Jump to content

Aenonar

Members
  • Posts

    24
  • Joined

  • Last visited

Everything posted by Aenonar

  1. When spawning in the FR22 base selector rotates up until it reaches the base you spawn on. This is sort of weird by itself but there's also an issue with it. When spawning on Kola map on a non-Swedish airfield the FR22 tries to reach that airfields base number, but all 69 base numbers in the FR22 are already used by the Swedish airfields (like IRL). However it continues to endlessly trying to rotate itself upwards to reach this unreachable base number, effectively disabling the ability to rotate downwards again. To contact any non-Swedish airfield you need to use the manual minus button which would be expected, but this is also the only viable way to reach the Swedish airfields as well if spawning on a non-Swedish airfield. However A,B and C channels etc are unreachable since the base selector is unusable and the manual channel selector can't go that far down.
  2. 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.
  3. 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.
  4. 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.
  5. 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
  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?
  16. Well, unfortunate that the ID number size and position wasn't changed and added to the landing gear before the patch release... Next patch maybe? When and where will the new paint kit be released?
  17. Feedback regarding the tail numbers - Awesome to finally get them as it could significantly trim down my divisions skin folder (20+ Viggen pilots in a session) 1. The numbers are placed a bit too high and much too small compared to the IRL camo versions. Would be cool if you could add several version of it like other aircraft have so you can pick and choose. 2. The number is virtually always applied to the landing gear covers as well in (generally black). 3. A bit of a bonus but while doing the others it would be really cool if you could add the numbers to the top of the wings as well in (usually white or orange dayglow) which were used during some exercises. I don't remember if you can add multiple colors for the tail numbers or if it's one overall, but there's usually 3 different colors for Viggens ID number so at least 2 would be required... The size and position difference: I've compared somewhere around 20-30 different aircraft to get the general average size and position for the numbers.. The small faded one is the automatic one and the large one if from my own skin. For some reason the automatic one shows through by default, so that's a bit of a bug as well... Example for the tail number + landing gear number Example wing numbers: For the future I have some further feedback about the textures: I have yet to publicize my Viggen skins I made over a year ago but the in game camo pattern isn't anywhere near correct apart from most of the left wing and partially right wing... The ones I've made are probably more around 95-97% accurate. Some details and 2 decals are missing plus things I can't do much about like missing antennas, although I've done some simulation of them. Plus some local variations apply as well IRL... But if you're interested in updating yours to a much more correct one you're welcome to copy it. In general there's a lack of details on the underside of the aircraft and there were a few model issues I found while doing it, like model parts placed on top of others. For example: The antenna right behind the cockpit can't be colored red as it should and the tabs on top of the canards are also placed on top of other parts. The pylons have mirrored textures. There's several exhausts and hatches missing on the underside. Doppler radar behind the front gear. Antenna missing from the underside of the right wing. Some type of receiver in front of the canopy (forgot what it did) My Viggen pattern: Stuff missing:
  18. The flare bomb offsets seem to be incorrect in DCS (not just the drop pattern). HÖ = Left offset VÄ = Right offset No clue why they did it like that... I kinda prefer the way it is in DCS, a bit more logical. "If radar release is to be used during the assault to the target then the range selector is set to mode VÄ or HÖ" Mode HÖ is used when the attack is made from the right och results in that the flare row will be placed so that the target is to the right of it. Compare picture 122. Vice versa mode VÄ with attacks from the left, which means that the flare row will be placed so that the target is to the left of it."
  19. Done some more testing and while I haven't been able to recreate the 10km drifts I had the first time I've found a few things... Wind speed is displayed wrong in the CK37 CI points about 5° off from the SI with a 90km/h crosswind Drift if more significant when starting from the ground (potentially due to the LS sync from increased/decreased takeoff due to headwind vs tailwind) Drift is reduced when wind is input manually, albeit it should no longer update via doppler Time standing on the ground prior to takeoff doesn't seem to have any effect of the drift. (We have previously theorized about the NAV system drifting along with the fuel going down over time while on the ground) More testing required as sometimes the nav system drifts several km away while not doing anything "weird"...
  20. 1. Yep I missed the "blows to" as coming from is just the default in aviation... Another notch in ME weirdness. But that makes it pretty weird that it worked better when we manually input the wind direction shown in the ME, which then should be 180° wrong... 2. Got lazy when I took screenshots for this thread so I just picked the default ME FL of 2000m. Unsure if it works or not IRL however the error in game is even worse at 500m. With 90km/h winds at 180° (0° blows to) at 500m altitude it displays 180700 However.... Things just got even weirder because earlier we tested this for several hours and the results were always the same. Wind active and no manual change would result in BK90's missing and the nav system failing in all wind speeds. Earlier today when taking the screenshots again the BK90's went off and the nav system failed. Now however when using 90km/h winds again... It's flawless without any input needed, except that the windspeed in the CK37 is displayed wrong... Edit: Sum up from this latest test with 90km/ winds, 100km distance at M0.8: SI pointed me to the right place, BK90 dropped to the right place (within 50 meters ish, should have been way more), CK37 said speed was 70km/h and towards the end the CI was about 5 degrees off, so half the nav system slid away in the wind... Hell I thought I finally had figured out what was wrong with the nav system drifting off with wind... So I guess it's an intermittent bug or something else...
  21. There has been an issue with the navigation system slowly drifting off for years now but recently I found both an error and a possible semi-fix while waiting for Heatblur to fix it. The bug: If a mission for example has the wind settings with a direction of 090° and 10 m/s (36km/h)the Viggen will report it as being 270330 in the CK37 on Vind/Ruta/Mål, aka direction of 270° and 33km/h (9,16 m/s). So the wind has both the wrong speed and 180° the wrong direction, thus the SI is also telling you to compensate in the wrong direction. Aircraft is flying north with the wind coming from the right while the SI says you're drifting right as the CK37 thinks the wind is coming from the left. This will slowly or quickly deteriorate both the nav system as well as BK90 bombing depending how long the mission and in which direction you're flying, making flying precision/BK90 missions with wind enabled basically impossible. Semi-fix: We tried to manually input the wind data to the altitude we would be flying on and even at 90km/h crosswinds the navigation system and BK90 drops seem to be holding up, although the BK90 parachutes of course just blew away once released but the navigation up until then went just fine and on target. If we kept the default wind values in the aircraft the BK90's were several km off target in just a minute of flying... Note that inputting wind values manually only works if you fly at the altitude you took the values from as the wind can shift significantly in both speed and direction depending on altitude. The Viggens system is supposed to be constantly reading current wind data for accurate navigation but it's simply not getting the correct data from the mission. TL;DR - The CK37 doesn't obtain the correct wind values in both direction and speed - therefore the Viggens navigation system is constantly breaking down, please fix ASAP!
  22. In 1995 Sweden did an evaluation for a new attack helicopter to replace the Hkp 9A (Bo-105-CB3) and tested the AH-64A and Mi-28, eventually not deciding on either one but instead cutting down on the military in 2001.. But what if? Here's two examples of the AH-64D in Swedish woodland and desert camo along with Swedish pilots in appropriate clothes and gear. Every single rivet and tiniest edge has been painted individually... https://www.digitalcombatsimulator.com/en/files/3321854/ https://www.digitalcombatsimulator.com/en/files/3321856/ Now I realize you apparently wanted the diffuse in DTX3 but I've always used DTX1 if I can as it's smaller and as I've tweaked the roughmet as well I needed all of it I could to fit inside the 300mb upload limit... Easy fix to change that around if you want though! (but the file size would be larger)
  23. Using Photoshop? Not sure if other programs can open the fairly special "PhotoShop Big" format. I had some issues with them turning orange when I applied them to my liveries which then suddenly fixed itself, no clue how or why.. But that's it.
×
×
  • Create New...