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Migow

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Everything posted by Migow

  1. the ka 50 has been studied theoretically , with Wind tunnel , real test etc.. kamov got the data. You should never break the helo with alarm off EVER.
  2. the ka 50 is a agile combat helicopter ,not an airliner it mean you should move like you want without over G , if you can't move with right yaw , it means you are already in dangerous flight envelope and the alarm must be on . the ka 50 has been studied theoretically , with Wind tunnel , real test etc.. kamov got the data. You should never break the helo with alarm off EVER. this is not magic . it the same with plane ED implementation is broken :( it make helicopter harder to flight. you have to "guess" the dangerous flight envelope , that's BS:cry: plane can survive over G, the ka 50 cant survive rotor collision , this why IAS alarm is more important than G meter in combat plane, yet it is broken.
  3. hi , rotor intersection should not happen if the IAS overspeed alarm is off ,especially in high altitude, i think the flight model is broken:( the real helicopter has been tested in Wind tunnel . The current alarm is useless , it should alarm when helicopter enter dangerous flight envelope. the bug exist since BS1 hope ED fix it :)
  4. hi , a feature request to be integrated : a window to select frequency on the ground for radio channel , rsbn , adf etc... sometime the freq are not correct or the mission is dynamic currently is it possible to change freq in the export.lua? any function?:) thx
  5. solved solved:) collective = 2087
  6. even in hover
  7. hi what is the lua command for collective (call with LoSetCommand)?:) ex : command = 2001 - joystick pitch command = 2002 - joystick roll command = 2003 - joystick rudder
  8. hi , since dcs world the vikhr 's hit probability are significantly lower (higher in BS 1 or 2) it's even worse at close range lower than 3 km( always miss) real probability 80 to 95 % hit (in game far lower) real range is 800 meter to 10 km vikhr has too much smoke
  9. trim problem hi ,no trim problem in the real one : the ka50 's game implementation is buggy
  10. hi , i think the rotor blade at high speed(IAS) cross each one too soon ,before the exceeding speed alarm is triggered. if you fly in dangerous flight envelope the alarm should trigger before you break the rotor especially at high altitude. Currently the alarm is useless.(we already seen flight model modification : meaning it was incorrect, i guess it is still incorrect ) about autopilot i still think something is incorrect .If you fly without mode route , the ka50 should keep it's attitude in pitch etc when you trigger the trim (if you don't move the cyclic etc) but it doesn't .it should keep speed in mode route ,but doesn't about altitude autopilot at some time the autopilot cease to keep the altitude your helo start climbing without reason about autohover , autopilot lack authority . look about mi24 at 35 min. http://youtu.be/ytjMaEhNw6M?t=35m28s
  11. hi , we can get all object in export.lua but is it possible to know if one unit 's radar is on and if it target someone? it can be done inside a mission , but in export.lua? thx for answer:smilewink:
  12. Because it's buggy , and the main hydro is armored : only 20mm ap bullet or more should damage the main hydro , when we lose the 2 hydro it should be impossible to correct the helicopter attitude very quick i think : you have to eject or land very quick before it happen
  13. ka50 's main hydraulic is armored , (against 12.7 and 20 mm fragment?) in dcs when we lose the main and common hydraulic we can still fly even 5 min after hydro loss( i think it should be impossible)
  14. hi all , how can i call the Mission Scripting Environment fonction (like Position3 function Object.getPosition(Object self) etc... ) in export.lua for 3rd party app thx for answering :thumbup:
  15. Migow

    Ai see through fog

    hi i made a test mission with fog (fog visibility set to 800 m , width 800 m) - one ka50 (me) - zu23 mount on truck( ai on high) a target point on zu23 the target shooted at me from 2.5km (as if there is'nt any fog). it should only shoot at 800m i use a modified \DCS World\Mods\aircrafts\Ka-50\FM\FMOptions.lua my modifed version HelicopterTrimmerTauInverse = 0.0 (the trim no longer recenter cyclic and rudder in game but still tell autopilot where i move the stick and rudder) track fogaibug.trk debrief fogaibug.txt my comment : there is a line in DCS World\Scripts\AI\detection.lua visual_detection = { terrain_LOS_test = true, Earth_curvature_LOS_test = true, objects_LOS_test = false, trees_LOS_test = false, sun_illumination_factor = true, other_light_sources_illumination_factor = true, --no effect if sun_illumination factor disabled darkness_threshold = 0.085, --no effect if sun_illumination factor disabled recognition_distance_ratio_threshold = 0.25, --target will be recognized if ratio between the distance and the maximal detection distance is less than this value overcast_test = true, [b]fog_test = true[/b], fog_test has never been implemented i guess ? :helpsmilie:
  16. hi, Fix all the bug that plagued the ka 50:( the shkval use image correlation so if i see a target it should be able to get a lock even helo etc... even in bad condition if i see it myself the distance informantion go wrong when we don't use the telemetry laser serious problem again the Wind calculation in PVI is not calculated in real time and we can't update manually obviously a bug somewhere the elevation in PVI is buggy when we enter attack point like -4000 meter Under the ground a real problem sometime the datalink change the target order , a problem especially when we think the ka50 was made without abris there is not fatigue structure especially when flying in extrem condition too much rotor rpm should break rotor rotor infinite inertia in autorotation blade flapping at more than 300 km/h should become hazard) vikhr do nothing on chopper with fuse , the fragmentation do nothing , iRL there is video , we can see a plane cut in two we can see in night with nvg target throught the shkval :should not happen nvg should be more affected by light in pit , if the light's brigtness are not lowered using apu just after starting without waiting 1 min should destroy apu? same with engine when raising the throttle dcs world bug the tree line of sight problem , and we need more tree so the best would be a instead of individual tree after 1 or 2 km block of tree ugly but efficient especially in georgia there is only tree( like comanche vs hokum) and the tree need to be limited by server at 15km or 30km . :) in BS1 we can't communicate throught terrain , now we can ,seems like a regression better ai communication ,instead of telling the waypoint rofl:megalol: the ai most of the time are too fast for detection when we take control of a sa13 i lost almost all engagement ,the human helo know where i am (intel) they climb, the terrain protect them , shoot at 2 km , and i die without seeing them (without using the map fogofwar) , on the contrary the ai spot them immediately no surprise effect . when working with other unit it should be easier but with confusion should be a problem too there are too efficient ( and dumb they don't hide from enemy) feature need to be completed::) INU with alignement ,error calculation with time etc.. ice on windshield and with ice protection rain or snow on windshield k1 k2 mode on pvi : i guess the pvi can be update remotely by a controller on ground with relay a major feature for the ka50 you need ai (su24mr , reconnaissance helo or ground reco unit)do the reco intel and the controller send you the target on pvi update flight plan iff t818 encryption pilot be able to go out the pit on the ground electricity sensor any function can stop working a light ,a button, any system , especially before takeoff( weapon hung ) so we need testing the helo a logbook for the helo itself (so you take care) fac on the ground igla or archer rwr mws oxygen supply and pressurisation the shkval filter better ai wingman that use terrain hiding , NOE flying, able to attack in stationnary with order or while moving , one or multiple target in an attack depending order
  17. mi 8 old model LTE :(
  18. hi currently it seems Retreating blade stall is not implemented neither Rotor Overspeed hasard (if severe blade separation from the aircraft) LTE ... i hope it will be in release :) thx
  19. hi, is Loss of tail-rotor effectiveness implemented or will be?( mi8 and huey) and Ground resonance ? thx :)
  20. hi , i think the pvi 800 implementation is buggy : you enter attack point while in live mission and when you designate with shkval , the azimut is correct but the elevation isn't correct , you end up looking for target :doh: . if the attack point is defined with the editor or with the "laser designation " or fly over it is correct . i don't think it's a irl drawback the computer in ka50 must have map elevation . otherwise the attackpoint would be useless and they should never work. this bug is since bs2? :( hope people can confirm:) thx
  21. hello it seems the radio with the ka 50 ( datalink etc...) and even trigger with radio sound don't test LOS , they always work . the game did LOS test in old version.:doh: anyone confirm?
  22. hi ,it has never been implemented:( it's satellite telephony radio alimentation
  23. hi, CTD client-20130409-223856.trk # -------------- 20130409-214102 -------------- 0È2 # C0000005 ACCESS_VIOLATION at D8BC381F 00:00000000 00000000 00000000 0000:00000000 D8BC381F 0032D780 0000:00000000 ?OnObjectReady@smCamera_Implement@@UEAAXPEAVRenderObject@Graphics@@@Z()+3F CDAB14DD 0032D8A0 0000:00000000 ?load@VertexFormat@model@@QEAAXAEAVIBinaryFile@io@@@Z()+11D2D CDAB28EF 0032D9D0 0000:00000000 ?init@RootNode@graph@model@@QEAAXXZ()+11CF CDAB2A12 0032DA10 0000:00000000 ?init@RootNode@graph@model@@QEAAXXZ()+12F2 CDAB6ED3 0032DB60 0000:00000000 ?ParseForFlatShadow@NGModel@model@@UEAAXAEAVModelInstance@Graphics@@AEAVModelParser@4@AEBVPosition3@@AEBVVector3@@3PEAV?$HeapVector@PEAVVolumeEffect@Graphics@@@@@Z()+1B3 DE19B82B 0032DC40 0000:00000000 ?Parse@lLandObject@@UEAAXAEAVModelParser@Graphics@@AEBVPosition3@@PEAV?$HeapVector@PEAVVolumeEffect@Graphics@@@@@Z()+36B D8BB957A 0032DD10 0000:00000000 ?DrawShadow@@YAXPEAVviObject@@AEBVdPosition@@PEAVsmCamera_Implement@@MM@Z()+13A D8BBACA8 0032DE70 0000:00000000 ?DrawObjects@SceneManager_Implement@@AEAAHIPEAVsmCamera_Implement@@P6A_NPEAVviObject@@PEAVviSearch@@PEAX@Z@Z()+A98 DE1BEFFF 0032DEA0 0000:00000000 ?TestAndInsert@viSearch_Implement@@UEAA_NPEAVviObject@@_N@Z()+5F DE1AC2AD 0032DF20 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+CD DE1AC38E 0032DFA0 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E020 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E0A0 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E120 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E1A0 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E220 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E2A0 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E320 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E3A0 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E420 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC38E 0032E4A0 0000:00000000 ?lSceneFile_GetObjectList_rec@LandObjectStorage@@IEAA_NPEAVlSceneFile@scene3@@IPEAUTreeNode@23@PEAVviSearch@@W4IntersectionType@@@Z()+1AE DE1AC60F 0032E4F0 0000:00000000 ?GetObjects@LandObjectStorage@@UEAAXPEAVviSearch@@@Z()+10F DE1BD3AF 0032E530 0000:00000000 ?GetSegmentList@viObjectManager@@QEAAHAEBVVector@E3@@0PEAPEAVviObject@@HI@Z()+8CF DE1BC6F4 0032E5E0 0000:00000000 ?GetObjects@viObjectManager@@QEAAHPEAVClipVolume@@P6A_NPEAVviObject@@PEAVviSearch@@PEAX@Z3I@Z()+44 D8BBB24B 0032E660 0000:00000000 ?ParseObjects@SceneManager_Implement@@AEAAHPEAVsmCamera_Implement@@_N@Z()+13B D8BCFE41 0032E920 0000:00000000 ?RenderScene@SceneManager_Implement@@QEAAXPEAVsmCamera@@_N@Z()+1E1 D8BD0BE1 0032EC50 0000:00000000 ?MakePictureMFD@SceneManager_Implement@@QEAAXPEAVsmCamera_Implement@@AEBVCamera@Graphics@@AEBVVector@E3D@@IIPEAVIwHumanPlane@@@Z()+411 D8BD2EF3 0032F0C0 0000:00000000 ?RenderMFD@SceneManager_Implement@@QEAAXHPEAVContext@Graphics@@@Z()+433 D8BD3276 0032F0F0 0000:00000000 ?RenderHumanTargets@SceneManager_Implement@@QEAAXHPEAVContext@Graphics@@@Z()+C6 D8BD375B 0032F3F0 0000:00000000 ?Render@SceneManager_Implement@@UEAAXXZ()+47B D57AB01B 0032F480 0000:00000000 D57AD93D 0032F4E0 0000:00000000 D57C6DC4 0032F510 0000:00000000 D57C6C9B 0032F540 0000:00000000 D5856BC8 0032F5B0 0000:00000000 D5858018 0032FAA0 0000:00000000 D585AB9F 0032FB50 0000:00000000 E4B5167E 0032FB80 0000:00000000 BaseThreadInitThunk()+1A E6E33501 0032FBD0 0000:00000000 RtlUserThreadStart()+21
  24. ---------- for old helicopter trimmer method ------------------------------------------------ ----------- (aperiodic process) ------------------------------------------------------------ HelicopterTrimmerTauInverse = 0.0--7.0 --lower value - decrease trim speed after trim button release. fixed :) in FMoptions.lua
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