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  2. So, the targeted radar must be tracking specifically the platform who launched the Shrike, for the Shrike to be able to continue tracking the radar?
  3. Actually were the Siren Tour missions not started as training missions for adopting to the H2S gear, and then developed into its own thing..?
  4. I support
  5. ok then without hud
  6. Unrealistic!
  7. Yes. I turned QV off, and it disappeared. Here: null
  8. The bomb does not fall at the angle that was set up. Track file is attached. Steps to reproduce. Track name: (imp_angl2_gbu-38_85-90degrees), (imp_angl2_gbu-31_85-90degrees). 2x gbu-38 settings were set thru mfd page (80-90 degrees) Both bombs were released in drop zone (according to hud indication) Both bombs hit target with 20-30 degrees pitch (according to F6 info) Same issue persists for gbu-31 10 degress settings do the job but in very strange manner - bombs are going the very same trajectory but going up to 10 degress right before impact. But these 10 degress settings for some reason don't work for GBU-31 with a penetrator - bomb follows the same trajectory as it is a default one. Track name: (imp_angl2_gbu-31_10degrees), (imp_angl2_gbu-38_10degrees). As per default settings we have the same behaviour - bombs just falling the same 20-30 degrees angle instead of 60 by default. Track name: (imp_angl2_gbu-38_standart_60_degrees). As per continuous testing the only way to use impact angle properly is to drop munitions at the half of the distance of the drop zone. Unfortunately there no proper indication on HUD for such zone and it could be only estimated by pilot. Please check this since it can be an issue while attacking a new CH assets those can destroyed by munitions entering the radar dead zone and hit them from above. Track name: (imp_angl2_gbu-31_85degrees_half_zone). imp_angl2_gbu-38_10degrees.trk imp_angl2_gbu-38_85-90degrees.trk imp_angl2_gbu-38_standart_60_degrees.trk imp_angl2_gbu-31_10degrees.trk imp_angl2_gbu-31_85-90degrees.trk imp_angl2_gbu-31_85degrees_half_zone.trk
  9. That seems like sound logic. Personally I'd expect ED to announce a date at least four weeks before, even if they have to delay things to make it happen, so that they allow time for Steam pre-sale. Just my guess (and no doubt a cynical one).
  10. Yep, there are some edge cases where a slight reduction in RPM can eke out a bit more performance. But this cannot be used as an explanation why the aircraft does not match its published performance figures (which were measured IRL at max RPM setting, unless stated otherwise in the manual).
  11. Today
  12. Asus Prime Z790-P D4, MSI RTX 3090 GAMING TRIO X, Corsair HX1000 ,Cable PCIE 4.0 50cm for sale with very good price. Ask me please.
  13. Here some screens and the link to the MOOSE based showcase mission: https://tetet.de/dcs/missions/vwv-showcase-moose-005.miz [EDIT] forgot to link the README: https://tetet.de/dcs/missions/VWV Moose Showcase README.pdf For those interested in the script: https://tetet.de/dcs/missions/vwv-showcase-moose.lua And some screens, featuring the VSN F-4B and A-4E-C as well: https://tetet.de/dcs/screens/vwv_showcase/Screen_250902_111558.jpg
  14. Hello! Please adjust the hue, saturation, and brightness of the clock lights (and possibly the engine temperatures as well). Brightness - is too high for a non basic flight instrument. Hue - it stands out from the overall lighting color palette because it has too much green; it needs to be shifted towards red. Saturation - is too high, it's an overly acidic yellow. It looks unattractive and unrealistic. The saturation needs to be reduced towards a soft white. In the second screenshot, I've adjusted the colors to what I believe they should look like. I work professionally with video, and these color issues are very noticeable to me. I would be grateful if you could fix this. It will make the cockpit perception more realistic. We are looking forward to this fantastic project. Thank you!null
  15. Wow, since 2021 and still WIP? Yeah.
  16. Wait till the "sudden death" of the D9 engine will catch you up. Yesterday 3 times in a row, out of nothing, without any annoying sound beforehand, the engine dies like it got a headshot. No Enemy ever was shooting at me. First time it was 15 Minutes after the Thunderbolts Fureball Mission. Flying over the airfield, waiting till all Doras has landed. Speed around 300 KM/h. The engine stops without any noise. At first, I thought I was out of gas, but no, 50 % fuel left. The second time, I tried my luck against the AI Mustang UFOs. MW 50 on full speed, >starting< a 30 m/s climb. Speed was 600. Without a noise, the engine stops running after 20 seconds. I do not use any kind of Mod. The D9 is a long story of a sudden death engine bug, lasting more than 6 years, and ED is unable to fix it. The DCS D9 is no secret weapon, but has a secret, that's for sure!
  17. I tested smooth motion yesterday: 9800x3d, 96 Gb RAM, 4070 ti All the tests were in the multi-player. I just logged on to the server 4YA (Caucasus) and watched the FPS on the runway. All maxed out, DLAA Nvidia driver 581.15, without smooth motion: 130-140 fps Nvidia driver 581.15 with smooth motion: 40-50 fps in game and 90-100 in Nvidia Nvidia driver 581.08 with smooth motion: 100-120 fps in game (and i saw drop fps) and 200-240 in Nvidia So 581.15 is unstable. 581.08 is better, but fps in the game lower then without gen and fpas unstable (simetimes drops)
  18. some basic FPS hud and weapon, walk animation would be so cool with some delta force2 vibes. This could be start very basic. Also the Steelbeast example is very good.
  19. Thanks for following up. I'll have a go at this myself in a little while when I get back. Unfortunately, I believe this relates to a general wingman bug and not the mission, but I'll be curious to see if I can replicate the bug also.
  20. Folks I get the speed of development is frustrating for some, I have passed the feedback to the team and as soon as we have news to share we will. But please make sure you keep to the forum rules when posting here. I have hidden two posts that break our rules. thank you
  21. Ich vermute, dass die Aktualisierung der nicht-englishen Manuals bei ED wegen vieler anderer, dringenderer Tasks keine besonders hohe Prio hat. Im Zweifel halte ich mich dann eher an Chucks Guides. Die sind besser gepflegt und deshalb meist auf aktuellem Stand.
  22. yes quadviews, usually happens more when other settings like SSAO are enabled.
  23. QuadView?
  24. I’ll need to forward this to the devs for further testing. Just to confirm, it’s only visible when QV is activated, right?
  25. A few words to open your eyes to the "problem" because some still have trouble naming what is what and what is the cause. Shimmering comes from 2 things at play together: poor/no AA and image movement. This means high number of contrasting pixels constantly changing at fps frequency because of your constant head micromovements or any movement that comes from what is happening on the screen (ex. you flying forward 99% of the time and that it's a problem on a monitor as well). We can play with AA but no head movement smoothing I'm aware of. MSAA does help somewhat but is not best for it. DLAA/DLSS does it pretty well but comes with its own blurring/ghosting. Image sharpening exaggerates the shimmering issue. AF has nothing to do with this. You can turn it off and have blurry textures in front of you, losing any runway lines in the process, it may seem like some shimmers are gone, but only those coming from the textures, not those from distant objects and edges. You have to differentiate between DLAA/DLSS (or any other temporal AA) ghosting and VR reprojection (ASW for Oculus). Double aircraft, edges, artifacts all come from RP/ASW - you can only disable it in your VR software or try to set it all up low enough that you keep your headset on full fps. Ghosting like multiple blurred shapes around some details or asynched gelly looking MFDs come from temporal AA. Now pick your poison. As always higher fps, higher res and better hardware performs better. It's not a problem of DCS only - other games may just do AA and head movement smoothing on their own and have generally higher fps, automatically setting it best for your hardware, so you won't notice it. Not.
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