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dlder

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Everything posted by dlder

  1. Thanks; I did do that:
  2. Here's the related topic where I asked about this problem: The gist of it is this: the manual states so, to tell if you are in range to launch your AGM-65, you watch the seeker's crosshair in the TV and if it starts to blink, you can fire the missile But that's not what happens. The crosshair starts to blink as soon as you lock onto a target! Doesn't matter if it's in range or not! Here's a video showcasing the problem: I've also included the track file. Thanks! A10A_MAV-in-range-bug.trk
  3. So, I'm pretty sure I cannot post a Trk for that, as it's input related, so let me explain what I mean: when using the MAV, I can move the targeting circle around with my mouse. Up, down, left right, just as expected. but it doesn't work for bombs for some reason I can only move it left and right with the mouse to move it up/down, I have to use the keyboard Here's my mouse view/tdc setup: Cheers!
  4. Thanks for that hint; I did go through pretty much all nVidia settings and now I know: it's not Reshade, or Auto-HDR. Nor is it GSync and Ambient Occlusion. it's MFAA I never expedted this to be a problem; for me, it was just a newer, better way to do old-school MultiSampling AntiAliasing. Seems it can actually cause artifacts in some games (DCS is the first tbh though)...
  5. So, I read a bit more in the manual and on page 95 it really does state, that the flashing crosshair indicates "in range":
  6. Will do and report back asap; ty!
  7. This is not a new, DCS 2.8 issue (I'm on latest stable), as this has been an issue in 2.7 too; I hoped it would've been resolved by now, but I guess not a lot of people are experiencing that, so it never came up? It's a kind of shimmering, which isn't always there; I guess it depends on the time of day? Its apparent in the first two missions in the A-10A campaign; it's gone by the 3rd though... but it is at least reproduce able, which is always good to find bugs^^! Makes me wonder, what special settings I use for that to happen... I'm on max graphical settings in DCS. I had that problem with my previous computer (Ryzen 9 3900X + 1080Ti) and with my new PC (i7-13700KF + 4900), so it's not the hardware. Would be awesome if other people could try those two missions (you start right next to the water, so it only takes a few minutes to get into the air and the bug is visible)! But here is a track file nonetheless; hope it helps! Thanks WaterRenderingBug.trk
  8. Just to add: I have these issues too, especially visible with clouds
  9. We already have attack planes and multi-role jets, but especially with the coming F-15E, this quote from the book "Flying the F-15E in the Gulf War", the "AWACS for the ground" would be immensely valuable! Especially with datalink and hopefully some more integrated/better communications, because the controller has to "paint a picture" for the pilot to look for the target (like outlined in the book), this would bring so much immersion to the game! So, the question shouldn't be IF, but WHEN. Thanks for the consideration, dlder
  10. But aren't track files inherently unreliable and "shifting" (in what is happening when/where/what? It's been said all the time that you can't watch track files as things shift out of place, especially in multiplayer track files, to be fair, but happens in SP too).
  11. Thanks for your help and opinion. Gonna consider posting a bug report; don't know what a track file or a logfile would be good for though. Anyone can just try the Jet and see for themselfs...
  12. Unfortunately, no. It starts flashing as soon as you lock a target; even if it's beyond range. From the manual: A valid lock is any hard lock on a target (not the ground itself). I too read it at first like you mentioned:" within firing parameters", but that alas is wrong. So I guess at least with the "A", there is only eye-balling it.
  13. Is there any indication anywhere (which I'm not seeing), that tells you that the target is in range and can be shot? Stationary and more importantly moving targets? On another note, the manual is wrong with this statement: Both can lock onto truck sized targets from 20.700m (11.2nm) slant range. Or this one: But both have 6x magnification!?
  14. Ok, now that we've concluded that this is normal behavior for the airbrake-toggle in the A-10, there are some other things that might be wrong / not working: The "TDC Slew Vertical (mouse)" doesn't work for the CCRP "depressible piper" (it works with MAVs though!). The piper can only be moved horizontally with the mouse, not vertically. Only with the keys, it can be moved vertically! Pretty weird... I've found a post explaining what EAC does stand for and what it does, but when pressing the default keybinds (LAlt 4 / 5), the EAC-switch (behind the throttle) doesn't move and I'm too inexperienced in the A-10 to know if it's just the switch not moving or if that function won't de-/activate
  15. Oh... I haven't read anything about that in the manual; good to know then! Yep, tried it: you'r right! Thanks again!
  16. DCS looks awesome with Win11's capability to automatically apply HDR to any Dx11 game. But the thing is: can the monitor setup be changed, so that Windows only "sees" the main - HDR capable - screen? So that HDR only gets applied to that and not to the SDR-USB-LCDs I have for radar/MPD/TV/... ? I've already checked and Windows does recognize those displays as SDR only. But because the game outputs the main display along side the exported ones, auto-hdr gets applied to the entire thing (main + MPDs), rather then only the main display. Hope you'll get what I'm trying to say I've tried to make pictures with my phones camera; it's not quite what it looks like in reality (it's even more white, but the camera doesn't pick that up), but one can see the white crosshair in the SDR shot, but not in the Auto-HDR one: SDR: HDR: PS: the problem lies in that the USB displays get a way too bright image and especially with Flir / TV images it's all pretty much white-on-white...
  17. I know, it's just a little thing but it's an inconvenience never the less (and one that seems easy to fix). Pressing "B" enables Airbrakes, but pressing B again doesn't disable them. You have to press B a 2nd time. The direct key presses for "Airbrake on" (LShift+B) and "Airbrake off" (LCtrl+B) work. I'm on latest stable.
  18. I just now realized, there is v1.6 of your mod... gotta try it next. Also curious about the MSIP mod^^
  19. That would be awesome In here or PM ?
  20. The two AMRAAM defined in "DCSWorld\CoreMods\aircraft\AircraftWeaponPack\aim120_family.lua" can be used and work. Of course. But if I use the code for those missiles in my own mod, I have to at least change the following code: wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_AA_Missile,AIM_120C}, to wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_AA_Missile,WSTYPE_PLACEHOLDER}, or else, DCS hangs when starting with the following error message: Now, with this change, the mod works; I cannot equip the new missile directly, as I have no access to the F-15C.lua, where the pylons and respective payload-IDs are defined, but I can equip them via UnitPayloads just fine. So I have the 120C on my own racks mounted on the pylons and can use them. BUT, as I had to figure out the hard way by testing it... the missiles don't track. Or at least not really. One might get lucky if the enemy doesn't move from it's path, or if you shoot the missile inside about 10nmi. But mostly the missiles defined by me don't kill any enemy, but the default still does (same ranges, same enemy, .... etc. -> I can provide Tacview if needed) => my conclusion is this: the plane (or radar) needs to "know the missile" to work correctly! (it's the same as mounting the Aim-54 onto the F-15C which works, but only STT and also has not a perfect tracking) -> that's why the Modern Missiles mod works, as it overwrites the (performance) data of existing missiles (120D -> 120B), so the missile ID is the same! Now to my questions: Is my assumption correct? I'm very sure, as I've tested it extensively, but it just sounds so... weird How can I access the "F-15C" aircraft files, to (a) add the new IDs to the pylons and (b) to add the new missiles to the radar (I guess?)? How can I use the default missiles in my mod? if I change the code in the "aim120_family.lua" from local AIM_120C = to AIM_120C = one might think I can just access that variable like so: local F15_aim120c5_AA = AIM_120C declare_weapon(F15_aim120c5_AA) But that doesn't work. DCS starts but logs the following error and my modded missile isn't available: What I did instead: I used the new rack shape and defined the new shape+missile ID in the default "aim120_family.lua". So, I basically used the same code as I did in the "mod", but now inside the default file using the default missile definition and it works! Credits: I've used the "Modern Missile Mod", as well as the AMBER rack from the awesome "F-15EX Mod" (which unfortunately is using older code, thus the F-15E seems to be underpowered and it's radar is definitely worse then the default F-15C. The used missile code too is old and the included 120C-7 has a smaller range the the DCS default 120C-5) Because of that, I don't think I'm allowed to distribute this... null _Test5 - 120c 2x def, 2x amber - 4x hit (rack definition in aim120_family.lua).acmi _Test5 - 120d 2x def, 2x amber - 4x hit (rack definition in aim120_family.lua).acmi _Test2 - 2x 120C default + 2x 120C amber (hit, hit, miss, miss).acmi _Test2 - 2x 120D default + 2x 120D amber (hit, hit, miss, miss).acmi _Test3 - 1x def, 2x amber, 1x def (hit, miss, hit, hit).acmi _Test4 - 2x amber, 2x default (miss, miss, hit, hit).acmi
  21. Yep, that's what I meant^^ Thanks!!
  22. Sorry for being unclear! I meant, does the WinWing have such buttons or is it "software" (if axis = 0%, throw virtual button) (I know Virpil is only Virtual) Cheers!
  23. Thanks for your answer; is this a "dedicated button" at zero on the throttle, or is it a "hack", like which can be done on the Virpil throttle: change Axis to Buttons set range A (12 - x %) to a button set range B (x - 0%) to button map those ingame to Throttle Idle / Throttle Off-Idle
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