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VikingSail

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Everything posted by VikingSail

  1. what's more strange is that how come we can mount the dual rack 250kg LS-6 on pylon 2 and 6, but not on inboard pylon 3 and 5 (which is also listed on the picture above)?
  2. I keep noticing the same error popping up and now in even more scenarios. previous it, started with only when "reslotting" i.e. after pressing "BRIEFING" and then "FLY" again without changing the slot. then it started with changing to a Mi-24P slot from any other slot, including from other Mi-24P slots. now it started throwing this error even when connecting to a server with Mi-24P enabled. below is the log file from the last scenario: game crashed when on the loading screen connecting to the server. dcs.log-20240229-231750.zip
  3. I'm not sure. I'm guessing that because I've only seen ED's modules having that feature. Maybe someone can correct me.
  4. that radar scope at launch and how it illuminates the surroundings with its glowing jade-like light. so sexy!
  5. changed from TF-51 to Mi-24P on a multiplayer server. didn't use any Mi-24P slots before. Upon spawning it was an instant crash. dcs.log-20240228-132031.zip
  6. We don't know the placement of the camera. It could be that the camera is placed directly behind the HUD and therefore you can see a lot more than where you would be able to see from a normal sitting position (i.e. leaning against the back of the seat). But the argument from the PoV of the usability of a product still stands. We don't necessarily want everything to be 1:1 accurate. Because it is a game product. It is about making the general audience happy with the implementation of simulating on-board systems.
  7. Yes. From a functionality point of view, the new HUD can make it impossible to read all the necessary symbology at the same time. At certain headings for example, you can't see either of the two bearings because they are too far outside of the HUD. The old one worked better.
  8. I just realised something... the DDD radar display on the RIO seat on board the F-14 actually has a really close color resemblance of the Viggen's old radar scope. Heatblur, just copy the code and give us a hot fix already.
  9. This looks very promising. Thanks to @Schmidtfire for the good find. Hope it gets corrected soon!
  10. I agree with the observations about the EP13. I believe many others would say the same thing too: to better utilise the EP13 sight, the standard procedure has been reducing its brightness to 0 and then adjust the contrast for as long as I can remember. anything above 0 brightness would usually yield a less usable picture. however, even during darker hours, using a higher brightness simply washes out the picture without providing much "gain" to the overall exposure. It is incredibly difficult to create an accurate-to-the-eye image in post-processing when the original medium has significant informational losses. The information is simply not there to work with. Most significantly it is about the compressed color range and the extremely narrow dynamic range compared to human vision. At the end of the day, it is about re-creating the sense of dynamic range - making things accurate by the number (when that number isn't even accurate to start with) will degrade the quality of the module as a product.
  11. Thanks for linking the source. Now we have something to refer to and to base further discussions on. One thing is very obvious about the video - for anyone with a trained eye for photography/cinematography it is clear as day that the white balance in most of the clips are all over the place. The inaccurate white balance is the result of multiple things stacked together: the unreliable nature of the original medium (magnetic tapes of VCRs back then) + the digitization of the original medium which involves the encoder further losing information of the inaccurate original recording + YouTube compression and more layers of informational loss that don't need to be mentioned here one by one. Therefore relying on the total picture of such a video can result in very inaccurate interpretation of what the real thing looked like to the human eye. In the selected segment for the comparison above (at about 1:41), that clip has a very strong blue tilt in its white balance. This is easily verifiable by selecting any pixel inside the (supposedly) white compass bearing lines/digits and read off the RGB values there. A quick adjustment will yield a very different picture: direct screen crop from the video: white balance adjusted: We can see, the whole picture has now become a little bit milder, more yellow-ish, has less contrast which is actually leaning towards what the old radar scope color represents. Of course, I would also agree that the old one looks way more washed out than this quick adjustment picture. But the reality is probably somewhere in between with one thing for certain: to a human eye, the dynamic range would be much much higher than any photo-graphical medium could capture back in the days. So for the sake of the module, we should instead focus on how to represent what human perception could see - i.e. emulating a higher dynamic range even if it means artificially adjusting certain elements. And we should avoid dogmatically making it one-to-one on paper/by the numbers to an unreliable video.null
  12. Thanks @MYSE1234 for clarifying. Now I see a lot of the reasoning behind the changes. Kudos to you for gathering the information and putting them into the mod which is now part of the module. I understand and agree with most of your points now. Thanks for sharing. However, on the point of the radar scope color - I have to agree with @Naquaii here. Elemental colors like red and green tend to be more vibrant than they actually are when recorded on a video. So I think it is difficult to say with certainty that the video is a definitive proof. I am curious about the source though. Is it possible to share it here?
  13. Thanks for the various fixes for the instrument/panel illumination for night flights. Now that @MYSE1234's mod has become part of the vanilla Viggen module, I have noticed a few things that still need some fine-tuning: 1. First a minor issue: the left hand panel seems to be missing the flood light. I'm not sure if this is the case on the real aircraft. But in comparison to the right side, the aft part seems much darker: without floodlight on: with floodlight on: compared to the right hand side: 2. Second, a major issue: now the radar screen has changed its base green color, at certain brightness levels it will "bleach out/overwhelm" the horizon indicator and altitude reference line, making it very difficult to read the latter two. The usability was better with the old milder green base color for two reasons: the background green was less saturated, and it was lighter in alpha. Therefore the contrast between the background the foreground elements was a lot higher. This has additional impact on the functionality of the radar screen too besides the horizon and altitude indicators: the radar return, being on different scales of grey, is also harder to read (especially the finer details) now due to the darker green with a higher alpha blackens/darkens the finer details of the rarar returns, creating higher contrast and thus making it lose the details. For comparison, I have have screenshots here in an old post containing the old radar scope. You can see how much clearer, more detail you can read with the old mild green background. The horizon indicator and altitude reference disappearing in the vivid green background at various brightness and red filter levels, notice that not only the horizon and altitude lines get washed out by the background more, the radar returns all gets "painted" to a darker grey due to the darker nature of the new green background. Changing the gain does very little help: Night examples: Day example: 2.5 Another major issue is that the radar fix cross has flipped from the transparent white color to a completely black color. This makes precise marking a small radar return harder. Additionally I personally think the lines marking 10km, 20km, 40km etc on the radar scope is also way too thick. In short, the old radar scope was better in every way. Example: notice that even if the cross was transparent white, the overwhelmingly vibrant green still makes it very difficult to see. 3. An issue with the changes to the landing lights: in the changelog it is stated that: From my testing it seems that the switch for the lights now work properly (previously the landing and taxi light position had no difference, i.e. the two 250 Watt landing lights were missing. only the single 50 Watt taxi light was modelled - source: https://forum.dcs.world/topic/340127-feedback-thread-viggen-patch-december-19th-2023/?do=findComment&comment=5373083 ). The update has fixed the two 250W landing lights and now they work properly from what I can tell. However, the 50W taxi light is very dark. I understand this might be the result of the correction to the wattage. However, in a rendered game, the dynamic range is much lower than that of human vision. Therefore by correctly modelling the 50W lamp, it results in an usable taxi light for the sake of the game: one can barely see anything beyond 2 meters in front of the aircraft while sitting in the cockpit. In the real world, our eyes adapt to darker environments and after a minute or two, we could see a lot more with the help of a 50W lamp. But this is not the case in DCS: In the pit with both taxi and landing lights on: View from the outside: 4. Another issue is the waypoint bearing indicator / the yelllow bug on the compass. The yellow side lines have now been replaced by black ones (as seen in the screenshots in point 2), making it more difficult to read at a glance. In @MYSE1234's mod, the black side lines used to illuminate when instrument lights are turned on. With the new update, they stay dark. Again: I'm not sure how it is on the real aircraft. This is just my opinion from a usability point of view. For comparison, I have screenshots for night operations from the previous openbeta version in this post: 5. The new HUD texture is a downgrade in terms of quality: at certain brightness levels, one can even see the jagged artefact edges, which has much less smooth transition between the illuminated elements and the transparent background than the old texture: The old HUD texture was easier to read, had a moderate level of illumination artefacts at different brightness, and is overall much more pleasing to the eye. I know this is subjective, I'd love to hear what other Viggen pilots think. 6. Lastly the warning light panels has also been replaced with the mod's effect: it's brighter, the text are more rigid. It has lost Heatblur's signature wear and tear effect like those found on all Heatblur modules. However this is not the only case. The other background lights, especially for the side panel, are also replaced by the mod, making the these parts of the cockpit with a much "newer" look than what Heatblur intended with the older model. In particular the warning lights panel is "out of place" when compared to the rest of the cockpit: Unfortunately I don't have old screenshots from before the update for those panels. I could only find a picture on page 48 of the manual, version RC 2.1: As we can see, the old panel illumination was much better aligned with the rest of the cockpit in terms of its wear and tear authenticity. This also applies (to a lesser degree) to the lack of wear and tear of these dividing lines/grids on the side panel:
  14. sorry for the late reply. it is reproducible for me. these are two more screenshots from a blank mission on Persian Gulf. but the issue is not map-dependent. you can test it as follows: set up a night mission with some lights (for easier comparison) fly near a city area and put the light source on the side behind you enable the mirrors (PiP) rendering move around the cockpit and you will see the reflection will get the same treatment as the cockpit frame - a blurring effect which is there to simulate that our eyes don't focus on near objects when wearing NVGs
  15. here is another log file for removing the DCS.openbeta folder in the saved games folder. same server. dcs.log-20240207-151826.zip
  16. had this happen on Virpil sponsored helicopter air race server a few times in a row. I have attached the log and the track files. choose a Mi-24P slot fly and crash without clicking "back to spectator" or choosing a different Mi-24P slot, simply click Briefing again game will crash alternatively choose a Mi-24P slot go back to the slot menu choose a different Mi-24P slot click Briefing game will crash VPC_Aerobatic_and_Racing_2023_v28-20240207-142740.trk dcs.log-20240207-133252.zip
  17. This is a great mod! it really addresses the issue of the MiG-21bis module having sub-par sound effects for today's standards. The audio feedback from the throttle level and the afterburner helps with knowing what state the engine is running at greatly. I've been using it for a while and unless I'm mistaken, it used to be IC-compatible. However, unfortunately i just found out as of 2.9.2.49940, it breaks the IC check for mods/aircraft/mig-21bis/cockpit/clickabledata.lua on servers with "pure scripts" enabled. if i replace it with the original file, some of the sound effects for e.g. the engines, closing and sealing the cockpit still work. but it will lose all of the nice sounds for the switches/buttons in the cockpit. the vanilla sound effect for the switches simply sound too dull imo. I really hope there is a way around that!
  18. that's... rather funny. sorry about the "downgrade".
  19. this seems to be the case in the mission editor. but i also tested this on online servers and they seem to work fine.
  20. with NVG enabled, a visual glitch can be seen where the "blur filter" for the frame of the canopy is also applied to part of the mirror's Picture in Picture image.
  21. a little bit more info on that: there is a strange behaviour of how the semi-transparent tail number "bleaches in" on *some* liveries. a semi-transparent tail number decal will bleach in on two included liveries: But this only happens if certain liveries were selected *before* selecting these two mentioned above. Upon further testing, I noticed that the liveries can be categorised into three groups: We'll refer them as group yellow, red and black below. The behaviour is as follows: selecting any black liveries before selecting any yellow one will result in tail number bleaching in. selecting any red liveries before selecting any yellow ones will "fix" the bleaching in issue. once the bleach in issue has started, switching between the yellow ones won't fix it. the only fix is what's mentioned in point 2. switching between red and black ones is fine.
  22. i have a question: looks like as of today, the mod is still not part of the Viggen module. but the installation method seems outdated by now (cockpit texture mods should now go into \saved games instead for example). after putting the mod in \Saved Games\DCS.openbeta\Liveries\AJS37cockpit\Texture fixes and selecting it under special options. there are still parts of the cockpit that are not illuminated, just like without the mod. these areas include: AoA indicator radio frequency tuner compass bearings my question is is this because of some update from HB that broke the base module or do i need to install the mod by replacing the games files in the DCS folder?
  23. i can provide some more pictures of what's missing: 1. mach number: 2. AoA: 3. radio and QFE: 4. bearings on the compass: 5. instrument, panels and flood lights 6. FR22 radio group and channel arrows:
  24. {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3321, up = 3321, value_pressed = -0.5, value_up = 0, name = _('Rb05 Stick - LEFT (Slow)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3321, up = 3321, value_pressed = 0.5, value_up = 0, name = _('Rb05 Stick - RIGHT (Slow)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3321, up = 3321, value_pressed = -2, value_up = 0, name = _('Rb05 Stick - LEFT (Fast)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3321, up = 3321, value_pressed = 2, value_up = 0, name = _('Rb05 Stick - RIGHT (Fast)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3322, up = 3322, value_pressed = -0.5, value_up = 0, name = _('Rb05 Stick - DOWN (Slow)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3322, up = 3322, value_pressed = 0.5, value_up = 0, name = _('Rb05 Stick - UP (Slow)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3322, up = 3322, value_pressed = -2, value_up = 0, name = _('Rb05 Stick - DOWN (Fast)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3322, up = 3322, value_pressed = 2, value_up = 0, name = _('Rb05 Stick - UP (Fast)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3510, up = 3510, value_pressed = -0.5, value_up = 0, name = _('Rb05 Stick - DOWN LEFT (Slow)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3510, up = 3510, value_pressed = 0.5, value_up = 0, name = _('Rb05 Stick- UP RIGHT (Slow)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3510, up = 3510, value_pressed = -2, value_up = 0, name = _('Rb05 Stick - DOWN LEFT (Fast)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3510, up = 3510, value_pressed = 2, value_up = 0, name = _('Rb05 Stick - UP RIGHT (Fast)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3511, up = 3511, value_pressed = -0.5, value_up = 0, name = _('Rb05 Stick - DOWN RIGHT (Slow)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3511, up = 3511, value_pressed = 0.5, value_up = 0, name = _('Rb05 Stick- UP LEFT (Slow)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3511, up = 3511, value_pressed = -2, value_up = 0, name = _('Rb05 Stick - DOWN RIGHT (Fast)'), category = _('Weapons')}, {cockpit_device_id = devices.WEAPON_SYSTEM, pressed = 3511, up = 3511, value_pressed = 2, value_up = 0, name = _('Rb05 Stick - UP LEFT (Fast)'), category = _('Weapons')}, the bindings come from the default.lua file for the Viggen input. I will quote this directly from the guide to editing control bindings by Hans-Werner Fassbender: essentially it allows us using a digital input key to continuously send a input for as long as the key is held. the speed of which can be manipulated by the value of value_pressed. the default multiplier value is 1.0. these "slow" and "fast" bindings are using half and double the speed respectively as you can see in the code.
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