Jump to content

ChaosRifle

Members
  • Posts

    37
  • Joined

  • Last visited

1 Follower

Personal Information

  • Location
    Canada

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. can confirm, is an issue PDI mode on the hornet does indeed use aspect of bandit instead of closure/separation rate to see if you should get hits, and thus if fox1 guidance should work. best way to see this: have bandit fly mach 0.5 away from you, have you fly mach 1.0+ towards them. closure of over mach 0.5 but you will never get hits. as a consequence of this issue, afaik, the doppler radar should also be able to see separation rate, on top of closure rate as well, which is currently impossible due to the implementation of it using aspect instead of closure/separation rate.
  2. Spawns at El Arish, parking stall 1-10, will have the AI taxi up the primary runway, across the linkage between the two runways, up runway 34R, and then alllll the way back down the taxiway adjacent to 16L, to runway 16R again where it started, and THEN takes off on 16R. The entire time AI wingman/other AI will also not taxi while one ai is taxiing, resulting in horrible traffic jams VERY quickly. This whole process takes some ~25 minutes for one aircraft to finish a taxi process, to get to the runway end they spawned at.
  3. where? its not in the list on the mission editor beacons list at all, which means its not in there at all.
  4. AI will pass over small streams (water) and get stuck in the middle of the stream, over much of the irrigation around the nile. similarly, unsure if same issue, but AI pathing also breaks going under many of the bridges. going over them is fine, but crossing under them, many bridges see the AI just stop moving entirely, like they hit a wall.
  5. yes. particularly 71X is problematic. I have also noticed basically all stations drift as you fly (only about 100m usually, only visible if you enable map underlay), but the 71X freq will drift up to like 50nm off target.
  6. precisely that, currently, in my testing (at release of 2.9, not in current hotfix) we found (group of friends) that radios were not displaying degradation of quality or loss of signal based on range. good to hear that was previously a feature that worked, so likely a bug. (never used built in voip until 2.9's overhaul) AFAIK they do however account for terrain?
  7. wouldn't the fact the head leaves 'normal body position' just be because the user is leaning forward to get clearance for their shoulder to turn ?? that what I always thought it was, and just lacking a body animation. +1 for removing the helmet, this looks awful: I don't use the new body because I can't see with it, but I exclusively flew with the old body enabled when there was no helmet.
  8. not a bug, just a problem.. The new model has a helmet that when looking left/right you can see your own face. the head really should not be rendered when you are in first person, like the old model was. or at least have an option in special settings to turn the head off - much preferred the old model because it didnt get in my way with the head when it was enabled, because it lacked a head.
  9. Loving the new changes, but a few things I think are needed to supplant SRS 1: default VOIP volume needs to be like 10% tops. holy crap, you are blowing peoples speakers and eardrums. its INSANELY loud by default. People are genuinely warning their friends before they boot up 2.9 because its so loud. That should NOT be a thing. I get that high impedance audio devices are a thing, and you need to be able to go that high for very specific, high end older gear, but that is not the norm. defaults are for the norm. Lets tone that default down to 8%-10%. 2: routing of audio to one ear, if desired: IE, Com1 to left ear, Com2 to right ear, com3 to both ears, as an example. user definable. This is partially an accessibility option. 3: Mic clicks to know when someone, or you, are keyed up. 4: Hornet MIDS is not present. Would like to see that added to the default radios and supported. 5: Distance based VOIP ranges - being able to radio someone 1000nm away on 30fm is, afaik, wrong. to my knowledge, there is no ill effects of range on the voip solution at this time. Not a huge issue, but would be nice to have some restrictions to play with the radios 6: standalone software to support people doing stuff like overlordbot or lotATC. (I know, this is planned, just reinforcing the need for this. Great stuff ED) 7: a tickbox on the server options to not allow connections from users that do not have VOIP enabled, giving them a popup warning (like integ check or server full warnings). (yes, technically, when we get the standalone software we could write some sort of script to do it ourselves using the slot-in callback for lua scripting, but having a native option would be nice) 8: bit controversial possibly, and assuming its not a bug: I really struggle to understand people over the ARC-210 (in hornet) when the receiver filter parameters are on. They make it sound like you are talking into a fan, and make the audio clip horribly. I know, radios are not perfect, and I am out of my depth here as to what is should sound like, but even if it is meant to be this bad, it might be worth allowing users to change its volume or disable that without server permission to do so, as it really is an accessibility thing, that won't affect other peoples experience. To be clear here: i don't want perfect radios. I just want to not have to ask a guy to repeat himself five times before giving up and reverting to using SRS instead. 9: the UI is opaque, and has a TON of wasted space. SRS is a great example here, its compact, transparent backdrop (on one of its modes). again, really digging the new changes, its so close to making SRS obsolete, which is one more barrier to entry for players doing multiplayer getting removed.
  10. what I am talking about will happen even in a straight on pass - nose to nose, ACM the guy, it breaks without either party ever turning, and you can then fly home with it stuck on hud the entire flight, and the ACM boresight will never reacquire anything you point it at.
  11. can confirm AIRSTART spawns also cause it.
  12. @Lord Vader I just took the time to learn how to use track files, and watched that track file of mine back several times, that is definitely not what I saw in game but it does show the core of the issue. 3rd fight, first lock after the merge. for me in game at the time this happened: what I saw was a square appear denoting a lock *behind* the F16, the helmet still showed boresight symbology denoting it was trying to lock, despite claiming to have one with the box pinned in place to my hud, and when i kept pulling the stick i noticed the box for the lock was not moving at all on the hud: it was frozen, and when i kept pulling the stick, had no bearing on the outside world at all. I did correct it very fast though by exiting ACM with a double tap of undesignate (~6 months of practice against this bug ) for the track file: What the track file shows is a square lock appearing in a totally different position of the screen (in front of the jet, instead of behind), while still showing the boresight ACM symbology (dashed line locking circle) (which itself is the issue here, it's stuck in some weird "i have a lock, but I am trying to lock" state, and the 'lock' it has is fake, its just a square pinned to your canopy, not the outside world/enemy aircraft) The lock the track file shows goes weird and off to the left where the real fight it stayed in the hud the entire time, not moving at all relative to the bandit or the world around me. I'll keep working to find out why my SP tracks are broken but not MP ones, and try to get one where i don't undesignate it, because I know for a fact I can turn 180 and just fly 300nm away with this state (ACM boresight dashed line at the same time as a box denoting a lock, stuck on the hud, and no further radar locks can be obtained until you correct the bug by undesignating twice to exit ACM). Not sure why the track file shows something different, but it does still show the bug (though dubious how much help the track is if the data shown is not the same)
  13. @Katsu that paper is for V1, which didn't account for atmospheric propagation, RCS fluctuation due to constructive and destructive interference of the radar waveform, noise variability (not educated enough to confidently speak on this one), and the doppler resolution changes we are currently in V2, which does have those things, and its worth noting, the hits are transient past 70nm (30000ft+ coaltitude, knock off 20nm for the f16 being on the deck) for an F16, not guaranteed. Locks are easier to hold once you have it, but getting it isnt always the most reliable past 70, given the hits are transient (you may get a hit, you may not. only within 70nm (again, coalt 30k ft+) can you be confident you should have got a hit)
  14. couldn't get singleplayer trackfiles as they are broken for me in 2.9. not sure why, but here is a 1v1 PvP fight showing it on a simple server. User to look at is Chaos in the hornet dcs.log debrief.log Free Flight & Practice Novorossiysk v4.1.2-20231021-171052.trk
×
×
  • Create New...