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  2. Всем привет! Задумался о покупке VR-очков,что порекомендуете по среднему ценовому сегменту и такому железу; 12th Gen Intel(R) Core(TM) i5-12400F 2.50 GHz ОЗП 32,0 ГБ NVIDIA GeForce RTX 3060 Ti (8 GB)
  3. An F4U-1D Cockpit that Looks and Feels... Right (56° FoV) This is particularly important in several flying environments for prop fighters: - Around the Boat/Field: judging pattern distances, turn radius, and glideslope. - Low-level Dogfighting: the ground/water should be flat viewed and pan smoothly, through rolling scissors. - High/Low Side gun passes and Ground strafing: requires identification and telemetry at range, accurate judgement of approach arc, and arrival at engagement point with a stable gun platform at gun range - all visual. The Mk.1 Eyeball - is a 1X instrument. It sees in 52.5 MIL's, or 52.5 ft. @ 1,000 ft./1° of angle. (MIL - 1' @ 1,000', as in MIL rings on a gunsight.) If one sees less, they are zoomed in with a reduced FoV(Field of View); more, and they are zoomed out with an increased FoV. And this is not about realistic relativity, but scale and proportion. Take a picture with a 1X lens, and that image will show a 52.5 MIL/° of angle view regardless of the image size, postage stamp to jumbo-tron, or viewing distance, 30" or 30'.52.5 MIL's. To simplify DCS, the FoV of the A/C have been increased to allow panoramic viewing, reducing the need to pan. But it is no longer 52.5 MIL's, more like Twice that. This bends the image and reduces the size of objects, near and far, to get then to fit in the single Arcade view. Flat 52.5 MIL human sight requires that one point their nose in the direction of the new view - Pan. The difficulty lies with determining what is a 52.5 MIL view, if desired, from a user perspective. Subjective analysis - of how known things should look, in relation to other things, at understandable distances. The F4U has a fairly close cockpit: 'Eyeball' location (x/y_trans), is set to '0.0' Magnitude 3 model forward, and top of gunsight 50 MIL's above pipper up. F4U-1D: (56° FoV) Save a 'RAlt+num0' cockpit view angle to get it implanted in the User 'SnapViews' file. With Notepad++, open C:/user/"user name"/Saved Games/DCS.openbeta/Config/View/SnapViews.lua. (make a copy first and rename it. e.g. "SnapViews - OEM.lua". Find the new "F4U-1D" section. Change (copy/paste): SnapViews["F4U-1D"] = { [1] = {-- player slot 1 [1] = {--LWin + Num0 : Snap View 0 viewAngle = 56.000000,--FOV Cockpit Zoom 56.000000, OEM 85.000000 "F4U-1D" viewAngleVertical= 0.000000,--VFOV OEM 0.000000 hAngle = 0.000000,-- (Snap View)/(Cockpit panel view in)(-30°) vAngle = -30.000000,-- Cockpit View 0.000000, OEM 70.000000 x_trans = 0.000000,-- Cockpit View In_Trans 0.000000(56°), OEM 0.150000 y_trans = 0.037000,-- Cockpit View Up_Trans 0.037000, OEM 0.030000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, }, ... [13] = {--default view viewAngle = 41.000000,--FOV Cockpit Zoom 41.000000(56°), OEM 85.000000 "F4U-1D" viewAngleVertical= 0.000000,--VFOV OEM 0.000000 hAngle = 0.000000,-- (View Center)/(Camera Snap View Down)(-30°) vAngle = 0.000000,-- Cockpit View Angle 0.000000, OEM -11.500000 x_trans = 0.000000,-- Cockpit View In_Trans 0.000000(56°), OEM 0.150000 y_trans = 0.037000,-- Cockpit View Up_Trans 0.037000, OEM 0.030000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, }, Set the Options/System/External field of view to 56° as well, for 52.5 MIL External viewing. For the Logitec Extreme 3D Pro, with 4 stick head buttons and a hat: UL (JOY_BTN5) = "camera view down slow" UR (JOY_BTN6) = "View Center" LL (JOY_BTN3) = "view left" LR (JOY_BTN4) = "view right" Hat (JOY_BTN_POV1_x) = default pan function This provides: (UL) Instrument Panel view (-30°), w/ additional down views. (UR) Gunsight view (dedicated) (LL) Fast Pan - left (over the shoulder from Gunsight view) (LR) Fast Pan - right (over the shoulder from Gunsight view) (Hat) Pan - from any view or location Pilot Views - from the F4U-1D Cockpit: (56° FoV) Give it a try. Bowie
  4. Attached as requested. battery.trk
  5. But I like to post and write exactly here There are no much questions about game, no complaints so everything is just fine Motors are my fun and I like to have it on paper, I want to know how they look/looked inside. Don’t forget that here on this forum some of motors have born in picture, motor images which you can’t find easily on internet, if at all One of those motors which are not available in picture is motor of AIM-26 but here it is, this is that motor in scale That one was easy but interesting to me because it shared same propellant as motor in AIM-4F/G with which I still struggle, and this is some fifth or sixth or perhaps seventh-eighth version until now Awkward design and concept but it gives targeted output based on collected inputs from various sources. It looks strange, but who knows maybe it was really that way, not first American motor which surprised with shape when showed itself with time
  6. A bit surprising there are no responses - I was thinking longer shots are feasible with Phoenix and expected to see some advanced techniques. Will try a bit more myself.
  7. After updating yesterday my "Consent to fire" bind was reverted to empty. I rebound to 2 different sitches/buttons. However once loaded up into the game "Consent to fire" does not do anything as though its not being pressed or recognized. I'm not sure a track file would relay what is happeneing. Any thoughts?
  8. If it was available as early as 2005 then why isnt CMWS mentioned within the published manuals for Uh60A/L? ( or at least up until sept 25th 2009 manual which was the latest one i was able to find) was it treated as a field modification? cmws on the other hand referenced and descripbed in the Uh60M operators manual. IF theres no documentation available how you could expect it to be modelled even if mod team had access to a SDK like 3rd parties do?
  9. Also noticed this offset (while level), in my case it sometimes happens when using IRST modes (vertical, helmet) with radar in dummy mode after high-G maneuvering.
  10. Dude, relax. Do you expect them to do everything everywhere all at once? That‘s not realistic. Many people are already concerned ED is spreading thin with their tasks. Also, you can‘t expect them to have the same priorities as any random user in the forum. Put just ten of us together and we couldn’t agree on the right order of priorities if our life depended on it…. The answer was neither stupid or ignorant, just factual. At least we can relax now and see what is actual coming. (I can think of a lot of things that are magnitudes more important than some eye candy at night btw.. .)
  11. Yeah, we assigned 86 to lower ramp and 38 to upper ramp (like on the CH-47F) and no change. It's quite possible that some DLL magic kicks in here, we don't know
  12. Hi, sounds that Ansirial is busy with other things. No solution yet ?
  13. The English telelight panel was working in the initial release, which explains why you saw it. It’s only been in the latest patch, that the english cockpit got messed up. As mentioned, there are other issues related to choosing desired units, and maybe even unit labeling errors on the instruments. Oh, and also the VSI doesn’t work now. I think it’s natures way of saying that this airplane doesn’t need numbers to be flown…only feelings.
  14. Process Lasso Currently Enabling/Disabling Process Lasso Governor makes very little difference. I have excluded DCS from its control, so am only using it to silence other applications and services. null Still to tests With the reinstall and adjusted settings my baseline looks pretty okay at a stable 90 fps while being parked at Marianas. After I have adjusted graphics settings still some things to try: Enable/Disable Hypervisor (disabling the Hypervisor should bring more frametime stability. (no idea if it will help). Adjusting RTSS Frametime limiter 89-90-91 (using RTSS should be a bit more stable than DCS's fps limiter, if I understand correctly)
  15. Definitely! It’s one of the most immersion breaking aspects of DCS currently. Sure, there are limits to computational power, but some sort of simplified/abbreviated version of at least believable sensor behaviour would be brilliant!
  16. I’m still experiencing differing left and right engine volume (or“soundscapes”) after the latest update. Have the track files in this thread been investigated yet? edit: I don’t have any mods on my DCS install.
  17. Version 2 Update - New Door Gun Options - Version 2 Download Link
  18. 'Internal view' - in DCS, modifies vision, with magnification. So it is essentially changing the prescription of your glasses. Near sighted - 20/20 - Far sighted. The mk.1 eyeball uses the 20/20 setting. And that is 52.5 MIL's/° of Viewing Angle. Postage stamp to Jumbo-tron, from 30" or 30'. Human view. Bowie
  19. Often when trying to acquire and engage targets quickly near the merge with radar guided missiles I'll switch the radar to dummy (coop will already be on) and switch to IRST vertical or helmet, where I will lock the target (Assuming I've maintained visual) with the IRST. Once locked I'll switch to IRST search and press lockon to get radar lock, and get R-27 ready to fire. Usually the R-27R will miss against well defending targers but it doesn't matter because it's allows me to now press to the merge where I'm inside R-73 seeker range. The main things are remembering to switch radar to dummy in the heat of the moment. (Also rembering to turn it back to active) if you want to use it to search for targets after)
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  20. Sorry! You're absolutely right for the miz embedded ME placed FARP However adding hiddenOnMFD to the addStaticObject call to create the FARP does not work and it still shows up on the TSD in the apache that spawns after. local farp = coalition.addStaticObject(country.id.RUSSIA, { ["category"] = "Heliports", ["shape_name"] = "FARP", ["type"] = "FARP", ["x"] = -83000, ["y"] = 852000, ["name"] = "Spawned FARP", ["heading"] = 0, ["dynamicSpawn"] = true, ["hiddenOnMFD"] = true, }) farp:getWarehouse():setItem("UH-1H", 10) trigger.action.outText("FARP Spawned", 10) This is different to both my previous reports that have both either been acked, or fixed in the case of the ch47: - NS430 - reported - CH47 - reported + fixed Note if you jump into the CH47 - neither the ME, nor spawned hostile farp is shown in the nearest airports etc (only friendly ones if present) null So there is certainly some inconsistency here and maintain there is an issue to address
  21. Today
  22. I'm very glad that you liked my FFBeast build!
  23. why no plans ? i'm sorry, I really appreaciate DCS - it is a fantastic software and you did a great job - so don't get me wrong but this particular answer sounds either stupid or ignorant - why bother with weather ? with clouds ? with waves ? with terrain ? with rain ? "folks currently we have no plans to do clouds or rain in our flight simulator..." it is the frigging night sky - if you fly at night it is up there - up - there. by which I mean, you look up and it is ... up there ! and currently it looks stupid. at least to anyone who bothered looking at the night sky in real life outside the city. is that your problem ? that you simply don't know how the night sky actually looks ?
  24. It should be modelled and I do remember testing it explicitly a few years ago. Could you send a quick track for the setup, would be useful, thanks :)
  25. I appreciate all the input. I’m having more luck being 10k below the target and pointing jesters radar up through the wheel. It still takes 2 or 3 attempts to get a workable lock but I’m generally getting a lock early enough to at least be competitive against a mig23. Still would be nice to see AI aircraft subject to the same limitations!
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