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Stearmandriver

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Everything posted by Stearmandriver

  1. Just a bump. I'm really surprised no one has chimed in, from ED or otherwise. Am I the only one with this issue? The only one who flies at night lol? I've seen YouTube videos of hud footage of actual night traps, and the landing area and drop lights are pretty clearly visible at around 2 miles. Here's one example: I'm getting about 1/20th that visible range on my landing area lights ;). A bug on my system, or is this really the current state of the software?
  2. One reason the supercarrier LSO will give you a cut pass is the EGIW evaluation. He's much too apt to call "eased gun"; the only way I can seem to avoid it is with a slow, steady throttle increase from the time I cross the ramp until I hit the deck. A stable throttle with no decrease still results in "eased gun" for me. I've taken to using the Airboss script for pass grading since the boat's LSO seems to have a few issues yet.
  3. I know this has been raised previously, but I never saw any resolution to the issue or acknowledgement from ED. I just wanted to share what I'm seeing, and clarify that either it's only a problem on certain setups like mine, or that ED is aware and addressing it? Basically, in the dark, the landing area edge lights and centerline light are almost invisible until I am literally at the ramp. Conversely, they are clearly visible in the middle of the day on an overcast day from over a mile out! Here are three screenshots from a 720p stream, so yes they are lower res, however you'll note how visible both the ball and LRLS are, compared to no drop lights or landing area edge lights at all until at the ramp (and this accurately reflects what I'm seeing at 1080p in game). Referencing the tacan DME in the HUD, you can see that the three shots are taken from .1, .2, and .3 DME respectively. Also note that the landing area lights ARE on; they are visible in the .1 DME shot and are visible with the rabbit strobing once I'm on the deck, and then visibly turn off shortly after trapping, so this isn't a matter of improper comms failing to get the lights turned on. All comms are made properly, and the lights ARE on - they're just almost invisible. If you're interested in seeing the raw stream, it's here: ...with a trap at : 31:23 To summarize, I find that the IFLOLS brightness is ok at night, but could be better during the day... while the landing area lighting is the opposite. Is this the case for most people? Is it being addressed? Thanks!
  4. I think you need to be near enough a cat that they can tell which one you want to use. Just a guess though. I really wish the LSO understood the difference between a bolter and a touch and go... I'd like to know what my pass grade actually was... grading it a bolter when I had the hook up seems unfair ;). I just discovered the Airboss script though, which seems very promising!
  5. Comms menu, ground crew, request launch. Took me a bit to find that too.
  6. Very interesting, thanks. What are the threats with a late lineup call? Just don't want a guy aggressively dipping a wing near the ramp, general destabilization etc?
  7. Yes monitor for me. I flew another one today and got aboard, even hit my marshal point at assigned push time, made every call (needles call IS automatic, the only thing I'd missed the first time was checking in with approach but I got it this time, didn't matter though). Even still, the landing area lights were ridiculously dim, I had no reference in close other than the ball and the long range lineup laser (which is visible for miles). I honestly couldn't see the landing area lights at all until my nose was already over the ramp. Sitting there after after the trap, I (barely) saw the rabbit strobe by a couple times before the landing area lights shut off. Even replaying the trap and standing on the LSOV platform, I could BARELY see the landing area lights... and I was standing right next to them. I also noted that even though my aircraft lights (position, strobe, form) were on for the pass, I couldn't see my aircraft on the LSO station PLAT camera at all, and could only see the aircraft visually as it crossed the ramp. I do not know how bright carrier deck lighting is supposed to be, but I know for certain you can see position lights and a beacon several miles away in real life. So at least on my system, some lighting effects are dinked up. I'm running a gamma of around 1.7; seems to be a good compromise between brightness and contrast. Anyone finding anything that helps with this?
  8. Interesting, I tried my first Case IIIs last night and I thought the "needles" call was automatic. It did occur without my input and I was instructed to fly needles, but then the landing area lights were extremely dim. Thet WERE on, and I saw them turn off after my trap... but they were so dim that I could barely see them even sitting in the landing area. They didn't become visible on approach until the ramp. I will try a manual Needles call next time.
  9. Interesting! I must have misunderstood what a former LSO told me; I remember him being adamant about the threats inherent in a late waveoff though, and why they were to avoid it? Strange. I think I fly with him again next month, I'll seek clarification!
  10. In reality, a close-in wave off is an error on an LSO's part, or at least a nonstandard judgment call. If an aircraft initiates a waveoff from too low, there's a possibility of an "in flight engagement" in which the hook (lower than usual because the pilot has pitched up even more to begin waveoff) snags a wire as the aircraft begins to climb. This results in the wire jerking the aircraft out of the air and back down to the deck, seriously damaging or destroying both the aircraft and the arresting gear. My understanding is that the LSO is held responsible for this, as they are not supposed to wave off an aircraft close enough in for that to happen. From a pilot perspective, immediately complying with a waveoff is mandatory.
  11. Yeah, thanks, I thought that might be the case. I got as far as installing DCS and quickly trying it before heading out to work... was seeing around 50fps in the SU-25. So, maybe there's hope.
  12. Haha I just asked in a different thread if I could run it on an old 3.2ghz machine with 16gb ram and a 750ti. So you're telling me there's a chance! :D
  13. I did notice that, and yet I've found forum posts referencing people using that card or even playing on a laptop, so I figure there's hope lol. Yeah, I'll just have to try it and see. I'm running an old 6 core AMD chip that is 2.7ghz stock, got it overclocked to a little over 3.2ghz.
  14. Perhaps a dumb question, but do you guys think I can run the Hornet w/ Supercarrier in a playable state with this system, on an SSD? I don't need eye candy or massive frames, I'm just looking for 20 - 30fps, smooth enough to fly enjoyably, on a 1080p monitor with a homebrew track IR system. For reference, I've been flying FSX with ORBX / REX eye candy and getting fps in the 20s in the VRS Superbug (with 8gb RAM, the 16gb is on its way). Been putting off trying DCS for years until I "finally" do that new, bleeding edge system build... but the Supercarrier release shoved me over the edge. I wanna try it! Thanks...
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