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Dr_Pavelheer

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Everything posted by Dr_Pavelheer

  1. @Glide There are differences, I think Digital Foundry did a video about that, but it's stuff like slightly reduced ghosting or slightly improved quality in motion, not enabling new functions
  2. @spacemishka DLSS 2 as in just upscaling, no frame gen, no ray reconstruction. They will of course use whichever version is currently available. Unfortunately Nvidias naming convention is very confusing. It's understandable that they want to focus on one thing, if it pans out I don't see why ED wouldn't add frame generation somewhere down the line, from either vendor, but first it's best to focus on implementing basic functionality. Especially considering their engine didn't support TAA so a lot of things that are a given in modern games needed to be coded in
  3. Hand tracking, preferably with finger tracking, synchronized in MP will be necessary for efficient communication between crew when we get aircraft with side by side setup like A6
  4. @upyr1 The video suggests he's making M4, which means potentially it can carry anti radiation missiles (with ELINT pod), TV guided missiles (it has optional TV screen for just that purpose), it can deploy laser guided missiles in the same way FC3 Su-25A does. As far as availability of information goes, former WP countries like Germany or Poland operated that variant and Russia retired it decades ago so it shouldn't be an issue
  5. There are two types of FSR. One has to be implemented in the game, just like Nvidia frame interpolation. The other one, the "dumb" one, will be available in all DX11 games, but of course it won't look as good, will be more likely to mess up UI etc. Either way it's not really tech for people who struggle to get to 60 Hz, but if your rig already can offer decent performance you can use frame interpolation to go beyond that without actually having to push twice the frames
  6. @F-2 Keep in mind before they got their hands on East German Migs 23 US thought all Floggers represent level of 23MS, while in fact one of the most produced variants was not only lighter and had more powerful engine, but also was redesigned to handle better and had actually pretty good radar with LDSD. Also R23R already had monopulse seeker like Aspide or Skyflash, while Sparrows at the time still used conscan which meant that even if radar was able to keep track of the target in clutter missile would likely go stupid anyway. Mig 23 MLA vs J-8PP in DCS is going to be interesting, Aspide/PL11 should be more or less in the same class as R24R, both use SPO-10 RWR (though MLA will have option to use SPO-15), Flogger will have Lazur but F16A radar should be better in LD
  7. Blinking circle is a toss cue, it tells you when to start pulling IF you want to do a toss delivery. A lot of people get tripped up by that because majority of tutorials on youtube were made before it was added
  8. That's the general idea. Even with FCR you don't illuminate the target or anything, you hand off targeting data and missile does the rest on its own
  9. @draconus Some people take issue with glass cockpits
  10. Damn, that looks amazing
  11. Ranges and stuff vary wildly depending on both the shooter and the target, if you're both on the deck then missile will loose its energy extremely quickly, especially if forced to maneuver. On the other hand if you're at 40k feet doing Mach 2 and your target is a transport aircraft flying towards you battery life of the missile will probably become the limiting factor, not its kinematic performance
  12. We're already getting Super Tucano, do we really need another one?
  13. Su-17/22M4 would be neat, while it doesn't have any Shkval or Kaira equivalent it does carry a lot of the same weapons Su-25T does, including Kh-29T, Kh-25MP and Kh-58. It can carry laser guided missiles but it employs them in the same way Su-25 does which makes them a bit less useful
  14. It shouldn't work at night, as you said it uses the camera for aiming. From what I've gathered it's way too accurate as well
  15. Somehow it didn't cross my mind that S300 class SAM would simply be far enough from the frontline that it wouldn't need additional protection
  16. @Whiskey11 What would be realistically used as point defense of an S300 site?
  17. @cfrag FSR 2.0 is vendor agnostic, but if ED decides to implement one there is no real reason not to implement the other considering "all" is left to do is fine tuning. At least no technical reason, vide Starfield. Considering ED has to implement some sort of TAA anyway since they switched to deferred rendering there is no reason not to go one step further and implement DLSS/FRS/XESS/all of the above as well which would provide superior results if you forego upscaling
  18. Modern games are build in such a way integration of DLSS is fairly straightforward (you still have to put in some effort to make it look decent but for the most part it just works), DCS was designed before TAA was even a concept. First game I know of that uses TAA-esque solution is Crysis 2 from 2011, and it took a couple of years before it became widespread, and since DLSS requires game engine to generate and expose the same information that TAA needs DCS requires some rewrite to make it possible
  19. Instead of Frogfoot I would personally prefer Fitter, Su-17M4 came out around the same time Su-25 did (for instance uses the same laser rangefinder and gunsight), is faster, carries wider selection of ordnance including TV guided Maverickski, there are no derivatives currently in service in Russia and it was in service in a couple of NATO countries like Czech Republik, Slovakia, Germany and Poland so access and SMEs shouldn't be an issue
  20. There is absolutely no reason to use stable, update to open beta and enjoy
  21. Remember that to boresight correctly TGP and Maverick need to be locked onto object that's preferably miles away
  22. Prep mode set to auto mans missile will automatically turn itself on and start aligning itself as soon as you go to A/A mode with master arm on, there is no reason to change it in DCS. Target size in DCS affects when missile will go active, LARGE means missile will go active slightly sooner, further away from target and SMALL means your opponent will get a bit less warning if he wasn't paying attention
  23. Super Etendard could be fun, no SEAD but it can carry Exocets. I don't know if it would be compatible with aircraft carriers we have currently in game
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