Jump to content

Sarowa

Members
  • Posts

    86
  • Joined

  • Last visited

Everything posted by Sarowa

  1. It does when it comes to seeing spotting dots through clouds. I tested it myself. This issue appears in MT but not ST.
  2. This is a known issue in the DCS multithreading build even without this mod. If you switch back to the DCS singlethreading build, you won't see this issue.
  3. I'm not aware of any aircraft radars that work that way in search mode. To see that behavior, you need to use a special acquisition mode, like boresight. Or specifically in the f5's case, Dogfight Missile or Dogfight Guns, which are boresight modes. The DCS f18 and f14 radars work the same way as the DCS f5's radar: in search mode, they're all fixed to the horizon and only point up or down if you change the radar elevation. This gives you a stable radar picture regardless of aircraft pitch. For your desired behavior, you'll have to center the radar elevation manually to match your pitch like you mentioned.
  4. If this is true and they made a shortcut in the code, this just means the radar stabilization is not affected by the attitude indicator's error (e.g. stuck at an odd bank). If you pitch up 20 degrees, the radar is still level with the horizon in the world reference frame because it's gyro-stabilized. In the plane's reference frame, this means the radar is pointed 20 degrees down from the plane's longitudinal axis. This all makes sense to me and seems correct. Maybe I'm misunderstanding what you mean?
  5. I agree a slightly farther dot visibility fadeout would be nice. At 2-3nm, you're probably dealing with the dot to model transition I mentioned.
  6. My mistake, I was looking through screenshots I took and those screenshots appeared to make my point, but the 2 and 4nm contacts should be models in both, not dots, due to VR Spyglass Zoom. It seems to be pure chance that they appear clearer in the "with mod" screenshot. I looked through some other screenshots and it's difficult to tell the difference due to JPG compression, but the difference was very clear to me with my headset on. Without zoom in my Index, the 2nm and 4nm contacts are much clearer for me with the mod than without. And yes, in your case, I also suspect the high resolution of your HMD is skewing your results. This is another point in favor of dynamic scaling, instead of messing around with dots and transitioning between dots and models.
  7. Here are some screenshots of what I was talking about. You can clearly see the 2nm and 4nm contacts (4th and 5th from the right) are more visible in the second image where the mod is active. EDIT: Please disregard. These images are with VR Spyglass Zoom, so the 2nm and 4nm contacts are models here. It's probably just chance that they appear clearer in the "with mod" image.
  8. Here's my experience with this mod in VR with a Valve Index at full resolution with no anti-aliasing. Setup I have a mission set up with co-alt F-5s at 0.25nm, 0.5nm, 1nm, 2nm, 4nm, 8nm, 16nm, 24nm, and 32nm. They're offset by a small angle at each distance to give visual separation. Please see the attached mission. I start the mission and close the briefing by clicking the X at the top right, instead of clicking Fly, to keep the game paused while I look around. Observations Without the mod and without any zoom, the 0.25 and 0.5nm contacts are clearly visible models. The 1nm contact is a very flickery model/dot. Contacts at 2, 4, 8, and 16nm are faint dots. I cannot see the 24nm contact or any beyond it without zoom. With VR Zoom, the 1nm contact becomes a clearer model, and the 2nm contact becomes a flickery model/dot. The 24nm contact becomes a faint dot. With VR Spyglass Zoom, the 4nm contact becomes a flickery model/dot. The 32nm contact becomes a faint dot. With the mod without any zoom, the first 0.25 and 0.5nm contacts are clearly visible models. The 1nm contact is a very flickery model/dot. So far no change from without the mod out to 1nm. Contacts at 2 and 4nm are clearly visible dots, more clearly than without the mod. The contact at 8nm is a fainter dot. With VR Zoom, the 1nm contact becomes a clearer model, and the 2nm contact becomes a flickery model/dot. With VR Spyglass Zoom, the 4nm contact becomes a flickery model/dot. The 8nm contact remains a faint-ish dot at all zoom levels. Conclusion Overall, I like the mod. However, I would much prefer dynamic scaling to smooth the transition between dot (or scaled-up model) and model. DCS's dot to model transition point makes spotting very challenging as the model blinks in and out of existence, and this mod does nothing to address this existing DCS behavior. That said, this mod is a step in the right direction. spotting-test2.miz
  9. This is a very frustrating response to something that is clearly broken. There is no reason spotting dots should outperform radar, and there is no reason for spotting to be easier or harder depending on your screen resolution.
  10. You're probably in dogfight mode. Use the Return to Search button to get out of dogfight mode.
  11. Wing rip wouldn't be so much of a problem if there was more feedback indicating it was coming. Be very careful on the stick above 500 kias, especially when heavy with fuel (above half internal) and/or ordnance.
  12. I noticed this in the latest open beta when: I go full burner. I pull the throttle back to the maximum throttle value before burner, made possible by a physical detent and careful throttle curve tuning. I push the throttle forward into full burner again. The fuel flow goes very high but the nozzles stays fairly closed. If I pull the throttle back even the slightest bit more in Step 2, I get the expected behavior in Step 3 with the nozzles opening and increased thrust. I can post a track in a few hours.
  13. This is a common issue in the F-5 because of how particular the jet is about certain switches and modes. I developed these checklists based on my experience over the past year and a half of flying the F-5 almost exclusively, and mostly on Enigma Cold War (ECW). *** F-5 "can't deploy stores" checklist rotary switch set to bombs or rockets, as appropriate pylon switch(es) on for the desired pylon(s) if bombs, set fuse switch (nose + tail works fine) jettison switch off return to search (from dogfight mode) *** F-5 "can't fire missiles" checklist wingtip missile pylon switches on msl/gun switch on jettison switch off rotary bomb/rocket switch off *** F-5 "can't fire missiles" alternate checklist (not tested) dogfight missile mode
  14. Numerous players on the ECW server report random aircraft system failures. In the f5, I experienced a fuel balance switch stuck on "left low" which somehow led to the left tank draining first and starving the left engine of fuel. I tried turning the crossfeed switch on and off to no effect. In a later sortie in the f5, I experienced a right generator failure, despite flying over friendly territory with no enemy air or ground units nearby and taking no hits.
  15. I observed this behavior during air starts today as well. I remember it used to happen in some rare circumstances but it seems like it may be easier to replicate now?
  16. The AI cheats. They don't bleed energy the same way you do. As far as I can tell, the AI is primarily tuned to be challenging to 4th-gen fighters that regain energy much more quickly. This poses a big problem for aircraft like the F-5 and MiG-21. If you want to learn BFM in the F-5, honestly the best place is probably the Enigma Cold War (ECW) multiplayer server.
  17. At least in VR using the MT build, I'm seeing spotting dots through clouds, both for aircraft and ground units. I'm using a Valve Index. I have not tested ST and/or flatscreen. My DCS settings for reference:
  18. I tested the various flap configurations (Auto, no flaps, Auto with LE flaps disabled, Auto with TE flaps disabled) and found Auto is the best. If you need to accelerate, just reduce AoA. They retract very quickly if you reduce AoA. If you're at a point where you need that AoA, they reduce your AoA compared to no flaps, reducing drag for a given turn rate compared to no flaps. Don't overcomplicate things.
  19. FWIW, I've just been using pilotage and dead reckoning to get around. The kneeboard shows you a map with waypoints, and it's easy enough to pick out landmarks near them. The briefing includes an ETA to each waypoint too that you can match up with the clock in your cockpit.
  20. Playing in VR will help with this, but that's a cost-prohibitive option for many people unfortunately. Even in VR at mach 2 at high alt, tho, it doesn't look like you're moving that much until you descend.
  21. I deleted the third-party aircraft I had installed, ran a slow repair, and disabled TacView. I'm now getting a solid 80 fps in multiplayer. I may have seen a slight bump after the repair, but TacView in particular seemed to be hitting my CPU harder after this patch.
  22. I went from a solid 65-75 fps in multiplayer servers to 35-40 fps. Singleplayer performance seems fine, but that doesn't mean it's not degraded, and I spend most of my time in DCS in multiplayer. Valve Index Ryzen 9 5900X 64GB DDR4-3600 RTX3080Ti
×
×
  • Create New...