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Everything posted by Wychmaster
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Yes!!!
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I think the HMD aiming is just meant to be a method to respond to immediate threads like MANPADS. If something is in your visual range so that you can actually use the HMD, you are way to close. Also saw a video where an actual Apache Pilot basically just said that. Think it was an interview by the grim reapers. However, in DCS, where you don't have to fear to lose your life, it will probably be a lot of fun, especially in VR. Flew a small training mission attacking troops inside of a city yesterday with the Ka-50 and when I ran out of missiles, I decided to have some fun. I flew close above the ground between the buildings and used the HMD to fire the 30mm at everything that appeared in my FOV. Had tons of fun, but the problem with the Ka-50 is the limited area that you can cover with the gun. You constantly need to turn the helicopter, especially if something pops up on the left, which costs valuable time. The Apache can turn its gun almost 90 degrees to each side... this will be so much fun ... hope they announce pre order soon. Summer is almost over
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Same here
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Thanks for the info
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They charged my paypal account for the money about 2 weeks ago, but I didn't receive a mail
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@1stBEAST Habe gerade deinen Beitrag von gestern früh gelesen. Finde es nicht gut von dir, dass du hier Sachen postest, die ich kurz vorm schlafen gehen lese und die mich dann vor lauter Vorfreude auf das Modul so hibbelig werden lassen, dass ich nicht mehr einschlafen kann. Shame on you! Spaß bei Seite. Wirklich toller und informativer Beitrag. Wäre ich nicht so faul, würde ich mir glatt einen Troll-account zulegen um den nochmal zu liken
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Same here. Last time I ordered something from Virpil, they transferred the money directly before shipment. I guess we will receive the shipment E-Mail today or tomorrow
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I did not use any aids. That would have been counter-productive. Don't forget, that my initial goal was to prove that the AI aims too good (which I couldn't ). You can see what I did in the track (it's about 6mins IIRC). Just make sure that you just run it and do not switch camera perspectives or it will desync. I can also upload the test mission so that you can try it yourself. The thing is, that it isn't that hard to hit as you might think. Okay, I fired 500 bullets and hit only 9 times, but the AI wasn't any better. So the AI having god-like aiming seems to be a myth, at least if the first test is somewhat representative. I will do some more testing and provide the tracks, but it will take some time, since I am quite busy at the moment. My current guess is, that the anaysis of Shadow TK is pretty accurate. Most people (me included), simply get too close and fly directly towards the target which makes it easy to hit you. I have a test planned for this case too, so we have some facts to discuss instead of pure speculation. I also partially repeated the first tests with the BTR80, which seems to be the most feared ground vehicle in the game. IIRC the lowest AI scored just a single hit at the max engagement range. I think I scored 4 hits, but I have to double-check it. As I said in my previous post, I don't know how hard it would be to hit in RL, but compared to a human CA player, the lower AI levels seem to be much worse so far. Let's see what the next tests will show us.
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Hind - Ludicrous Speed - GUV-8700 Gun Pods
Wychmaster replied to RodBorza's topic in DCS: Mi-24P Hind
You do not need to calculate each bullet every frame. After firing a bullet, you can calculate the impact point and store all dynamic objets that can potentially affect the bullets trajectory and the timeframe when this might occur. A jet at your rear that is miles away will never get in the way of your bullet. So no need to test it over and over again. This way you only need to recalculate stuff on impact or potential impact. It doesn't really matter how many bullets are currently in the air, only how many are (potentially) impacting and how many are fired in the current frame. For tracers, you just need to evaluate the ballistic function for all bullets that are visible to the camera. Additionally, i wouldn't distribute the bullet calculations over multiple threads. Causes to much overhead for so minor calculations. But I would definately let the ballistic and collision calculations run on a separate core than the rest of the simulation. Also, while multithreading is surely complicated, most stuff can be left quite simple, IF you build your engine around it from scratch. However, transforming a originally single threaded engine to multicore is hell... and that is the problem that ED seems to be facing. -
Exactly
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Who doesn't Have you a link where Virpil mentioned that they consider it?
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@Thermal thanks for the detailed test. However, what I am really interested in is if the reduced precision has any actual effect when flying a Helo, especially in a hover where you need small adjustments to maintain altitude. I mean, you have this big lever to make small adjustment with rather large control movements. When I am hovering with my warthog throttle, I do really small adjustments but I have no clue how many of the possible values I skip over during one adjustment. Maybe I just don't need that much precision, even though it is certainly nice to have. So my question is, how does it feel in action? Additional question: Do you know the exact resolution? IIRC one of the reviewers mentioned 10 bit. Is this correct.
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DCS Mi-24P feels very twitchy
Wychmaster replied to Hummingbird's topic in Controller Questions and Bugs
Well, if you want to restrict yourself to real life procedures, I can understand and accept that. However, could you at least give it a try and report back if it gets better without the AP channels? I mean it is still all WIP and it might help to understand where your problem comes from and to find possible bugs in the AP implementation. In the end, the APs job is to make the pilots life easier, not worse. -
Confirmed. When creating a quick mission I usually wonder why I can't select any livery for the hind. Answer: Default country is USA.
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DCS Mi-24P feels very twitchy
Wychmaster replied to Hummingbird's topic in Controller Questions and Bugs
I think we found the problem. You are using the AP channels. They are probably WIP cause in their current state i think that they cause more problems than they solve. Yaw AP might be correct and it is just not my thing, but the pitch AP has an oscillation problem that is most obvious at 150 kmh, but I have also experienced it during hover taxi. Try turning off all AP channels and see if it still feels so weird for you. When I forgot to turn them off during a hot start, I usually recognize it really fast because of the weird input response of the hind. So give it a try. There is also a switch to turn off the yaw damper, but that makes the yaw inputs extremely sensitive, which requires a lot more concentration during a hover if you want to keep your nose steady. -
Also worth mentioning that you won't get a tone for some seconds after you hit this "something"-reset button. This was confusing me at the beginning
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Did some first tests today and saved the tracks (see below). Test was a single stationary HMMV shooting at a KA-50 that was flying (90kts at 1000ft) a rectangle around the HMMV close to the maximum threat range. Test ended after the ammo was depleted. I tested all AI skill levels and tried hitting the target myself. The number in the track name represents the number of hits I counted in the debriefing. As you can already see, I achieved almost as many hits as both of the highest AI levels. So in this simple test the AI aims not exceptionally well compared to a human player. Obviously, I can't compare how hard it would be to hit with a real .50cal with all the recoil and the iron sights instead of stable mouse aiming. So lets keep the discussion on human player vs AI. I have to admit I was just repeating stuff that I read elsewhere without performing any tests myself. So I will correct this mistake by performing some more tests. The problem I see with the given example is, that the helicopter is flying at constant speed and altitude. Once you know where to aim it gets easier. This advantage would be gone if the target flies wild evasive maneuvers. On the other hand, with some training, you might get better at it. I do not know so far, how to set up a more or less reproduceable test, but I will figure something out. The next test would be to aim from a moving vehicle. My guess is, that the AI accuracy won't be affected while it will get harder for me. But let's see. However, after this first test session, I think that your assesment of the situation is probably right. So thx for reminding me that repeating stuff without validation is dangerous. average_hmmv_4_max_range.trk good_hmmv_2_max_range.trk excellent_hmmv_10_max_range.trk high_hmmv_10_max_range.trk me_hmmv_9_max_range.trk
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50 .cal hummers are the ones where it is most obvious, cause they use an analog gun with no stabilization, magnification and guidance assistence. I will test how accurate they currently are and post a track as requested by Shadow KT.
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Gratulation zur erfolgreichen Rückkehr. Da sind wir aktuell weniger erfolgreich. Wir fliegen gerade eine Übungsmission die ich in Syrien gebaut habe. Im Grunde fahren da ein haufen Konvois unterschiedlicher Zusammensetzung ihre Kreise auf Straßen. In dem hügeligen und bewaldeten Gelände ist es trotz cheaten (gucken auf der F10 Karte) schwer die Gegner überhaupt ausfindig zu machen, besonders wenn man NOE fliegt. Deswegen steigen wir im Zielgebiet mit laufendem Countermeasure-Programm nach oben um sie zu spotten. Das endet dann meistens mit dem Spotten durch "Rakete im Cockpit"... Auch das präventive Flaren scheint nicht so richtig erfolgreich zu sein
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Mal eine andere Frage: Hat wer von euch getestet wie gut die Trefferquote von Stingers gegen einen Hind mit aktivem CM programm sind? Habe das Gefühl, dass die Flares mit 2 Sekunden Intervall einfach zu wenig Effekt haben. Ich starte vor dem hochsteigen immer das 16x2 Sekunden Programm. Trotzdem schalten mich die Stinger relativ zuverlässig auf und treffen auch. Ich kann jetzt nicht genau sagen ob ich im ME die IR Supressor aktiviert habe, das könnte ggf. ein Grund sein. Wie sind da eure Erfahrungen und wie geht ihr gegen Stinger vor? Damit meine ich jetzt nicht MANPADs sondern Sachen die man auch durch rausgucken erspähen kann: HMMVs oder Linebacker Bradleys? Nehmt ihr die mit Shturms auf sichere Distanz auseinander?
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Did some testing as well yesterday. As others stated, the bullets mostly don't do anything from the front. But from the rear you can hurt bradleys and strikers from a compfortable distance. Managed to get kills against both with the impression that the bradley is a bit tougher.
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Okay, give me some time to create asome tracks.
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Das ist mir bekannt, nur mit einem hektisch manövrierenden Piloten zählt jede Sekunde um die Gyros zu retten. Wenn ich in VR erst nach der Maus suche ist das ggf. zu lange
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Konnte noch nicht reingucken, aber hast du auch zufällig schon den observe schalter gebunden? Also, on/off und toggle, da diese aktuell nur mit tastatur belegt werden können