (in fuel tank "weapon" units). Once P2's main tank is full, it can start refuelling his external tanks. This means that, for example, a KC-10 can spawn with, say, a C-5 on a cargo mission across Pacific, but doesn't have enough fuel to make it. He can spawn the KC-10 at a chosen point, then with wingman commands he can tell the KC-10 to come into formation with him, then the C-5 pilot can hit the refuel button.
On the note of external tanks, there should also be buddy tanking for planes with tanks (e.g. stock F-18E). This would be the same situation as the first one.
bernholm wrote:Flake wrote:If he took out the "full stop" requirement, then we could make our own refuelling points.
If he also supported that line in the aircraft dats, would that not solve the problem? just add the check for aircraft id codes as well when refueling.

This would be absolutely epic. You could have a configurable option that says "AIRFUEL TRUE/FALSE" and turn your boring useless KC-10 into a true tanker. You could use the autopilot "Straight & Level" control to stay steady while your friend approaches, then "lower the nozzle(thrust vector keys)" which will extend a hose (if the plane has that model) to refuel other aircraft. (The tankers can refuel others without the hose extended, but it would be rather awkward) Air refuellable aircraft (i.e. those which can intake fuel from a tanker) will have FUELREC TRUE, all others will have FUELREC FALSE or nothing at all. With FUELREC TRUE aircraft, you can have it so that, if the GEAR IS UP, then you can refuel in midair with a) autopilot, b) REALLY expert piloting, or c) hybrid, which means that the autopilot would take you to the exact right spot for air-refuelling, then you HOLD DOWN the ground refuel button while controlling your aircraft (since you're now out of autopilot, hence the word "hybrid") until your fuel gauge reaches the level you want. Then you slow down, then pull off. This would require mod makers to have their FUELREC TRUE aircraft get a little intake nozzle just above the cockpit that can be opened with Bomb bay door key or something else that opens a little door with a black spot below it.
The little black dot just above the C-5's cockpit is the intake nozzle.
EDIT: Screw the nozzle thing, it's too complicated and too much of a hassle. Just pull up within 10 m of your tanker and hold the refuel button.
Philster wrote:Do you think he will implement controllable carriers? Then we could actually land on each other without the aid of server scripts.
That would be cool if he added a program the allows a surface that can be determined on a airborne aircraft carrier (e.g. Aigaion), that allowed landing on those surfaces. He could have an application that allows us to program a landable surface into our aircraft so we can have a Ace Combat 6 simulation

Last edited by
bernholm on Tue Jan 03, 2012 7:01 am, edited 1 time in total.
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by NavyGator » Tue Jan 03, 2012 6:50 am
and I wrote:Alternatively, there could [also] be a cheat for A-A Refuel in the Autopilot
choices. Select it and you fly straight & level while the Tanker manuevers
into the correct position for your aircraft. The choice would only be possible
if one is in range of a tanker though (kind of like an aircraft carrier's ILS
only farther) That would create the possibility for a new piece of equipment,
a Refueler beacon, detectable only by others of the same IFF#.
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albertlau128
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by albertlau128 » Sun Jan 22, 2012 3:25 am
With Auto ATC
like the one in X-Plane 9
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