

Rosly
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Everything posted by Rosly
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Currently while tracking targets by radar in STT the TGP in A-A mode is driven without any dampening of the seeker head movement . It seems its elevation and heading is instantly updated with refresh rate of STT tracking. As result the TGP image shakes and creates artifact's like tearing and ghosting (especially in VR) In reality TGP seeker head has natural physical acceleration and speed limits which naturally smooth out the movements of the head (azimuth and heading corrections to look at target when supplemented by STT and not tracking by contrast) This seems to be a simple fix in code to add acceleration and speed limits to change of azimuth and elevation for small angular adjustments of TGP when it is not tracking targets by contrast, but instead is driven (updated) according to STT updates from radar. This would remove jitter and ghosting as well as make TGP movement more realistic (mean close to real by flowing physic limits).
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I see a general lack of possibility to integrate mission elements with avionics. The example form the topic is to be able to give players the sense of a bit more human wingman to share datalink targets. It would be great if instead of sending cords over voice narration (which player has to manually type into flight computer), mission makers would be able to just trigger mark-point data sent (from lua or event scripting) to player occupied flights. This way missions would be far more immersive as we would be able to simulate real coordination in the flight during the attack. Now it is a bit funny that during the heat of battle you need to type anything, or you need to bend the narration in a way that target location is known before the attack phase (sadly).
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On Mission 6 I got right engine failure. There was flame ans stuff and I could not ignite engine back. I needed to abort the mission. Latter on I noticed I have "random failures" set to ON in my options and it seems I was unlucky enough that it fired during the campaign mission. Also it seems missions from this campaign does not force it to be off (I checked mission 6 in editor and it seems to be so). @baltic_dragon was this overlook in mission setting which does not force random failures to be off? Improvement proposal: If users have this setting to be on, there should be an option to abort the mission if a failure occur and does not allow to finish the mission. Or the mission should overwrite the user setting and force it to be off if the mission does not implement such mechanism.
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Ok I reproduced the problem and recorded it on video. Seems the root course is the ED update for sensitivity levels of A-10 radios. To put it simply, this defines now much range each radio has with given TX power on the transmiter side. It seems the unit which is transmitting is not our wingman and once we flew out of range (or we mask the transmiter by terrain) we are no longer able to hear it. I was able to overcome the problem by switching to more sensitive ARC-210 radio, by setting FM freq on it. I was even able to confirm the FM radio is still able to receive the transmission, though with high level of static. You can switch the squelch and be able to hear something, but it is not pleasant nor well understandable. Once I got closer to Nelis the problem vanished. Question to @baltic_dragon what is actually a transmission source for Mission 2. If you used "RADIO TRANSMISION" action, than it needs to use ZONE bound to unit in order to drag the zone with the unit. Otherwise the static zone might be masked by terrain or the power will not be high enough, after recent updates to radio loss and power transmission calculations. Also the zone size does not make any difference, as for this action the zone is used to mark the position, not the range of the reception (this is defined by transmission power). The zone is only used for its center position which defines the position for transmiter. Or you can use Lua script and make unit to transmit on radio, which is far more handy but requires to code conditions in Lua and not in mission TRIGGERS. Video is long (and sorry for some Polish curses) so here are some time marks: @18:00 - there is sudden abrupt in FM coms. I'm switching squelch on FM and able to hear some parts of transmission over heavy static. This confirms again the transmission is on correct frequency and the problem is the reception level in this specific location. Question is who is transmitting (which unit). My wingman is right next to me, so it cannot be him. @18:38 - funny enough the transmission go back to normal @22:43 - again FM transmission problems, same story. By switch squelch I'm able to hear something over heavy static @28:43 - I decided to switch to ARC-210 radio for FM freq and overcome the problem of able to hear the narration. I'm playing around with squelch, freq or remain part of the video to proof I'm able to hear on both radios, though the FM one seems to have lower RX sensitivity and this seems to be a source of the problem.
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I just played mission 2 and while having all freq set up as required I do not hear no narration from IP past somewhere middle between WPN2 & 3. I do not use easy comm and this seems to be connected with FM radio range and location of the radio transmission as triggered from the script (from unit I guess). It seems when on realistic mode and range and terrain occlusion is simulated, those coms are not played. As a result I'm flying in silence and just from time to time I'm getting F10 option to be able to ask to repeat last, but nothing in played. When I'm getting closer to Nelis I start to once again hear the coms.
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reported Entering "." into manual freq for radio crashes DCS
Rosly posted a topic in Bugs and Problems
Simply try to enter single "." as manual frequency -
As said, it works only for MP exe. For SP exe it renders 4 views in 2D view window and cursor is offset and doubled.
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For anyone looking to get proper cursor rendering while using quad view for Aero on OpenXR -> use multithreading version. Single threading version renders game window in 2D with 4 views and this seems to be connected with improper cursor rendering in VR. Multithreading seems to render differently and it only outputs single combined view in viewport which seems to be a working solution with proper cursor render in VR.
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For anyone looking to get proper cursor rendering while using quad view for Aero on OpenXR -> use multithreading version. Single threading version renders game window in 2D with 4 views and this seems to be connected with improper cursor rendering in VR. Multithreading seems to render differently and it only outputs single combined view in viewport which seems to be a working solution with proper cursor render in VR.
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Possible to change the default FOV for the cockpit ?
Rosly replied to FZG_Immel's topic in DCS: F/A-18C
In case somebody still looks how to solve this, for F-16 you need to change this line tab.viewAngle = tab.viewAngle or 69 in \DCSWorld\Mods\aircraft\F-16C\Views.lua -
OK, though seems not always. Thanks for clarifing.
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Seems JHMCS appear once the gear are up. Veeeery strange... Does mission 3 expose some DCS F-16 module bug, or this is scripted?
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Yes I know. Switching NVG and JHMCS back and forth does not make a difference. So I'm assuming it is working for you in mission 3?
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From some reason I do not have JHMCS in mission 3. No clue. Seems to be set in mission editor but it lacks while starting the mission. Just for completes it works for any other mission. Is there custom scripting which disables it for narration reasons?
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Have the same observation. The wind does something strange to JSOW bomblets. Even small wind cause huge difference in effectiveness of the bomblets, They hit the target but the kill ratio is different depending if there is a wind or not. Very strange.
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I guess we should add a counter for wasted life hours xD Just to give some ED developers a number for considerations about design decision consequences. In example of how many hours of frustration they caused.
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Throttle off/idle movement without "finger lifts"
Rosly replied to Rosly's topic in Bugs and Problems
Makes sense. -
I'm able to move the throttle from off to idle without lifting the "finger lifts" in fold and dark startup. In doc it is stated it should not be possible: " they need to be lifted to move the throttles from IDLE to OFF position."
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Please ... If this is actually how it work's in reality, than it already should be a meme. Are you telling me the TEDAC - which has bazillion of buttons does not have a switch for the most used and probably the first function which cames to mind in terms how efficiently pass target information between pilot and CPG? Whaaat?
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fixed Cold vehicles right after mission start - No IR signature
Rosly replied to Rosly's topic in Improved FLIR System
Didn't yet verified the fix, but I'm expecting that starting a mission ground units will have the engine termal signature clearly visible as if they would be in move just minute ago. This is important for training missions which are usually started from hot plane in air. The cooldown should not be shorter than say 15-20 min (as typical vehicles in thermal). -
There is similar issue with mission 5. Overload 7-1 and Pontiac 7 both reporting positions after every dialog line. Got this on video
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No it was ST. I think it would be enough to detune this unit from frequency. Not sure why it constantly reported the same waypoint over ond over again.
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In Mission 4. PREVENTIVE BLOW, the Overlord 7-1 is on one of the comm frequencies and constantly reporting about "on station" which breaks the narration radio transmissions. I think this is overlook as in no other missions units reported their positions.