

mobettameta
ED Closed Beta Testers Team-
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Everything posted by mobettameta
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I was editing my mission on latest patch (but previous patches also exhibited this problem) which caused an attempt to index field 'slots' (a nil value) error in Projects\AsyncNet\src\DsbNet\Mission.cpp:70 I fixed these numbers by making them into strings and the mission then worked. So, the take away is that the mission editor is improperly assigning integers instead of strings in to "onboard_num". I was pretty lucky to find/figure this out.
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need track replay Possible F18C FM issue
mobettameta replied to maxsin72's topic in Bugs and Problems
Guys... wake turbulence was turned on stealthily for several days up to April fools thanks to @Stackhouse. It's off now. But now that I know it screws up F-14s, maybe we should leave it on. lol. -
DCS Dogfighters is looking for more Dogfighters!
mobettameta posted a topic in General DCS Squadrons
Dear Dogfighters, Are you ready to take your aerial combat skills to new heights? If you're seeking the ultimate challenge and camaraderie in the skies, then look no further! We're thrilled to extend a warm invitation to you to join the exhilarating world of DCS Dogfighters. At DCS Dogfighters, we live and breathe the art of aerial combat. Whether you're a seasoned veteran or just dipping your wings into the thrilling world of virtual dogfighting, our community is the perfect place for you to hone your skills, forge friendships, and experience the adrenaline rush of high-stakes air-to-air combat. What sets DCS Dogfighters apart? Here's a taste of what you can expect: Passionate Community: Join a community of like-minded pilots who share your passion for realistic combat simulations. Our members come from all walks of life from ace virtual pilots to YouTube celebrities to real life fighter pilots, united by their love for aviation and competitive spirit. Expert Guidance: Whether you're looking to master the basics or fine-tune advanced tactics, our experienced pilots are here to help. Benefit from valuable insights, tips, and strategies from some of the best pilots in the DCS community. Exciting Events: Get ready for adrenaline-pumping events and competitions that will put your skills to the test. From intense one-on-one duels to large-scale multiplayer battles, there's never a dull moment at DCS Dogfighters. Friendly Atmosphere: Fly in an inclusive and welcoming environment where pilots of all skill levels are encouraged to learn and grow. Whether you're a rookie pilot or a seasoned ace, you'll find a home among friends at DCS Dogfighters. Ready to join the fray? Simply click the Discord link below to connect with our community and start your journey to becoming a top gun in the virtual skies: DCS Dogfighters Discord Link or search "DCS Dogfighters" on the DCS Multiplayer Server Browser Don't miss out on the excitement – come fly with us at DCS Dogfighters and experience the thrill of aerial combat like never before! Best Regards, mobettameta DCS Dogfighters (since Aug 2020) #bfm #acm #pvp #1v1 #bvr -
VR IPD setting explanation and why you need it
mobettameta replied to Pikey's topic in Virtual Reality
Yes. Thank you for that. IPD is IPD. You have an eye spacing distance IRL and in the virtual world (via two eyeball cameras). But either way it's still IPD. And yes, changing the virtual IPD has the effect of making objects feel smaller or larger. Again, for some fun. Try to "Go on a dogfight server during busy hours and use IPD 2000, then go to F2/F5 mode. It's like watching miniature airplanes battle." -
VR IPD setting explanation and why you need it
mobettameta replied to Pikey's topic in Virtual Reality
Not to beat a dead horse here, but IPD IS in fact IPD. If you play with the setting and set it to 600 then look through each eye independently, you will note that the position of each eye is near the left and right glass of the canopy. This distance is exactly 600mm. Now, whether ED has adjusted the scale of the cockpits correctly or not is another matter, but if they have IPD in millimeters and place the camera as such for each eye. Then they should be able to measure the model and scale it to the proper size for each module. The IPD absolutely is not similar to FOV and does not change FOV except that you will notice a small widening effect due to the eye position being wider if you play with the 600mm setting. Fun experiment. Go on a dogfight server during busy hours and use IPD 2000, then go to F2/F5 mode. It's like watching miniature airplanes battle. -
Hello all, I run a set of servers focused on A2A PvP. I've been finding that people have been abusing VR Zoom and other in-cockpit zoom functions to either tell aspect, flap position, wing sweep position, AB on/off, or other details that would not be normally observable at the distances they are observing these signs. I'd like to have the option to disable the feature for all clients on the server. If there is a way to force it off through lua or something, that is fine, but I think it should be a server option just as "no external views" and such are options. Thank you.
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Fight for Honor - A Folds of Honor Charity Event
mobettameta replied to M0ltar's topic in Tournaments & Events
It's interesting to note that Sungho (Ace) fought the AI and recorded it and wanted to post it, but Mover did not allow him to. Why? Because Mover wanted the views and Youtube money for himself. Some charity event that turned out to be. -
Fight for Honor - A Folds of Honor Charity Event
mobettameta replied to M0ltar's topic in Tournaments & Events
Congrats to Sung Ho for overcoming extremely adverse conditions for the Hornet. What he had to practice and train to do that is truly a feat few will understand. I hope ED will take input from this thread and more closely model jet behavior to real life controls and EM diagrams where possible for them to do so. Trigger is no slouch and it really could have gone either way. Guess, it's back to training for me to get to Sung Ho's level. -
Fight for Honor - A Folds of Honor Charity Event
mobettameta replied to M0ltar's topic in Tournaments & Events
Well you're falsely equating imposed g limits to realism. I think it's safe to say that everybody here does want more realism and nobody that I've seen here is just looking for an exploit to win a tournament. But again, we have to define what realism is and what kind of realism is more important. Realism of matching real life performance numbers? Dcs is already not even close on the Hornet. This is well understood in the community. Or rather should realism of pilot behavior and flying be the focus? Paddle usage was very uncommon, okay cool, we won't pull paddle. 8g according to natops was NOT an over G, okay but DCS models the hornet not to follow the 7.5 FBW limit and spikes to 8.1 and 8.2G faster than a DCS pilot could react or even perceive due to slow HUD refresh rate. So are we asking DCS pilots to fly with unrealistically low pulls on the stick to keep from busting the limit? Yes you can over G the real thing if you pull fast on the stick, but in DCS you can over G just holding a constant stick position (not even maximum stick travel). It's just a huge nerf to Hornet pilots who are trying to do slow smooth pulls and still busting limits. I'll be proven wrong today if any hornet pilots make it to even top 8. Somebody prove me wrong and show me it can be done. Show me how to as Mover says, "Fly better." :megalol::pilotfly::joystick: -
Fight for Honor - A Folds of Honor Charity Event
mobettameta replied to M0ltar's topic in Tournaments & Events
It's disappointing to have witnessed the personal attacks on maxsin who has only in this thread attempted to add to the discussion with some concrete testimonial evidence. I'd implore you all to refrain from that behavior in this community. Please differentiate between attacking an idea and attacking a person. That being said, everybody needs to remember that DCS is a SIM. They have not modeled everything precisely to real life and cannot do so due to a number of factors including lack of G-feel. There are also other major modeling issues such as the F-18 able to pull 8.1-8.5G __WITH NO PADDLE__ using a constant stick position (not yanking stick back). I've done numerous hours of testing on this in DCS and my prediction is that there will be no competitive F-18's in the final rounds of the tournament. They would have either over G'd and DQ'd out or been shot down and knocked out due to lack of turn performance trying to follow a 7.5G theoretical limit. Maybe that's what's supposed to happen and F-18 is just a dog vs the other fighters, but it's definitely a severe disadvantage for F-18 pilots. I'm not arguing that F-18 pilots should be able to use paddle, but even the current NATOPS mentions 8.0G as normal operation and NOT considered an over G meaning the limit should be 8.5G for this tournament with the 0.5G buffer. It'd be better to just fly a Mirage and not even think about G-limits. As it stands, the way the F-18 is modeled in DCS, it tends to spike G's at a constant stick position when slowing down below 400 Knots. The only way that I've found to reliably prevent this is to reduce the max stick throw in the DCS Axis tuning, but doing so also limits your 1-circle turn performance. I understand the desire for G-limit rule, but following NATOPS G limits assumes that DCS is modeled perfectly to real life and unfortunately DCS just doesn't have all the numbers spot on and the fly by wire system respecting the 7.5G limit yet in the Hornet. Is realism of the numbers more important or realism of tactics and feel? Is it more important that we follow a specific G-limit to the number, or that we fly the planes as they would in real life? Is the G indicator a normal thing to include in your instrument scan in the F-18 or F-14 during BFM? or just in a T-38 where the limit is much lower and you need to keep an eye on that? How fast are we expected to scan in order to even catch a G-spike? I can tell you that even while ONLY looking at the G-meter, I could not react to ease up in time to prevent the G-spike in a hard turn. Anyway, my point is that real life experience of how these jets are supposed to behave is one thing and fully appreciate that input from guys like Mover and Gonky, but DCS isn't modeled perfectly and I'd rather go for realistic behavior of flying the jets than getting fixated on the numbers. And hopefully one day DCS is modeled even better and we get to real life performance and characteristics, but that's just a sim'ers dream. -
Fight for Honor - A Folds of Honor Charity Event
mobettameta replied to M0ltar's topic in Tournaments & Events
Nah, testing was under Mach .8 (300-450 knots @ 5-15k). Full stick constant pull especially in vertical loops (but also works in horizontal) you can bust the 8.0g limit (even if only for a short spike, (again HUD max G indicator)). I also just tested to see if I could get an 811. I don't think it's implemented because I can't get an 811 to show up. So I don't think that would be a good way to test if people used paddle. Is there a way to get 811 to show up in DCS? Questions: 1) How will the G-limit rule be policed? Won't both tracks have to be examined after every fight to see who over G'd first if at all? Seems like that would be a massive administrative headache. 2) Is the G-limit rule about breaking the G-limit for a sustained period or even just for a spike? 3) If it is a spike, would you consider raising Hornet G's to 8.5 or at least 8.3 as Gonky has seen? -
Fight for Honor - A Folds of Honor Charity Event
mobettameta replied to M0ltar's topic in Tournaments & Events
Once turn in is called, is there any restriction on altitude/speed/lead turn/etc? or are people supposed to fly a neutral left to left merge going a set speed? -
Fight for Honor - A Folds of Honor Charity Event
mobettameta replied to M0ltar's topic in Tournaments & Events
So as far as my DCS testing as gone, the Hornet still pulls easily up to 8.2G on the HUD "max G" indicator. Testing was at multiple altitudes and holding constant stick position, but high AoA with no paddle usage. I think we do want realism, and from what we've heard about Hornets and the justification of an 8G limit is that the FCS is supposed to limit to 7.5G, but it doesn't in DCS. Side question: Mover, are you really constantly watching G meter in BFM training? or rather focused on speed, AoA, alt, and bandit? How often are you looking at the G meter in the Hornet rather than just judging G's by how heavy your head feels? -
Hey Dogfighters, Are you looking for other dogfighters to play with and learn BFM, BVR, ACM from? You've found it. Join our open community discord that is meant as a place for dogfighters to hang out, talk about dogfighting, or find a match. We have a few instructors who are willing and able to teach new players how to get into dogfighting as well. We also have our own PvP dogfight server catering to 1v1s, Team Deathmatch (Guns), and have plans for BVR/Fox 2 zones. https://discord.gg/dogfighters All are welcome.:pilotfly:
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Plz Plz Plz do this one Plz!!! For your sake too!
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Um, yes I mainly play multiplayer, so that'd be fine, but I think there are some single player missions with a lot of client spots that filtering could be useful in as well.
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Please add capability to have drop down filters in the "Select Role" Menu for: Unit Type Airfield The other categories having sorting and filtering could be nice, but those usually have very unique names and aren't as useful. If the functionality worked like the Multiplayer Server "Search" bar where you can type letters and automatically filter results, that would be nice and perhaps an easy way to implement it. Hope this makes sense. It'd just be nice to not have to scroll through so many lines of aircraft we can't access or sometimes we just want to fly an F-18 and would like an easier time finding available slots.