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SickSidewinder9

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Everything posted by SickSidewinder9

  1. 3D work? IDK. Texture work? Absolutely. That is actually where a lot of the "3D" comes from, anyway, especially rivets and such. There is a user made 4k version of the default VFA-37, and even in 1440p, it's so much better than default. No change in model, obviously.
  2. So, right now, I have the option of horribly blurry cockpit with no jaggies, or a cockpit that's not quite as clear as 2.8 and a little bit of ghosting and jaggies. DSR has no effect on this. Anyone else? 1024 is really the best I can get for cockpit textures?
  3. Is it just me, or is the precontact position off? Especially the KC-135 with pods. It seems to want me in the boom refueling precontact position before letting out the hose all the way on the left wingtip. Shouldn't I be behind or off the left wingtip for precontact? And tip that works for me: don't look at the basket until the last nano second. Look at the pod. Line up straight behind and below that. In some situations, like a left hand turn, you won't even have to really compensate for the probe being to your right because the hose will be askew in that direction. It's not your equipment. I did it with an Extreme 3D Pro and I now do it with an X56. Getting curves right helps. Try a dead zone around 2 or 3 and curves around 12, I think? I'm not looking at it now, but it sounds right. Just keep practicing and you'll get that hot probe-in-basket action in no time.
  4. Also, was the target firing at me even moving toward the middle of the display? I honestly can't remember right now other than that it seems to show a scanning E3 as the same priority/power ring as an enemy type SAM system scanning. An E3 and an SA11 shouldn't be shown as the same level of priority unless the sa11 is far enough away for the signal to be very weak.
  5. Or, if the RWR on the Viper really does work that way, and this is an accurate representation of errors and delays of the system, is the Hornet RWR so meaningfully different? They are the same generation, technologically, no?
  6. And regardless of whether or not the RWR uses aircraft INS data, if the plane is being continuously illuminated by an enemy missile guidance radar, the RWR emitter symbol would be smoothly and continuously updated for it's direction since the system is getting a continuous signal. So don't tell me there's no evidence of a bug when that is certainly not what is happening in the Viper. I understand sweep time may cause some delays, but that wouldn't be an issue with some kind of launch guidance signal from a command guidance or SARH system. As the system works now in the Viper, but not in the Hornet, the position of the emitter firing at you doesn't update anywhere near quickly enough to work and it ruins my SA and therefore my chance of evading the missile. And isn't the Hornet using essentially the same system? So why is there such a big difference between the 2 planes? There isn't a single RWR class for them to both use on the back end?
  7. I'm gonna be honest: I have not seen this supposed higher QA that was announced. OTOH, I have seen new bugs, old bugs, new "features" that aren't really documented or even there, a continuing tradition of breaking something seemingly unrelated when updating the F-16, the same lack of consistency between modules, etc. What is this higher level of QA you speak of? PS, also seems like people are stating that the biggest performance improvements are on non-ED developed maps.
  8. Also, that mod now triggers an IC failure. Really, for the control window?! The normal version is not easy to use.
  9. I am definitely having some trouble now. Especially on a straight in approach like Case 3 or an airfield. It starts with me climbing too much, then descending way too much after pulling power to fight the rise. I suppose IRL there's be motion I could feel to help regulate that? I am using the control window mod so I can see exactly where to put the aft trim. I tried letting the aircraft settle a bit and being slower as I lower the gear and flaps not all at once, but that didn't really do it. I'll keep working on smoothing it out, but it's hard. Also still have to fight a bit with the autothrottle and I actually had a bolter with everything on automatic mode. Maybe my hook bounced? XD
  10. DSR has less effect than anything else. The only thing I left on at the driver level was AA for transparency. That doesn't effect clarity, but it does effect the edges of the HUD in certain situations where the light really hits it. DSR makes UI text really stand out and sharpness at DLAA need to be turned down. Any other AA in Nvidia control center causes cockpit blurring except maybe transparency? The problem, most noticeable on the Viper, is that I still get jaggies along the plane, even with sharpening turned down. It's most noticeable when looking at the wingtip missile rails. So, with DLAA certain things look a lot better, and my framerates are much higher, but many other things look worse. I wouldn't say the cockpit is as clear as it was pre 2.9. There are more jaggies with more forms of AA turned off. There is still some ghosting and blurring. But hey, I'm getting FPS my grandma couldn't imagine, so there's that?
  11. Same mission. Hornet. Notice how the direction of the SA-6 radar is moving much more smoothly as I change direction. Practically in real time other than when it enters the blind spot. Although there is one point where it gets a little wacky and shows it somewhere else, but maybe that's a real effect? You can see in both that I am checking to map to confirm, in the first, that the direction displayed is wrong/not updating fast enough, and in the second, is correct. These aircraft would be using more or less the same hardware, no? rwr not lagging.trk
  12. Did an instant action mission on PG map since it seemed like something where I could get SAMs to shoot at me. RWR emitter position does seem to update faster now, but not as fast as I'm moving. RWR display in HMD updates in real time. It should be showing the direction the antennae are triangulating in real time, no? I am aware that sometimes it is dropping because of the blind spot straight up and down. That is not what I'm talking about. I'll try to get a track of the Hornet RWR display and you'll see what I mean. I don't understand why the Hornet and Viper RWR displays would work so differently since they're literally the same device IRL, right? You guys don't build objects or API's on the back end that have a certain amount of universal functionality to get plugged into the appropriate modules? Is that why we still don't see wind info in the Hornet but do in the Viper? rwr lag.trk
  13. Hmm, some of these settings seemed to have helped with the blurry foreground. Anyone figure out which 1 makes the most difference? Didn't think DSR did anything and I don't know if I even need it with DLAA. This is in 1440p. Phew, never had a game take this much work before.
  14. Those of you still having so much trouble getting on speed, are you dropping gear and flaps in a turn? Kinda need to do that. And yeah, less nose up trim is needed, it seems.
  15. Yeah, I think literally every part of the jet is computerized. The switches and buttons do not actually connect to anything but circuit boards. Cars are a lot like this nowadays too, often for worse. Basically the only thing in the jet that works without power being switched to on is the canopy. There's probably some draw from a battery for that and I doubt the IRL switch is mechanical in any way. That's what made the F-16 so revolutionary and a bit controversial maybe when it came out: literally nothing but the ejection seat and canopy jettison is mechanically actuated from the cockpit.
  16. Aha. Thanks. Was hoping for some kind of explanation, and I guess this counts as one. I thought something seemed off. Thank you, devs.
  17. I've not had this problem. Is power on? Keybinds conflicting? You know what you have to do...
  18. What kind of landing weights are we talking here? Carrier traps should happen at no more than 34,000lbs. 33,000 in some situations which might be like asymmetries and such. You should also hit the deck at no more than 750fps descent rate. I've noticed that generally the on speed descent at any weight is a lot more than that, but in the last couple seconds, the ground effect helps ease you down. The reason you have all those different jettison buttons and a fuel dump switch is because of the carrier restrictions. You really want to be light when you land. If you land at an airfield, you can do 39,000lbs, but you have to flair.
  19. It also tells mother there is a extra 200lbs of fuel on board. https://drive.google.com/file/d/1Km7enLkgQhV_-VRLVFlkFAZf6r99x9ZO/view?usp=sharing Track file on Syria.
  20. No, it used to show the location of the emitter and not move with the plane.
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