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Everything posted by okopanja
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Only if server admin allows external views...
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36 is a pre planned (PP) point. 30-35 are RPs, they are totally ignored if you use COO mode, while in MAN mode they will follow exactly the points 30-35 (RPs). I did enter both RPs and PP through UFCP console, not the regular F10 interface with mark points and hand written names.
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I made sure that 30-35 were entered, when fired in COO mode missile flew directly for 36. When fired in MAN, it flew the route defined by 30-35 and activated. Does anyone know if entered altitude in 30-35 plays any role?
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Switching to DLAA does not remove the blurring for FC3. Sorry got only Viper and no hornet so there is a chance it I am not 100% right here, but I think this is not the same kind of issue. Also online while in game chat people constantly complain about FC3, while I do not see same for FF.
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You are right I see the same.
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if you edited the files in the installation folder to enable PL-12s then, update to 2.9 did revert those changes. You can reapply the change to files, but in this case you will also fail integrity check and will not be able to join many servers.
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I can confirm that in COO mode the route points are ignored. On SMS page I can select only PP points 36-39 in SMS page. If you switch to the MAN mode the RPs will be followed. In this case the RPs are shown in SMS page. At the end I am not sure oif the COO is supposed to follow the RPs. There is nothing about it in Quick Manual.
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Shark Planner: waypoint entry into Ka-50 ABRIS and PVI-800 from F10
okopanja replied to okopanja's topic in DCS Modding
v1.5.0 There are new module arrivals in SharkPlanner: F-16C and JF-17. I did not publicize the 1.4.1 release so all changes are merged together inside the single post. What's Changed 1.5.0 Implemented F-16C module in #90 support for steer points and mark points Implemented JF-17 in #92 support for waypoints, missile route points and pre-planned target points. Please see User Documentation - JF-17. important: repeated entry in Southern/Western hemispheres results in inversion of hemisphere to East/North. The limitation comes from the module itself. Bugs were already filed at Deka. You can find the forum links here. Updated developer documentation in #94 Switched to actions/checkout@v4 with lfs in #96 1.4.1 Added configuration of number of waypoints into shark planner for CA in #79 Remove unused library inspect in #81 Incomplete waypoints handling in #84 Recalculation of waypoints done only on first occurance in #84 Implement feet and more precise format in #87 Create development instructions in #89 Full Changelog: v1.4.0...v1.5.0 -
correct as-is SA-10 Harm autodefense
okopanja replied to Kvek's topic in Ground AI Bugs (Non-Combined Arms)
Might be true, but also not. I believe these were killed by other means. But what we know as actually confirmed: HARMs are not very effective against targets deploying passive reflectors and active radar immitators. -
Lazur and matching virtual seat for GCI officer.
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I can not be sure, but it looks like at some point things changed for me: now it work better for me with hyperthreading on. When I posted previous message in March I did switch it on to check. Back then the FPS was very irregular and jerky with ON setting. Now it looks opposite. I think either ED did some changes and tweaks or NVIDIA/Microsoft did roll out some update that fixed it for me. I would recommend everyone to check what is the current state and decide based on that if they enable or disable hyperthreading.
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MFD is affected too, but less obvious: switch between the modes and you wil notice delay in removing old elements and appearance of new. I noticed this in Flanker/Fulcrum.
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I found out that attempt to clear the waypoint removes only numerical values for latitude and longitude. The hemispheres remain as before clearing as well as altitude and it's sign (positive/negative altitude sign) Steps to reproduce: 1. enter coordinates for: latitude select S with R2 longitude (unfortunately unable to select see bug I posted earlier below). E will be default on Caucasus 2. enter altitude and accept it 4. now change altitude sign into - with L4 for depression altitude With this part initial waypoint is entered. 5. head to DST page on the MFCD 6. Use CLR button to clear the waypoint 7. locate and select waypoint (either in DST page or with entry field 1 in UFCP) 8. enter latitude, once accepted it will show S as it was designated within point 1.2: this is wrong, the waypoint has been cleared, it should show the N 9. in altitude field the previous value enter in point 2 will be displayed: this is wrong, the waypoint has been cleared and it should show 00000 10. further more, you will notice that altitude sign has remained negative, which is wrong, by default it should be + Related bug:
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When entering the DST mode on UFCP, I found out the following inconsistency/bug: - Latitude entry: once digits are entered correctly and accepted, L2 button, it is possible to toggle the hemisphere with R2 button: works as expected. - Longitude entry: once digits are entered correctly and accepted with L3 button, it is not possible to toggle the hemisphere with R3 button. Expected behavior is to be able to toggle the hemisphere the same way as with Latitude entry R2
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Best answer would be from ED on this. However: very likely your mission objects are still inside the mission, just not rendered. You can check this by accessing the list of objects. (I think one with geomtrical shapes), which will show you in the bottom table with all objects. If you still can not edit and move them: open the mission file inside mission zip file and change the coordinates there.
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One more thing: the MFD itself is also affected by delayed rendering. Best seen when you change between NAV and BVR mode
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Yes you can not use DLSS/DLAA with FC3. This engine blur is long time there, and I kind off always ignored it. It must be very near to motion blur in rendering chain. Btw on ground if you switch the modes you will notice that lines from previous mode disappear slowly.
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F15c also affected but less. RTX 2070 Super here Just to be precise fc3 huds get motion blurred on moves. Tho perhaps indicate issue with either motion blur feature or with heat bloor when facing someones engine. Would be nice to take a look of that one at zhe same time.