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Ithronwise

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Posts posted by Ithronwise

  1. In point track mode targeting pods are able to follow a moving ground target automatically and of course to illuminate it with the laser, otherwise you would have a hard time to hit it with a laser-guided maverick or hellfire. The same technique should work with LGB's. The bomb follows the laser and as long as the target is in range it will be hit.

    • Like 1
  2. 6 minutes ago, SkateZilla said:

    There is no dedicated "Airbrake" on the Super Hornet, the Control Logic just extends specific surfaces to increase drag. these surfaces change depending on AoA, Flap Position, Gear Position, etc etc. most of the time the LERX Spoilers arent even used.

    with the USN Blk III Order and Upgrade program, the RAF Upgrade Program, Germany's Split Order. The line will be around for a while.

    Unfortunately Germany will not buy the Super Hornet/Growler anymore. Instead they will buy F-35A as nuke carrier and a modified two-seater EF-2000 as electronic warfare platform (which has to be developed first).

  3. 39 minutes ago, Hiob said:

    I think, every conversion that is done file by file, should also work in bulk. I can’t see why not. Given that the utility supports batch/bulk processing.

    For now, thanks to the efforts of you guys it’s not needed, but I‘m thinking of future iterations of similar problems.

    I think the problem is that the program that Eight Ball has used for a batch conversion didn't ask him for a compression level and just used a default one. In paint.net you can choose which compression level do you want if you save a file as dds, but as far as I know there is no batch function in paint.net.

  4. I have played a little Sherlock Holmes and compared the folders file by file. The missing file in the Texture folder is uncriticical because in the original folder the OV10_PILOTE file is existing twice, first as dds and second as png (whyever).

    In the Cockpit\texture folder there are two files which aren't exist in the folder of crazyeddie:
    OV10_cpt_viseur_bille_NRM.png
    OV10_cpt_viseur_reglage_NRM.png

    I will change them into dds files and copy them to the other dds files. Then I will test whether the issue is still there.

     

    EDIT:
    Ok that's it. Issue solved.

    Issue solved.jpg

     

    EDIT 2:
    Here you can download the missing dds files:
    Missing files of Cockpit_texture_Folder.zip

    You have to copy them into OV-10A Bronco\Cockpit\texture

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  5. I have found a small issue (see picture):Texture Issue.jpg

    I have compared the number of texture files in the folders of the unchanged mod with the number in the folders by crazyeddie and it seems that there are some files are missing.
    Original Texture folder: 150 files
    Crazyeddies Texture folder: 149 files

    Original Cockpit\texture folder: 290 files
    Crazyeddies Cockpit\texture folder: 288 files

    Because of the large number of files it is hard to say which texture is missing.

  6. I have just tested the dds files by crazyeddie. The readability is much better now and seems to be the same as with the original png files. The loading times and performance are still awesome as they already were with the dds files by Eight Ball. Now I use the cockpit textures and other textures by crazyeddie and a mix of dds-based liveries by Eight Ball and crazyeddie. Great work, guys and many thanks to you both.

     

    With crazyeddies DDS files:

    CrazyEddies DDS files.jpg

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  7. 7 minutes ago, Hiob said:

    You're right. My visuals matches your screenshots. I wasn't aware of the degradation since I didn't make a proper A/B-testing. Perhaps you should tag @Eight Ball, I'm sure it can be worked out. All (most?) of the other modules also uses .dds after all.

    Yeah, I think it has something to do with the compression level of the dds files.

    • Like 1
  8. @Eight Ball With the dds files by Eight Ball the loading time and the performance are much better (no stuttering and fps drops anymore when I look around in the cockpit). Unfortunately the readability of the cockpit instruments is much worser than with the original png files. It seems as if they wouldn't be "anti-aliased":

    With original PNG files:

    PNG files.jpg


    With Eight Balls DDS files:

    DDS files.jpg

    • Like 2
  9. Is there an update? Because this bug becomes very plesky. As long as ED isn't able to create dynamic campaigns, a lot of us want to build our own complex missions and campaings. If we have to check whether the chosen skins are still there every time we reload a mission in the Mission Editor (and this for dozens of units in the worst case), then this is a waste of time and very annoying. Every minute we have to deal with such a bug we don't fly, and if we aren't able to fly we are losing our motivation and if we are losing our motivation we will stop buying modules. Something to think about.

    • Like 1
  10. On 9/17/2022 at 11:32 AM, UN9249 said:

    i have deadzones under my table, which physicly dont let me push pedals all the way, cause thereis a wall. i am the person who put dead zones and curves to max input as possible. this option really needed.

    I am deeply sorry for you. In this case you are right, it would be necessary to have an option for an alternative nose wheel steering.

    • Like 1
  11. 1 hour ago, mmcintosh said:

    Good for you. I find it $%#@! annoying. I agree there should have been an option for it because although all the real rudder pedals in the real A-4E are probably just fine not all simulation pedals and sim flyers are created equal.

    Did you have set deadzones for the toe brakes of the Logitech Rudders in the A-4E-C control settings? I have deadzones of 25 on both toe brakes. This prevents the Skyhawk brakes from reacting to the slightest movement of the feet, what would resulting in unwanted moves to the left or to the right. So, you have to hit the brakes short and hard to steer the plane. This is much easier than trying to steer the aircraft by gently kicking the toe brakes.

  12. 20 hours ago, Jel said:

    So I´d say let´s drop this task since even IF we get it to work, the cargo wouldn´t remain static on the deck anyways.

    The only way to avoid this would be to deactivate the cargo as soon it is dropped on the carrier deck and then activcate another one identical cargo unit which is linked to the carrier ( but I am not sure whether static cargo can be linked to a ship). Somewhere exists a script named simpleStatics.lua. I have it in my Scripts folder and it works very well (I used it in some complex missions) but I cannot find it anymore here in the forum or in the internet. With this you can activate and deactivate static units as you wish.

  13. Sorry, I meant "Triggered Waypoint Action" (as I wrote I tried from my memory). Now I am at home and I tested your mission. I understand your problem and tried to solve it . But the closest I get is this what you can see attached. Unfortunately the Mission Editor is very limited and the DCS AI is artifical unintelligent. I am afraid the only or at least simpliest solution is to set the carrier speed to zero. Or you give tools like M.O.O.S.E a try.

    Cargo Test modified.miz

    • Like 1
  14. 40 minutes ago, Jel said:

    Yeah but as soon as i specify the cargo zone as unloading zone for the chopper, it flys there and unloads. It doesn´t follow the moving zone with the carrier, instead the chopper unloads where the zone initially was placed - which is the core issue here. So your trigger 1 already won´t work because the chopper never enters the moving zone.

    You don't need to specify the cargo zone as unloading zone, therefore you have the Advanced Waypoint Action to unhook the cargo (e.g. "cargo 1"). And Trigger 1 works, because it doesn't say any more as: If "Cargo Chopper" is in the moving zone "cargo zone" of the zone unit "carrier" then set "flag 1" to On.

    Trigger 2 says: If Flag 1 is true then push AI Task unload/unhook "cargo 1" (the Advanced Waypoint Action you set)

    Trigger 3 says: If "cargo 1" is unhooked in zone "cargo zone" then send message to all: "test"

    To be sure that the helo is flying to the carrier you could set a waypoint task "Follow" (e.g. for a waypoint somewhere near the carrier route) and set its values that the helo hovers directly over the carrier with synchronized speed.

  15. 43 minutes ago, Jel said:

    To make the chopper do a cargo transport i have to specify WHAT he sould load and WHERE to unload (zone). So if i set the chopper to the activating unit, he still doesn´t fly to the carrier but instead to thhe position the zone was placed. My problem is, that the zone should be on the carrier and not static.

    I am not at home at the moment, so I will try from my memory. First you have to create an Advanced Waypoint Action for unit Cargo Chopper to unload/unhook the cargo.

    Then you have to create the following triggers:

    Trigger 1:

    Type: ONCE

    Conditions:
    UNIT INSIDE MOVING ZONE =
    Unit: Cargo Chopper
    Zone: cargo zone
    Zone unit: carrier

    Action:
    FLAG ON =
    Flag: 1

     

    Trigger 2:

    Type: ONCE

    Conditions:
    FLAG IS TRUE =
    Flag: 1

    Action:
    AI TASK PUSH =
    Action: unload/unhook cargo

     

    Trigger 3:

    Type: ONCE

    Conditions:
    CARGO UNHOOKED IN ZONE =
    Zone: cargo zone
    Cargo unit: cargo

     

    Action:
    MESSAGE TO ALL =
    Message: Test

     

    The problem is, I am not sure how long the helo needs to drop the cargo. If he takes too long time, then he drops the cargo into the sea because the carrier moves on.

  16. 10 minutes ago, Jel said:

    I set my unit "carrier" as zone unit, i select the zone "cargo zone", and i select the same unit "carrier" as the unit to trigger the - trigger. As action i set "message to all: test"

    You have to set the Cargo Chopper as unit to activate the trigger. Translated in a syntax: If "Cargo Chopper" is inside the moving zone "cargo zone" of the zone unit "carrier" then start action "message to all: test".

  17. There are many pictures and videos on the internet showing that the USN Super Bugs (and Growlers) regularly use the outer pylons. All kinds of weapons can be carried there that can also be carried on the two inner pylons (AMRAAMs, Sidewinders, guided and unguided bombs, HARMS and so on).

    Five minutes google search:

    military-fa-18e-super-hornets-wallpapers

    771504a6db61a596638f38922b81beec.jpg

    F+A-18F+Super+Hornet+Aircraft+Wallpapers

    image.jpeg

    327b7c1c24c780861d4f654caa15b94b.png

  18. 19 hours ago, mmcintosh said:

    I too have deleted the MOD. I use Logitech rudder pedals, not the best out there but usually quite usable. In the A-4E they are [expletive] useless.

    I also have Logitech rudder pedals, but I have no trouble steering the A-4 precisely. I control the little bird by short, alternating kicks to the left and right toe brakes. If you try to stand on the left or right toe brake to force the plane in the direction you want to go, you will lose that battle.

    • Like 1
  19. Hi pet333r,

    thank you for you reply. I downloaded the latest scripts-extended.zip from github and copied the contained folders to the Saved Games\DCS Folder. The MFD's are working much better now (no more connection problems). However, the map is working only sporadically and it seems it depends on the used plane. In the F-16 the map shows the position and the heading, speed and altitude information of the plane very reliably. In the Hornet or the Harrier it only works sometimes, mostly not.  All over features (UFC, right consoles and so on) are working fine.

    On 7/30/2022 at 4:31 PM, pet333r said:

    As for the minimization of DCS after starting DCSUtil, I have not encountered such behavior yet, nor has anyone written about it before, I will check what may caused that because it's a bit strange

    With some testing I have found the cause of this behavior. It is Windows-related and has to do with the kind how I am starting DCS. I have a folder on my desktop which contains the shortcuts of all of my games. When I open it and click on the DCS shortcut the DCS window runs in the foreground, then goes into the background (behind the opened games shortcut folder), then starts in fullscreen and as soon the DCS menu screen is showing (and the DCS Util.exe is starting) Windows minimizes DCS to the task bar. This behavior is only showing with the installed Script Configurator for your app.

    But if I am starting DCS without opening the games shortcut folder (e.g. by a DCS shortcut directly in the task bar) or I close the games shortcut folder right after DCS is starting, DCS stays maximized and in fullscreen the whole time with the DCS Util.exe running. So, obviously it is not a problem of your program but one of many Windows "features".

    Best regards,
    Ithronwise

  20. 33 minutes ago, Falkaroth said:

    Hi. Ich habe nur nen 60 Hz Monitor. Sofern ich V-Sync ausschalte sehe ich streifen in der Mitte des Bildes. Daher ist V-Sync off für mich keine Option. Dieses hilft garnicht. Dennoch danke ich dir fürs Feedback.

    Du könntest DCS auf 60 fps limitieren. Entweder über die autoexec.cfg im Ordner Saved Games\DCS\Config (options.graphics.maxfps = 60) oder über die Nvidia-Settings (dort müsste es auch einen fps limiter geben), dann solltest Du auch ohne VSync keine Streifen mehr haben, da die max. Framerate des Spiels mit der max. Bildwiederholfrequenz Deines Monitors überein stimmt und DCS bzw. die GraKa nicht mehr versucht dem Monitor höhere Bildraten zu senden als dieser darstellen kann. VSync macht ja auch nix weiter als die max. Framerate des Spiels an die max. Bildwiederholfrequenz des Monitors anzupassen. Grundsätzlich würde ich Dir allerdings raten (sofern es Dein Budget erlaubt), einen ordentlichen Gaming-Monitor mit höhere Bildwiederholfrequenz und G-Sync zu kaufen. Der würde defintiv besser zu Deiner PC-Konfiguration passen.

  21. 13 hours ago, Voodoo_One said:

    Dann hau Mal einige M.2 raus oder besorg ein richtiges Mainboard (und CPU?) mit genug Lanes. Ggf. anders elektrisch anstecken, damit die Lanes besser verteilt sind (-> Handbuch vom MoBo)

    Sowohl seine CPU als auch das Mainboard sind mehr als ausreichend dimensioniert (guck Dir die Spezifikationen an). Und PCI-Express 8x zu 16x machen keinen so großen Unterschied (dürfte im einstelligen Prozentbereich liegen), jedenfalls wäre das kein Grund für eine derart bescheidene Framerate, erst recht nicht in Full-HD. Ich hab "nur" ne RX 6700XT, die ebenfalls "nur" auf 8x läuft wegen zweier NVMe-SSD's, und habe mit fast allen DCS-Grafiksettings auf Max bzw. Hoch und WQHD-Auflösung selbst über sehr GPU-lastigen Bereichen (Tiefflug über Guam z.B.) mindestens 40 fps, ansonsten 60 (die FPS habe ich auf 60 limitiert, ohne Limitierung so um die 90 fps).


    Ich denke, das Hauptproblem liegt wohl im Vsync.

    20 hours ago, Falkaroth said:

    Spiele nicht ohne Vsync.

    Da er das aber nicht deaktivieren möchte, wird es schwierig, das Problem zu lösen. Treiberprobleme, Probleme mit Overclocking, Hardware-Inkompatibilitäten und komische Windows-Settings (Thema Spielmodus, XBox Game Bar oder Vollbildoptimierung z.B.) können natürlich zusätzlich eine Rolle spielen.

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