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Aenonar

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  1. The cover on the visor really shouldn't be on when flying... Sure it should reduce the light intake but not all the way to 0.
  2. Remember that we don't know anything whatsoever about the settings they had on the radar in those movies. Brightness, gain, LOG/LIN, filters etc. For all we know - or rather really should assume - they could have used poor settings rather than literally show the entire world our top of the line AJS37 radar capabilities in a public movie.
  3. As others have mentioned, the radar screen is completely unusable now and would never have passed operational service IRL.. Previous one was much closer to IRL so the patch for that should simply be reverted. And I'd say the same about the EP13 sight. To be able to see anything at all you need to reduce brightness to near 0, anything else just makes the image pure white. Contrast has little use as the image is very bright overall even with brightness at 0, the actual contrast seem to be light gray vs dark gray rather than white-black? And once you've found something slightly usable it's extremely difficult to even see targets now? As if the zoom is extremely low. I can see the targets way better looking out through the canopy than even through the enhanced zoom RB75B, where you might be able to differentiate a tree and a tank at about 5km. Now that you've managed to find the target and lock onto it the little opening that forms around the target is only a few pixels wide, so tiny that you might not even notice that you managed to get a lock. I sincerely doubt that this is anywhere near realistic as I wouldn't accept something like that into operational service... Noted that the cover for the CK37 display has been tilted way back now as well. The default seating position before was quite a bit too far back and is this new tilt based on that position or actual geometry from the real aircraft? Can't quite get a good seating position now... The new enlarged HUD fits pretty good in my more forward position but the CK37 display is then slightly difficult to see.
  4. The thrust reverser doesn't activate until the front gear is compressed. So if you're a bit too fast with applying full thrust you might fire up the afterburner before the thrust reverser deploys
  5. Whatever you call them it wouldn't be tolerated. The cleaning instructions in the manual are extremely pedantic about not screwing up the glass.
  6. Gear numbers wasn't enabled on the default Viggen skin/model in the last stable patch but they are currently broken anyway.
  7. I've seen this mentioned before (I believe in a feedback thread) but just to make sure it's actually being tracked: The right engine cover is supposed to have an "H" (Höger - Right) on it rather than "V" (Vänster - Left)
  8. I already reported this in the Feedback Thread AJS-37 Viggen - Update April 13th 2023 thread but unfortunately it wasn't fixed before release... Gear numbers 0-5 display fine on the gear doors however if you have numbers 6-9 they become more and more misaligned and completely unusable. The gear number was also typically a solid black decal with M number so it shouldn't be faded like it is in game. Can this be fixed in a nearby hotfix or will we have to wait several months until the next major patch before we might see a fix? Want to know if I should spend time making a temp fix with manual offsets in the args/texture or if I can just wait a little bit before releasing the next skin pack for the division I'm in. gear number bug.mp4 I also reported that while the tail numbers are in a better position they're too close together. Basically the front number should be moved a bit more forward to spread them further apart as very few aircraft had them that close IRL. At the moment basically only ID numbers with 1 in them have an appropriate spacing.
  9. ..........................This bug wasn't fixed before release...................
  10. Gear number now "works" and can be worked with, although only 0-5 6-9 are out of sync and not aligned properly to the texture. Both are still very faded as well when IRL they were pretty much solid color decals, high vis red/orange and solid black The distance between the numbers works now or ca be made to work with some texture tweaks... it's like just at the minimum distance of ~50 different aircraft I compared it to, half are around where it's at (depending on the number combination giving a bit more air) and the rest have about 20-25% wider gap. Like 56 in the pic above is pretty squashed together And if anyone else wants to play around with them, texture can be found in the texture folder in CoreMods: {"HB_VIG_EXT_DoorTacNoFirst", 0 ,"HB_VIG_TacNo_Black",false}; {"HB_VIG_EXT_DoorTacNo", 0 ,"HB_VIG_TacNo_Black",false}; custom_args = { [851] = 1 }
  11. Spoken to a Viggen pilot and it seems like the current function in the aircraft is actually correct, SFI is weird/wrong or something... So I guess that issue can be scratched
  12. Here's some resources I've made if you want to add in wing numbers as well, feel free to use them Placed the numbers 408 pixels between each other and the color is #eff5e7 HB_VIG_TacNo_Wing.psd General position and size on the wing
  13. Didn't see this thread until just now but much better placement on the tail numbers! They are very squashed up against each other though, there needs to be a spacing between them of about 40 pixels/20% of its width, whatever that is in the board number system... The rear numbers position is pretty much spot on so it's the forward one that needs to move. (Bord numbers in the darker red) I messed around a bit with the texture but even with the best I can do it still looks too squashed up... I tried to get the gear numbers to work but I could only get them to appear with argb 851 set to 1, but the numbers themselves didn't change based on the bord number. Couldn't do a full check but the front/back position looks good, they could be and a bit wider though (without reducing the spacing any more), like 10 pixels/10% and about 20 pixels lower... Not sure how much you can tweak it in the texture later as I couldn't get it to work. Also they're very faded for some reason? I unfortunately don't have the IRL dimensions of them but all of the gear door numbers, the tail numbers etc are standardized decals with inventory M-numbers Would be awesome to see the wing exercise numbers as well but can manage without them for now
  14. Swedish De Haviland Mosquito J30 S.Nr.30001 Röd Adam (Red A) from first division at F1 Hässlö. This livery is based on the Swedish night fighter variant of the Mosquito which featured a radar in a bulbous nose and a 4 blade prop. Sweden bought 60 of this type in 1948 and assigned them to F1 Hässlö as a night fighter unit and operated them until 1954 when issues with the airframe breaking apart from unknown reasons got too bad and the aircraft was temporarily replaced with the De Haviland Venom (J33) as it had to be retired earlier than expected. The remaining aircraft were unceremoniously cut up and burned so none survive today. https://www.digitalcombatsimulator.com/en/files/3329603/
  15. There is currently a bug with RB75 if you have unlimited weapons the reload triggers the 3 minute cooldown of the sensors, so potentially that?
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