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Galinette

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Everything posted by Galinette

  1. Yes we know, it only happens with (very) large FOVs (dezoom) Will be simple to fix
  2. Ground logic has AoA control as well, not direct input. You can see this when (real) aircraft take off : elevons are very actively reacting to every minor bump. Also, it is required to avoid a backflip due to the especially unstable nature of the aircraft when pitched up on its main wheels, the wing area and shape favoring a lot ground effect. Knowing this, take off and landing become easier : people tend to overcorrect a lot thinking they are the control loop.
  3. The FM update was released on 21 september, 2022 This document is from 5 september 2022 We reworked the engine model two months before, and updated the FM shortly after. And acknowledged that during these two months, it was unrealistic. @bkthunder please check that kind of thing before making any claim, especially aggressive ones, such as "flies like a UFO"
  4. This chart is the famous one from a Northrop sales symposium for promoting F-20s in Asia. It's made to convince buyers that the Mirage 2000 is an inferior aircraft as a competitor. Besides this, the Mirage 2000 performances are not publicly available. You won't have answers here. There is no real point to this new thread since the other one has been closed. @myHelljumper?
  5. We don't develop models from "popular belief/knowledge about the mirage and delta wings in general", but trustable sources. And I know, there is a "self sustained DCS community myth about delta wings" that comes from nowhere but is highly persistent. What you report about your personal MP experience is likely very biased by the respective player skills. It does not reflect the statistics of top level dogfight tournament rankings, where the 2000 is present and competitive, but not at all ruling them all. I invite you to check what these top tournaments are, and their best players, and results. Besides this, we don't model anything with competitive and balancing ideas in mind. Only sources about the aircraft.
  6. There isn't much use of BFR for A/A. You can see notching aircraft in look-up, but yes, it's a raw return and you can only initiate a lock on the BFR sweep below 10NM. BFR might be useful for navigation (ground mapping), locating ships, and weather (not applicable as no local rainfall yet in DCS). Large group of ground units in a very clear terrain (desert) might be spotted, too. ENT alternated between BFR and HFR if you want to combine one of those uses while watching A/A traffic.
  7. No, that's more likely a skill issue
  8. Ok, I fix this for consistency with other modules. Aux gunsight deflection has the same issue and is fixed too. Too late for january update though, it will come in february.
  9. Yes, you need to use the "Communication Menu" bind. The UHF/VHF menu will not work with "Simple Comms" mission option, which is enabled on some servers / missions. The behavior is the same on every module.
  10. Yes, this is actually a feature Runways have a very low reflectivity compared to normal terrain (look at SAR image, runways are mostly black) and combined with the fairly large radar beam (about 3° -3dB, and 6° lobe zero) even pointing on the runway, it gets more return from the surrounding grass. This causes the ranging processing to lock on the grass and since this is off axis it deduces a wrong elevation. I have no proof it does the same IRL, but it plausibly does. It certainly does it with water/land boundaries, such as rivers. You can disable TAS on the PCA, it will use the radio altimeter to compute the CCIP, and since terrain is generally well flat it will be accurate.
  11. Hi! This is currently not planned
  12. Galinette

    SelH keybind

    I'm adding an axis and an encoder style bind for next release!
  13. Woah! I'm currently designing my own Mirage 2000 grip, base on CAD that was kindly given to me, under the condition that I don't share it. Doing the whole design, part files with self-made hat, and full assembly instructions, and sharing it with us, now that is dedication! In the name of the M2000 community, thank you. Does your hat design work well without any flexible part? (spring, rubber...)
  14. Interesting, I'll listen carefully my recordings. Never paid attention to this one. Is it heard when going back to ground idle as well?
  15. The sounds were done with the help of pilots and ground crew. With feedback from them before releasing anything. An example (in french to keep them original) Me : "Petite question, on entend quoi du moteur en vol"? M2000 active Pilot : "Pas grand chose en vrai. C'est la clim qui fait le plus de bruit et qui prend tout le son..." It was still decided to make it more audible than in our reference recordings, are more feedback is welcome in DCS where we lack acceleration and haptic feedback. Another feedback during the work on the sound update: "J'ai écouté tes videos avec beaucoup de plaisir, j'adore le bruit des bougies qui claquent c'est génial, même si en fait tu ne l'entends que tant que le micro turbo est pas en marche parce que dès qu'il est en marche les bougies ne sont quasiment plus audibles" (And we adjusted the spark sound according to his feedback) So yes, we had a ton of feedback and audio recordings from people that work on the aircraft on a daily basis and feedback were positive.
  16. How do you know it "sounds like in the real plane" if you only experienced it by living a few kilometers from an airbase? You like the mod by Stanlesuper, which is a good thing. What user expect regarding interior sound is definitely a very subjective thing, and yes some sound adjustments may have more punch, be more pleasing, more immersive etc... But please, don't write "it sounds like in the real plane" vs "it doesn't sound at all like in the real plane", if your are not a SME. Only "I like it much better". And if you are a SME (pilot, ground crew...) just contact us in PM.
  17. Hi, I recently noticed some of the effects are missing. I'm trying with the M-2000C, I have feedback with, for instance, G-Force, gun, turbulences, while I have nothing for afterburner and some others. I checked of course in the SimShaker effects settings, that afterburner is checked and with 100% volume. This affects both the JetSeat and the Sound Module. Could you check if you have afterburner feedback with the M-2000C and other modules?
  18. Check the above video for upcoming exterior sound. For interior sound, the above change will be audible. But don't expect a loud whirl from inside in-flight. Engine is barely audible inside in the real thing. We made it audible to compensate the lack of acceleration/vibration/feeling in a desk chair. Returns have been so far very positive (including from actual ground and air crew) so it's difficult to please everyone. Levels are really easy to mod if you want to make it more audible from inside (sdef files). Don't hesitate to share your mods, they may suit other people. It would be definitely more easy to suit everyone if there was an "engine" gain slider in the options.
  19. Hi, I noticed that simshaker gives no feedback of afterburner. I tried with both M-2000C and F/A-18. I use both the jetseat and soundmodule output (to a subwoofer). I have feedback from other events, for instance G-Effect and Gun Fire work well. Any idea? Thanks!
  20. The use of mono sounds actually comes from my understanding on the DCS sound engine, it's supposed to be a 3D sound engine that take 3D point sound sources and does generate stereo/multichannel from it. These engines do anyway downsample any stereo sample to mono and then generate all the multichannel levels/eq/phase procedurally from 3D orientation. Maybe it's not the case and I assumed too much from the sound engine.
  21. Best is using the special menu slider, rather than a curve! You can set the threshold to match your physical detent.
  22. I forgot to add, that internal sounds you mention were added, precisely because engine wasn't audible enough from inside, and we have no control over canopy closed muffling (which is a DCS core setting). There is still some levels work to be done.
  23. Hi, No offense taken, your message is detailed and constructive! Yes, IRL you barely hear the engine inside. I agree that there are pro and cons for making the engine more audible from the cockpit. And there are actually pro and con users regarding this, the beta testers that helped us adjusting levels actually liked them... and were maybe not representative of the full user base. And on the other hand we had ground crew feedback asking us to shift the whirl by a halftone as it wasn't matching... everyone tends to focus on a different detail And yes we have no professional sound designer in house! The big work done here was coding an "engine sound engine". I agree there is still some work to be done in samples and levels, you can hear in the video above some upcoming changes. Cheers!
  24. Improved in possibly the most useless way, but this was a 5 minutes work... If you are nerd enough to add a potentiometer to your headset Dcs.Closedbeta 2022-12-19 15-50-04-1.mp4
  25. Hi there, Razbam here. Please stay constructive. "But in my humble opinion it is fake" is rude. We are open to critics if argumented, you could, for instance, document differences in pitch, tone, sound characteristics, with examples, etc... in a constructive way. Engine sound has been designed as a model, and not a simple set of samples for startup sequence, idle, cutoff... It generates the sound instead of playing it. This allows it being perfectly responsive to different startup sequences, failures, etc... On the other hand, recreating the exact sound is more difficult, and requires careful adjustment of every sound layer and parameters. It can certainly still be improved, but we have SMEs (pilots, ground crew) that liked it. Please find attached a WIP improved version. What do you think of it compared to your experience? Idle-1.mp4
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