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Skuva

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Everything posted by Skuva

  1. I'm not sure why you guys are treating this possibly TTI function as alien technology, as if its impossible to just give a rough estimate time based on initial launch parameters regardless of target maneuvering. You know, just like ED has already modeled for the F-15C. In the F-15C you get a countdown that does not update mid-flight, be it for the Aim-7E (that definitely has no datalink) or the Aim-120C, and while it normally miss the counting by a few seconds even for a non-maneuvering target, it is still quite useful, helping you to judge whether you keep guiding the missile or evade the enemy's.
  2. The problem I'm referring to is the drastic difference in lighting and colors when you load your first mission after launching the game, and then upon reloading (Shift+R) is goes back to how it should be, and it remains fixed until you restart the entire game. It is like if some shaders just refuse to load properly first, and then when called again (during second loading screen) it loads. This is something I noticed ages ago but never bothered because it is easy to solve. But recently I started messing with the MiG-21's cockpit textures and noticed this problem is much worse on some aircraft. Here is an example with the Default (English-Metric) cockpit for the MiG-21bis in the Free Flight instant action. I don't believe it to be a problem specific on my system, given I have observed it, for years now, in multiple OS and hardware (with and without mods) with graphics settings ranging from low to high (with cleared fxo/metashaders). And I believe it is easy for anyone to reproduce it. I haven't managed to find a thread talking specifically about this, so I'm asking out of curiosity if anyone has seen a discussion about this, and if is there's a better solution.
  3. You can fix the problem by going into the game files DCSWorld\Mods\aircraft\Su-27\Liveries\Cockpit_J-11A\default Open the Description.lua and in the line --{"su27_cpt_mirror", 0, "mirrors", true}; remove the "--" from the beginning and save the file, then restart the game. The dev(s) at ED who handled the FC update doesn't seem to care about the J-11, as this is not its only livery problem currently, and many have simple solutions like this one.
  4. It seems it broke after the last update. I'm not sure what ED is doing, now both the J-11 and Mig-29 are stuck with their default skins, unless you replace the default one.
  5. A better argument would be "ED should really care about their free sample, because a free sample that leaves a bad taste may lose you a lot of potential customers"
  6. The issue is also affecting the A-10A. The maverick's camera also turns completely dark during night/dusk, even if you aim it at an illuminated area. Its also not giving any contrast for the 65D on hot targets both during the day and night. In this track there is a vehicle moving on the taxiway, even though its hot and illuminated with flares, the screen picks up nothing. During the day the 65D is basically as useful as any other non-IR camera. A10_screen_bug.trk
  7. Now if you select a custom cockpit for the Su-27, it will automatically apply to the J-11. But if you leave it Default, they will use their respective default (J-11=chinese, Su-27=russian). But I agree the J-11 should have its own tab, or atleast its own drop down menu inside the 27's tab,, as sometimes you might want a different custom cockpit for each.
  8. It seems it's already reported.
  9. I heard this story many times to explain why they never fixed any of the system bugs. But that got debunked the instant they released a fix for the CCRP bug in april. But this makes even less for 3D models, they have the tool for decrypting their EDM format. There is nothing preventing them from just editing it and packing it again. They could even completely remove that piece of geometry (the white arc frame), and no one would ever notice from outside. EDIT: Its impossible they have no access to the 3D model, considering just last year they made new LOD's for the older aircraft (su-25 included). EDIT2: It is possible for absolutely anyone to download an ancient version of the game (I think previous to 2.5), and import all FC3 aircraft into blender and modify it as desired. The only change these EDM had over the years since was the encryption. So to think ED can't do it is crazy.
  10. - One of the most trivial-to-fix bugs reported 9 years ago; - A texture overhaul in february 2024; - A new Flaming Cliffs release just now; - Still not fixed. - I just lost hope of seing this ever being fixed.
  11. Can confirm, the shkval is broken again. And the LLTV is also broken, its pitch black in the dark, like in your 3rd picture. Almost feels like that glitch with Single Thread mode.
  12. Its sourced from in-game measurements. If you set the elevation to values other than 0 and align the teeth you will have the zone right in front of you again. Eg. you set at +5, pitch up until teeth align, now the zone is yet again going from the bottom of the range scale to the top of the glass. Its already like this, at higher elevation values the tilted angle gets smaller (because trigonometry). But I don't see much use searching that much higher or lower, because the target is already too close, and the time it takes for a full scan is so big the target might just get in and out of the zone meanwhile.
  13. The concensus is, unless you know the enemy's distance and altitude, leave the range at 10km. Now what I can add is a visualization of how narrow the scanning zone is compared to our intuition, and how to read the elevation relative to the little vampire teeth on the right-hand scale that move up and down as you pitch. In DCS this is the vertical range for the Su-27 radar scan zone (at zero elevation): which in your HUD would look like this Whenever you align the vampire teeth to the elevation bar, it means the scan zone is positioned relative to the hud just as shown in the picture. At the 10km range scale each tick on the vertical scale (...,-2,-1,0,+1,+2,...) is equivalent to lowering or rasing the zone by about 6° (at least for the smaller tick values). What I do is use a dial to control the elevation and set its curve like this, With this each "tick" now move approximately 10°, making it so each zone slots right below or above the previous one with little overlap. This reduce a lot of processing power my smooth brain need to do bvr. In this particular case I for sure lose a lot of the vertical range (120° -> 50°) but, from my experience, if the enemy is outside these angles I'm either way too high, or the enemy is way too close for me to still be trying to bvr and should already start using vertical scan.
  14. This campaign has an extensive list of problems, things like wrong dates and fuel percentages are just the tip of the iceberg. I tried my best at fixing every problem I found back in the day, and adding some new stuff to make it a bit less tedious. But be aware my "Refurbished" version (the one linked above) is old now and might be even more broken than the original version after so many game updates. I haven't had the time to go through it again to check for new bugs and finish refurbishing the other half of the missions. So if you decide to try it and find problems, please leave your feedback here and I'll add to the to-do-list next time I put my hands on it.
  15. I can see the Hawk getting way way better, as currently its top speed is so much lower than real life specs that even the AI fails to properly lead the thing into the target. Now other systems like the Sa-15 might see a slight reduction in effectiviness, as its max speed is already near the real thing, but properly modeling the booster and sustained phases could prolong the speed ramp up, taking it a few extra seconds to hit the maximum speed. Something like this green line
  16. Wonderful to know it is already being worked on. For the sake of science I'll leave some of my measurements here to compare in the future as these missiles get updated.
  17. Don't forget the SA-8, SA-15 and of course the Hawk (its the most affected one). My original tracks in the first post are still working and showing the problem. The S-25L indeed look very much fixed now there is a reason to bring it insted of the Kh-25, as it now have shorter time to target on ranges below 5km. EDIT: It seems now the S-25L is capable of hiting targets faster than the Kh-25 at ranges greater than 13km (due to lower drag). Even weirder, while the Kh-25's seeker only starts tracking at 8km, the S-25L seems to be able to track from unlimited distances, I tested up to 50km and it still turned towards the target even though this is well beyond self-destruct distance. It might be lacking the seeker rework the other missiles went through recently. Here is a track showing a S-25L clearly starting its turn right a launch and hiting a target 20km away. S-25L_20km.trk
  18. Bluefor mains raiding your thread to explain how grid fins should give the missile the aerodynamics of a HD bomb in 3... 2... 1...
  19. They fixed the HQ-7 tracking but not the burn, it can at least hit targets sometimes I guess. Due to the update the track got broken, here is a new one. EDIT: Not sure if the HQ-7 tracking should behave like this, the missile just go most of the flight zig zagging towards the target. HQ7_speed_bug.trk
  20. Its hard to believe, when even the MiG-21 has a safety lock, that the design wouldn't have any sort of safety system, if not mechanical, then electrical. And that this decision would be applied to ALL red aircraft as if out of a sudden the soviets decided that accidental landing gear retractions weren't a problem anymore. Anyway, this is now on my list of "FC3 weird stuff that are probably an oversight from ED" to check if they will make it different for the 29 FF.
  21. The MiG-29's cockpit received absolutely no changes. You can check it for yourself looking into your game files how every FC3 modules got their files updated, while the MiG didn't. ED didn't update it because it already have been updated recently (if you consider 2018 "recently") to work with the newest lighting system. All other FC3 aircraft were still using outdated lighting, and it probably started becoming cumbersome to have aircraft relying on deprecated stuff, so I guess this was the biggest motivation to refresh these cockpits but leave the MiG-29 alone. There could also be something to do with the FF, but that would be an even bigger speculation. Although I wish they would at least make a "factory new" version. Welp, I guess I'll have to make it myself.
  22. From my observations, this works on all planes. But not on helis, which is sad, because it is where the trick would be the most significantly useful (eg.: skiping Ka-50's insane alignment process). Fun fact, they Hip gets happy when you do RAlt + J.
  23. I'm also seeing this texture overlap both on Aged and Factory New. a10acompassredpointer.trk
  24. I would assume the marketed values are for ideal conditions and probably max altitude (5km). But still it is impossible to get 10-12km in-game, doesn't matter the mission setup and approach. Weird enough I tried from 5km, I got a flashing LA at around 12km, which means you need to point towards the target to get a proper fixed LA, but as soon as I pitch down and get within the sensor gimbal limit (~20°) the LA disappears and only comes back at around 9.5km again.
  25. Both the TV bomb and missile got significantly nerfed in some of the last year updates. the lock range got almost halved and they lost the ability to track any moving target. I don't know if this is intentional to match irl specs, or if it is an overcorrection, or a bug, or just a mid-stage change of their saga to revamp some of the soviet/russian weaponry that is being made in parallel with the MiG-29 development. To this point I found no info from ED apart from some vague announcements of changes to these weapons. I'm inclined to think something is wrong. Given the Max Range indicator is very overestimating even on ideal conditions, and not so long ago the the 25T's missiles were behaving very weird lofting downward, or lofting into the aircraft and exploding right after launch damaging or killing the player. There is either a lot of changes going on behind the curtains that are causing these issues, or maybe negligence. EDIT: Upon doing some tests I could confirm the game takes absolutely no variable other than sun position in the range formula. And the best range I can get is at peak summer at noon, getting LA at 9.5km, and stay above 9km from 08:00 to 17:00, outside this time window it starts to drasticaly lose range until it goes under minimum range. On winter the max range seems about the same but the time window is much smaller, and it creates some silly situations in which you can't get LA even if there is still daylight and the target is a huge black dot on a white snow field. This all applies to the Kab-500kr too. And none of them will track if you force a launch even slightest further than LA range. The export catalog claims the range should be up to 12km, not sure if it consider sensor capabilities or kinetics.
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