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Everything posted by VinntoreZ
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Please Fix the Replay system, I'm so tired of this...
VinntoreZ replied to VinntoreZ's topic in General Bugs
Yes, I have read about it and I also mentioned in the original post, that I am aware of the purpose of the replay system. We got some additional camera options in the replays, so ED is well aware of what we use it for most of the time. It is been unchanged since lockon days, I'm hoping we'll get some improvements or completely new system made for creating videos or taking screenshots. I understand recording all of the units may take some resources and replays could be big. but just allow it to be switched on or off.- 13 replies
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I've decided to write this post since I didnt see anyone who reported this issue get enough attention, so I'll try myself As you may know, we - content creators are constantly working with DCS replay system. Anyone who worked with them knows how annoying can they be. Seems that with recent updates almost all replays have some sort of problems in them. Most commonly it is with how AI behaves while playing live and how it behaves on replay. It very often happens that AI enemy planes manouver differently which makes targeting them on radar impossible, since it recoded my input aiming the TDC cursor at somewhere the bandit is not anymore (despite it was there live), or similiar thing with vertical scan or HMD targeting - In F-16 if you are not in cockpit and moving your head to aim at the bandit the fox-2 wont get a lock, so how are you supposed to record it "from the outside"? The other problem with that is often times you not being able to shoot at nothing - because AI went the other way on replay - means the AI continues to do its thing, shoots you, and then you fly the plane wreck till the end of mission. The same happens with missile targeting, your radar can hold lock in live gameplay but can drop lock on replay - meaning fox1 that hit the bandit, wont hit on replay. Same with fox-2 and fox-3 missiles, they often dont hit their target on replay or even go for a different one. Why are their tracking and flypath being recalculated again on replay? Recently theres this bug where your plane will vibrate violently during flight - especially on fc3 planes and mods, happens by itself, when using autopilot or damper, or when the plane gets damaged - even seen on Wags fulcrum videos (which he claims is not a replay bug but rather something to do with the fulcrum, we all know its not, looks exactly the same as the replay bug thats been there for years). MiG-29A Fulcrum often does not retract the front landing gear, you probably know about this. I understand that replay feature is mainly for debugging but like c'mon, it works exactly like 10 years ago, records inputs as unreliable as 10 years ago, and almost nobody uses it for debugging but for screenshots and videos. Why cant it record position and state of every object on the map so there is no problems like mentioned above? We dont mind the replay being hundreds of megabytes in size - IL-2 Sturmovik already does that and noone is complaining since the replays do their job there. Especially when you can disable track recording which I'm sure you can In dcs. Some of the replays are straight up innaccessible. You either get "mission load fail" message, or when you load a mulitplayer replay theres no replay, rather just server mission started locally on your pc. It doesnt matter if you use mods or not, although modded dcs tends to have this issue more often which I kinda understand. As a person who was uploading dcs videos almost daily, I know how much pain in the a$$ it is to work with them, often having to replay and record the same mission over and over again until replay works fine. I'm pretty sure I'm not the only one having problems with that, because Its been like that for years. Please do something with that, especially given the fact that without Youtubers and other content creators DCS wouldnt be as popular as it is, so at least give us, creators, a proper working tool. Have a nice evening
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None of the modes can detect launches and I get it - it is realistic. But SPO thread database could be sent to manufacturer for update, so why not making the automatic mode being able to detect at least some launches. We're not asking for ARM's detection, but at least some SARH launches from planes and SAM. BVR is now kinda pointless, especially without ground intercept. That would be a great idea to have it behave realistically on Stock WP mode (since automatic mode doesn't charge much at all) and have launch warning detection on automatic.
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MiG-29A(M) - Polish Modernised Fulcrum MOD
VinntoreZ replied to VinntoreZ's topic in Flyable/Drivable Mods for DCS World
It is not planned right now, maybe in the future -
SPO-15 and Radar Problems MiG-29A Fulcrum
VinntoreZ replied to VinntoreZ's topic in Bugs and Problems
I forgot to mention, we were using the FRIEND-FOE switch in the default FOE postion. I'm trying to replicate the issue right now on singleplayer and on caucasus and it seems like it is working fine, even the VS locks targets now. I used the same targets as on the MP mission we flown (su25 of enemy coalition) and the same setting of FRIEND-FOE switch (FOE). Could the map or the fact that it was MP cause the issues? I and the person hosting the servers didnt have any mods installed. -
SPO-15 and Radar Problems MiG-29A Fulcrum
VinntoreZ replied to VinntoreZ's topic in Bugs and Problems
We were testing it on CW Germany, can I send that replay? Also, it is working correctly on singleplayer -
SPO-15 and Radar Problems MiG-29A Fulcrum
VinntoreZ replied to VinntoreZ's topic in Bugs and Problems
Yes, thats the point, Automatic setting should allow it to see launches. -
need track replay SPO-15 and Radar Problems MiG-29A Fulcrum
VinntoreZ posted a topic in Bugs and Problems
Hi, after testing the newest MiG-29A I've noticed some things not working properly. At the start I'd like to say that I have read the early access manual as well as having access to real world manual of the aircraft. First of all, I dont mind the AIM-120s not being in the thread library of that time, so the RWR does not recognise the launch - however turns out that the RWR does not recognise any launches at all. We get search and lock warnings but no launch warning. I've tested this with only those units that should be in the SPO database like F-15, F-18 and other planes with SARH missiles as well as ground SAM's like hawk or sea based radars. No launch warning at all, not from SARH missiles and not from SAMs. Second problem I encountered is the radar behauvior. It has problems with target aquisition in AUTO and PURSUIT mode, especially in the PURSUIT making it pretty much useless as this mode was designed for chasing targets at close range. The contacts in both modes get detected without much problems but no matter the aspect and range you cannot lock it 90% of the time (yes, I'am holding the lock button, not only pressing, besides it works decent in HEADON mode as well as the close range OPT modes) The radar VS mode (vertical scan) seems to not want to lock any target as well, no matter the range and aspect. Tested this with normal sized targets like fighter jets as well as helicopters and big planes such as awacs. Another small problem I noticed is that wings don't bend under the load (wing vapor looks cool af tho), gills moving at high aoa/low speed work only on owncraft (other planes on the server have them closed at all times besides landing/takeoff) and mirrors image is very low framerate. I hope those things are bugs, not a features, and will hopefully be fixed soon. -
WE GOT R-27 DATALINK BEFORE GTA VI.
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MiG-29A(M) - Polish Modernised Fulcrum MOD
VinntoreZ replied to VinntoreZ's topic in Flyable/Drivable Mods for DCS World
If something is missing means you installed something incorrectly -
BA-52 "Wyuga" - ELINT pod for Su-22, with the "Lutch" indicator. I made it so when you equip the Wyuga, the TV in cockpit gets replaced by the screen for KH-58 and 25MPU targeting. Now comes the fun part - coding the sead indicator and logic using Su-25A avionics
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I've been on work related journey for two weeks. I just got home (like 4h ago) Anyway, In those hours I started working on BA-52 Vyuga ELINT pod, and then the KKR-1
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They work as the Kh-29L, they just aren't guided by laser rather locking to a point on the ground and sometimes they catch a moving target
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No, I won't switch to Su-25T avionics because people will use it as it has TGP, which Su-22 didn't have. The TV screen was used only for Kh-29T seeker feed and Wyuga elint system. Su-25A avionics have identical gunsight and weapon system as in Su-22. This will do for now. If the CWS guy will not be as busy with Su-30 and 35 for Codename Flanker, he might cook a CWS for Su-22 - already talked with him about it and he agreed - that will allow it to have working TV while still having Su-25A avionics. Moreover, mod is made in such a way that switching avionics to su-25t will render it useless and most things won't work properly. You might like it or not but that is my decision - I am not letting people do things with my mod that shouldn't be done.
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Oject rotate aafter export
VinntoreZ replied to the animaniac's topic in Flyable/Drivable Mods for DCS World
Theres no nonsense. Bone parenting or animation made incorrecty. -
Hope you enjoy another Su-22 mod showcase, despite replay for external views being buggy and me missing some missile shots. This time, most of the cockpit is clickable, it has proper cold start, custom sounds for engine or launch authorised and more! Everything is still work in progress, estimated release Q4 2025.
- 208 replies
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I'm considering that and that was a plan way back when I started this project. I think the release is too soon to release "half-mods". Speaking of AI, since the aircraft has increased weight so it behaves more realistically with Su-27 Flight Model - AI has some problems taking off, often crashing at the end of runway or just flying on AB non stop to stay airborne. I'm trying to fix it but there's a chance it'll stay like that untill we get CWS and with that a inside-modified FM.
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Su-22M4 Mod Information and Progress - August 2025, Su-22M4 is an FC3 based, free mod of a legendary export variant of Su-17 attack aircraft, It is in FC3 fidelity with a lot of the cockpit being clickable as well as some basic system implementation. These include: - Cold Start Procedure - Generators, Pumps, APU, Gyro spool up, - In cockpit lighting - dimmable flood lights as well as warning lights with master caution reset, - RWR turn on/off with volume and brigtness controll, - Weapon control panel - ripple quantity, interval, master arm, - Basic SAU Channels (autopilot), - Wing Sweep Controll (only cosmetic for now, no effect on flight characterisitcs), CWS like in Su-30 is planned, this will allow for CRT display being usable for TV munition seeker view (Su-22 didnt have TGP). No estimates on that, first version will be released with Su-25A avionics. I choose them because it uses identical targeting system and gunsight as Su-22. It will use modified Su-27 Flight Model. Su-22M4 will require Su-25A and Su-27 modules Mod progress (august 2025) What is done: - External 3d model with animations, minor details might be changed, - Remove Before Flight Covers, - Liveries (almost 90 from a lot of Su-22 users, around 50 Polish AF), - Pylons with assigned weapons that can be carried on them, - Cockpit 3d model with basic gauges animated, - In cockpit clickables: Engine Control, System Power, Main Power Panel, Weapon Control Panel,Avionics Power, NWS, Taxi/Takeoff lights, - Wing Sweep Control - 3 Positions: 30, 45 and 63 Degrees, - External Lighting and Cockpit warning lights., - In-cockpit sound system with custom sounds - battery, pumps, gyro, apu, launch tone, - Wallpapers, Icons and stuff - Simple damage model What needs to be done before release: - As much in cockpit clickability as possible with modelling systems even with fc3 limitations - Bounding keybind presses to in-cockpit switches and buttons (so they animate properly) - KKR-1 recon pod (cosmetic only) - Wyuga ELINT pod, and maybe a way to correclty target ARM with Su-25A avionics, or at least making it look legit. - Loadouts - Multiplayer Synchronisation Estimated Release Date: Fourth Quarter of 2025
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(Ignore the rear main wheel that all of the sudden started rotating weirdly lol, already fixed that) front land gear 22.mp4
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Further adjustment of wheel heights and compression: Also, added the missing part and positioned it in proper place: @YoYo I know its probably still not 100% correct, but is this good enough?
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