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Everything posted by miguelaco
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Bold Cheetah - A 13 Mission DCS F/A-18 Campaign by Sedlo
miguelaco replied to Sedlo's topic in Missions and Campaigns
I just finished mission 6, Iron Hand, and it’s been a blast so far, thank you. I had to repeat mission 6 a couple of times since ACLS seems it’s not correctly handling the weather conditions. Everything seems good until the last moments, as the aircraft is touching down really hard and got its gear damaged. Anyone experienced this? On my third attempt I had to land manually and I passed, but I thought ACLS would be capable of handling this.- 415 replies
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- f/a-18c
- persian gulf
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DCS: F/A-18C Screenshots and Videos (NO DISCUSSION)
miguelaco replied to Vitormouraa's topic in DCS: F/A-18C
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DCS: F/A-18C Screenshots and Videos (NO DISCUSSION)
miguelaco replied to Vitormouraa's topic in DCS: F/A-18C
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Does the Virpil Software allow adjustment of axis center?
miguelaco replied to Jyge's topic in VIRPIL Controls
If you order Virpil Ace Pedals with the damper upgrade, I think you can remove the spring and it shouldn't return to center, which I believe is what you're asking for. -
reported HOT Spawn WP in meters and INS at NAV
miguelaco replied to GumidekCZ's topic in Bugs and Problems
This issue has been around for quite a while. I think it was first reported here: -
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If you're using QuadViewsCompanion, you can check the option "Focus View" to only render the high resolution region. If it works, then you can be sure you're using mbucchia's QVF. The option can also be enabled directly in the config file, but it's easier this way. Another way, less practical is in DCS launcher Options>VR, you have a new option to enable QuadViews. Next to it you should see a warning sign and it will tell you which api layers are enabled in your system.
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As I stated, I noticed more stutter with Pimax Play, which seems weird. Looking at the FPS counter in DCS, I noticed I'm CPU Bound (I run it at 72Hz), but the text is coloured in red, whereas with the old stack is coloured in yellow. i wonder what that means exactly, but the frame times are much less stable too, hence the stutter. What are your hw specs, if I may ask?
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I don't think QVC can be used with Pimax Play's own DFR implementation. I tested it by checking the "Focus View" option in QVC and it has no effect, so I concluded that it does not work with that implementation. Are you seeing something different? Let me know, maybe I'm doing something wrong.
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I'll try, but even with 150% I'm seeing better results using the old stack where I can't hardly notice any stutter. I guess you're still using @mbucchia's QVF along with the OpenXR shipped with new version of Pimax Play. I also tried that and it is much better but still worse than the "old" option in terms of stuttering. BTW, I have a 4090 with an i9 14900K and 64GB of RAM. I think it's not needed, you can actually choose. If you install @mbucchia's QVF you'll be using that, but if you uninstall it and check "OpenXR Quadviews" option in Pimax Play, you'll get dynamic foveated rendering by means of the new OpenXR shipped in Pimax Play. However, the only tweaking you can do in this last case is the three settings below (Performance, Balanced and Quality). Maybe I'm wrong, but these are the conclusions I reached during my tests.
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I'm seeing quite the opposite, frames are ok, locked at 72 most of the time, but I noticed more stutter with native stack. Going back to old trusty PimaxXR + QVF. Maybe it has to do with my QV settings that I cannot replicate with Pimax Play since it only has three presets (Performance, Balanced, Quality):
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resolved INS knob in aircraft set to hot start set to NAV
miguelaco replied to Foka's topic in Bugs and Problems
Tested this and can confirm is still not resolved in the latest patch -
I tried CBU-99 w. FMU-140 fuze after the latest patch and it seems accurate at the least. I would like to fiddle with different burst altitudes and default time-based fuze (MK 339 Mod 1), but I didn't have time to do it.
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correct as-is HUD Designation with Mavericks
miguelaco replied to Callsign Munch's topic in Bugs and Problems
I didn't find any public document related to the issue. However, I don't think it's needed since the behavior is not consistent. To put things simple, HUD designation with no target works the same irrespective of the selected weapon (designates roughly 6-7 degrees down the FPM) but in some cases you get the symbology (i.e. dumb bombs) and in some others you don't (i.e. Mavericks). Being a visual acquisition mode, it doesn't seem logical to have a cue for aiming only in some cases. However, if this is how it works in RL, I'm fine with it. -
correct as-is HUD Designation with Mavericks
miguelaco replied to Callsign Munch's topic in Bugs and Problems
I tested again following your indications and managed to get a track file showing the issue. I tried with MK82 bombs and IR Mavs so the difference is clear. MK82: IR Mav: BallAndChain.trk -
correct as-is HUD Designation with Mavericks
miguelaco replied to Callsign Munch's topic in Bugs and Problems
I think I see your point now, thank you. I'm going to test it later after work, but it definitely looks like something is broken or missing. -
There are two fuzes available for cluster bombs in the Hornet: MK 339 Mod 1: it is a time based fuze with two settings FMU-140: can be programmed so that the canister opens at a given altitude above the ground (it has a radio altimeter) MK 339 Mod 1 is the only option available for MK-20 Rockeyes whereas CBU-99 can be equipped with either. As it is now, we can conclude the employment of cluster bombs in the Hornet is broken due to the following issues: CCIP calculation is wrong for the FMU-140 as noted by @Tholozor . MK 339 Mod 1 fuze is difficult to use in practice and the CCIP calculation may be wrong too. Using a time based fuze is tricky as the dispersion of the bomblets depends on the bomb flight time, which cannot be calculated easily. Hope it gets fixed for the next patch.
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correct as-is HUD Designation with Mavericks
miguelaco replied to Callsign Munch's topic in Bugs and Problems
Hmmm, If this is from the manual, I think it is outdated. This is supposed to be displayed whenever you select a weapon in AUTO mode and no target is designated. I started with the Hornet a few months ago, so I may be wrong, but I never seen these kind of symbology with any weapon. -
reported earlier AGM65-F "MAVF" crossed out in hud despite being locked
miguelaco replied to RLTick's topic in Bugs and Problems
After giving it some testing (with static targets to make it simpler), I think there are two issues here after firing the first Mav: When second missile is not locked yet, MAVF indication is correctly crossed out, yet it is possible to fire it and surprisingly, it tracks and destroys the target. If you cage/uncage, the lock is achieved (you can tell because the crosshair is collapsed on the target) and yet MAVF stays crossed out. Again, it is possible to fire and the missile will likely destroy the intended target. In the provided track, I fired 3 Mavs. Second one illustrates point 1 and third corresponds to point 2. Hope it helps. AGM65 lock test 2.trk -
correct as-is HUD Designation with Mavericks
miguelaco replied to Callsign Munch's topic in Bugs and Problems
Sorry I don't know what's the issue here. Watched your track but didn't see anything wrong. Out of curiosity, what's the exact bug you're referring to? The designation under de FPM or the missing symbology? What is the "ball and chain"? Maybe it would be easier if you post a screen capture of the symbology with other weapon selected and Mavericks/JDAMs so that the difference is clear. -
cannot repoduce and missing track file GBU problems after last update
miguelaco replied to Crashdown2's topic in Bugs and Problems
Just watched the video you posted and if I’m not mistaken, you drop the center tank before release. It seems it’s already reported here and here So maybe this is the same problem you’re experiencing. -
Already reported in this thread and two short tracks provided: I only tested with VT1 and noticed the burst altitude set in ME not being honored. Didn't formally test VT2, though.
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Rockeyes don't have the FMU-140 as an option (should they?), they only have the MK 339 Mod 1, which seems to be a time based fuze. I didn't test this fuze thoroughly, but it seems they work ok and burst after the time set in the ME. However, this fuze is quite difficult to employ in practice without bombing tables and strict delivery patterns, since the dispersion of the bomblets depend on the bomb flight time.
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Moreover, I find the FMU-140 is not working as expected for the CBU-99. It opens the canister pretty soon, and is not honoring the airburst altitude set in the ME. Find attached a couple of tracks showing the issue. As a result of this, the delivery is innacurate as you may see in the provided track files, probably because the computer accounts for a later burst. cbu-99-fmu-140-300ft.trk cbu-99-fmu-140-3000ft.trk
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No word still on ATC improvements? I'm eager to see those implemented in the sim.