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30mm hit effects are tiny compared to real life
killerfliege replied to motoadve's topic in New Damage Model Bugs
Hi gents, Yes, I blatantly borrowed the Mig15's 37 mm hit effects by adding one of these two lines to the weapons.lua - depending on shell type (see weapons.lua extract below): visual_effect_correction: 0.75 visual_effect_correction: 0.7 The original line in the Mig15's lua reads: visual_effect_correction: 3.0. By tuning down the value I get less clouds that are in total less thick which seems more appropriate for an Mk-108 30 mm round. Additionally to the addition of this visual effect, I adjusted a few more parameters to make everything look much better (see comments in the lua): Set life_time = 7.5 (instead of 4.0) -> This gives the round about 1000 m of flight distance before self-destruction. At 4.0 the rounds explode prematurely half way to the target sometimes. Enabled smoke_tail_life_time = 2.7 --> This gives every round a vapour trail. If you watch gun cam footage, all rounds 20 mm and 30 mm show vapour trails, regardless of being a tracer round or not. By simply enabling smoke_tail_life_time for all rounds the rounds travelling through the air look much more realistic. I have not changed other values meaning that the gun's effectiveness/power is unchanged. I have also attached the complete weapons.lua. Result evaluation: It is certainly more realistic to have such an effect. The one chosen is probably not ideal but again, much better than having no effect at all. Factors I would like to see improved about this effect: - Smoke puff size: To be reduced by 20-30%. I guess that would give a realistic size of impact smoke. - Smoke colour should be grey or white. It is clearly visible in the real footage that the smoke puffs are rather light in nature - certainly not totally black. Suggestion: - Short term solution: Implement effect as shown (10 min of work) - Long term solution: Maybe use the same approach and programme another "visual_effect_correction_Mk108" similar to the one for the Mig15. Suggested improvements should be considered. A tuned down version of this effect could then be added to the 20 mm rounds as well (German Mg151 and British Hispanos). The default round impact effect seems to produce believable results but a tiny bit bigger for the 20 mm (maybe 10-15%) would be great. I am excited to hear back from you @BIGNEWY, @NineLine. Best regards, Killerfliege -- MK 108 ----------------------------------------------------------------------------- -- [1] = 3 cm M-Gesch. Patr. 108 m. Zerl Ausf. A declare_weapon({category = CAT_SHELLS, name = "MK_108_MGsch", user_name = _("MK_108_MGsch"), model_name = "tracer_bullet_yellow", projectile = "HE", mass = 0.330, -- Bullet mass round_mass = 0.470 + 0.110, -- Assembled shell + link cartridge_mass = 0.125 + 0.110, -- Empty shell (+ link if links are stored as well) --explosive = 100.1275, --original: commented and 0.1275 payload = 0.0850, --original: 0.0850 payloadEffect = "Concussion", payloadMaterial = "PETN", v0 = 500.0, Dv0 = 0.008, Da0 = 0.0004, Da1 = 0.0, life_time = 7.5, -- originally 4.0 caliber = 30, s = 0.0, j = 0.0, l = 0.0, charTime = 0, cx = {1.5, 0.99, 0.36, 0.55, 1.8}, k1 = 4.9e-08, tracer_off = -1, smoke_tail_life_time = 2.7, -- originally 0 cartridge = 0, scale_smoke = barrel_smoke_level, smoke_opacity = barrel_smoke_opacity, visual_effect_correction = 0.75, --originally not in here }) -- [2] = 3 cm M-Gesch. Patr. L.Spur 108 m. Zerl declare_weapon({category = CAT_SHELLS, name = "MK_108_MGsch_T", user_name = _("MK_108_MGsch_T"), model_name = "tracer_bullet_yellow", projectile = "HE", mass = 0.330, -- Bullet mass round_mass = 0.470 + 0.110, -- Assembled shell + link cartridge_mass = 0.125 + 0.110, -- Empty shell (+ link if links are stored as well) -- explosive = 100.1275, --original: commented and 0.1275 payload = 0.0850, --original: 0.0850 payloadEffect = "Concussion", payloadMaterial = "PETN", v0 = 500.0, Dv0 = 0.008, Da0 = 0.0004, Da1 = 0.0, life_time = 7.5, -- originally 4.0 caliber = 30, s = 0.0, j = 0.0, l = 0.0, charTime = 0, cx = {1.0, 0.5, 0.66, 0.25, 1.7}, k1 = 2.2e-08, tracer_off = 2.7, smoke_tail_life_time = 2.7, -- originally 2.7 cartridge = 0, scale_smoke = barrel_smoke_level, smoke_opacity = barrel_smoke_opacity, visual_effect_correction = 0.75, --originally not in here }) -- [3] = 3 cm Brgr. Patr. 108 m. Zerl declare_weapon({category = CAT_SHELLS, name = "MK_108_HEI", user_name = _("MK_108_HEI"), model_name = "tracer_bullet_yellow", projectile = "HE", mass = 0.370, -- Bullet mass round_mass = 0.470 + 0.110, -- Assembled shell + link cartridge_mass = 0.125 + 0.110, -- Empty shell (+ link if links are stored as well) --explosive = 100.5360, --original: commented and 0.0360 payload = 0.0360, --original: 0.0360 payloadEffect = "Concussion", payloadMaterial = "TNT", v0 = 485.0, Dv0 = 0.008, -- медиан относительного разброса скорости - [v0-V0*Dv0, v0+v0*Dv0] содержит 50% скоростей Da0 = 0.0004, Da1 = 0.0, life_time = 7.5, -- originally 4.0 caliber = 30, s = 0.0, j = 0.0, l = 0.0, charTime = 0, cx = {1.2, 0.72, 0.6, 0.62, 1.4}, k1 = 4.8e-08, tracer_off = -1, smoke_tail_life_time = 2.7, -- originally 0 cartridge = 0, scale_smoke = barrel_smoke_level, smoke_opacity = barrel_smoke_opacity, visual_effect_correction = 0.7, --originally not in here }) Weapons.lua -
Now, the 190s: Again, three rounds are defined: [1] Brandgrante tracer, [2] Panzersprenggranate, [3] Minengeschoss The belt selections are the same as for the 109 but in case of the 190, both CM and HE Anti bomber carry tracer rounds. Since the only tracer round for the 151s according to the lua is the Brandgranate, I again think that the CM belt represents the ammo belt definitions in the German manual better. As you can see, for the MG151 all rounds are used in different combinations. I feel like CM is probably 3 Mine, 1 BG, 1 PSG and HE Anti Bomber is 1 Mine + 1 BG. Again, I guess both CM and HE are equally realistic. In practice, there is not much difference anyway (I find at least). They seem to have about the same effect. Maybe it makes sense to use both belts on your campaign assets. I am certain that different units and pilots preferred different ammo mixes. The manual seems to suggest that mixing his ammo belts was in part the pilot's own decision (or at least could be influenced by them or their superiors). He can choose - I quote loosely - "the amount of tracer rounds as per his liking and experience, though some rounds don't have tracer options." null Hope these considerations help. Horrido :)
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Hey Reflected, Love your stuff and you asking such a question makes me excited about what that might be for I have done some digging. The 109 is more easily addressed. According to the attached extract from - I believe - the official German gunnery manual of the time, it is mentioned that for the Mk-108 only 2 rounds were used: - Minengeschoss (HE round that exploded upon contact with aircraft skin) - Brandgranate (HE-I, which should explode upon contact with liquids). Apparently, a usual ammo mix contained 1 Mine + 1 Brandgranate (50/50). Now, let's have a look at the lua file (see attachments): null- Defined are: [1] Mine, [2] Mine + tracer (Leuchtspur), [3] Brandgranate - All rounds are defined as "mit Zerleger" (with self-destruction), which was a feature fuses could have that would detonate the round after a certain amount of time. It is hard to find concrete data on this but I remember that the flight time for the 108 was set to around 7 seconds before self-destruction. This is why missed rounds leave smoke puffs in the sky. The only thing I cannot figure out from the lua is the "mixes" definition. It reads {{2,2}} and apparently that describes 4 different ammo belts: CM, HE, Tracerless, Ground attack. I think we can reduce it to HE and CM as you wrote and since CM is the only one of the two that has tracer rounds, I assume that CM represents the 50/50 Mine/Brandgranate belt. It probably is defined as such: Mine, Brandgranate, Mine, Brandgranate, Mine Tracer, Brandgranate, etc. Another indication backing this up is the fact that the rounds in the CM belt have different impact effects. Some leave smoke puffs and others seem to just penetrate. The Brandgranate was designed to penetrate and only explode upon contact with liquids. The in-game behaviour of the CM-rounds seems to match that. I assume that HE Anti bomber is the following: Mine, Mine, etc. Conclusion: Both belts are realistic. The manual states that Brandgranate was prone to shortages, so I assume Mine-only belts were carried. The sole fact that only CM has tracers for the 30 mm round makes it more feasible and probably more realistic. There is no reason why the HE anti bomber belt should not have tracers, unless my above assumption is wrong and it is Brandgranate only (the only round that does not have a tracer option in the lua.). In this case CM becomes even more realistic. Bottom line: Whatever it may be, CM you cannot go wrong with. This video gives more details on the effect of the two rounds:
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I found a solution: Use the key bind "Enable Clickable cockpit mode" to enable your clickable mouse cursor. Then you should be able to click stuff.
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I have the same issue as exhausted.
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Texture file for pilot body inside the cockpit
killerfliege replied to Flying.Panda's topic in DCS: AH-64D
Hey Houseman, I found the files here: DCS World OpenBeta\Mods\aircraft\AH-64D\Cockpit\Textures For example: Pilot_AH64_FP_jacket However, I have not figured out yet how to call these files via the description.lua for I could not find any entry when loading the cockpit.edm nor the apache's edm via the model viewer. There is one for the helmet too. These were the only edms I could find. Could anybody help here?- 1 reply
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Hello all, This is an interesting discussion which is why I have done some testing in game. Here are my findings: 1) Impact feedback (via explosion cloud): Too little. If you look at gun camera videos from back then - and they are really bad quality - one can clearly see hit indicated by a decently sized explosion "cloud". In DCS, these are present as Momo mentioned when shooting the guns into the sky but somehow very, very tiny, when the shell hits the plane. They are almost invisible unless you are within 30 m. Moreover, the 13 mm impact causes a bigger explosion cloud than the 30 mm HE. This makes shooting much more difficult cause even when you hit, you sometimes miss it because you could not see the impact. --> The explosion cloud for cannon should be bigger (applies to 20 mm also. For 20 mm: about 1,5xcurrent size, for 30 mm: 2,5-3xcurrent size) 2) Damage: Too little - or in other words: effect on airworthiness of plane too little. As demonstrated by various videos and tests, the 30mm HE Minengeschoss should be able to render a target unflyable with 1-3 hits. Sometimes in the simulator, you can hit a target 5-8 times and nothing happens. I tested that with single shots at different areas of the plane. Some 30mm hits do not cause any damage it seems. E.g., they impact the elevator or the wing and nothing happens other than a very tiny visual impact explosion. None of my shots were beyond 100 m. On the other hand, a small burst of 13 mm MG131 (~1 second at centre mass) can easily cause a fire. Currently, you are actually more effective with a 13 mm burst of the same length as compared to the same burst of 30 mm. Aircraft skin is very thin and important for the aerodynamics. Severe damage to the skin will make a plane almost unflyable, especially if the wing is affected. This is not reflected enough in the simulator. Yes, the tailplane comes off more often than using other weapons but what is weird to me that the shells have got such a wide range of effectiveness: from literally 0 to 100. And more shells actually tend toward 0 (they lie between 0 and 20). Just compare the Mk-108 to the 37 mm cannon of the MiG15. When the 37 mm of the MiG15 hits the ground, there is a proper explosion. When it hits a plane in flight, it is still effective, but the destructiveness does not nearly seem to be what you would expect from the ground impact. --> Weapon / Ammunition effect on flying planes should be revised to make it more coherent. Best regards, Simon
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SUNTSAG - Lockdown Mods/Liveries Collection (New and Revised)
killerfliege replied to SUNTSAG's topic in DCS Modding
Hey Suntsag, Love your work. Concerning the AT88 mod: Do you know how to get rid of this: I have followed the installation instructions and didn't change anything about the folder. Cheers, Killerfliege -
Its not in red..its mentioned in the list..i can assign commands/keys for every other control but not for that camera transponse mode. Its not part of any modifier.
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Hey guys, Ive got another bug. My camera transponse mode doesnt work. I cant even assign any key for it in General control settings. I am using DCS P51 and Ive read about this bug already. I couldnt find any answer though. Do you know a solution? Cheers!
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DCS World singleplayer won't start
killerfliege replied to killerfliege's topic in Bugs and Problems
Problem solved...thanks :thumbup: Now Ive got a bug with my camara transpose mode. -
DCS World singleplayer won't start
killerfliege replied to killerfliege's topic in Bugs and Problems
EDIT: Multiplayer starts, I can join a server but before I would enter the briefing, the connection gets disrupted and I get back to the server list. -
Hey Gents, I am very new to DCS and therefore I am quite lost with my problem. I've already tried to google it with very few success. Therefore: A few days ago I had purchased DCS P51. I knew that the basic programm is DCS world which is available for free but once I holded the game in my hands (CD version), I informed myself if I had to download DCS world additionally. Since I couldnt find any hints that I would be necessary, I just put the CD into my drive. Installation proceeded without problems. Finally two icons were created on my desktop: dcs world and dcs multiplayer. I clicked on the multiplayer icon and the program would start. Autoactivation was done properly while starting the multiplayer. After that, I opened singleplayer. When clicking the icon, some updater would appear which was searching for downloaded files. Finally, a huge update (about 8 GB) started. Over night it was finished so I tried to open the singleplayer today. However, when clicking the icon, a small black window appears (titled sth like C:Prog/..Launcher.exe.) for seconds and nothing happens further on. I tried to open it as admin but that won't work either. The game is no steam version. The multiplayer starts normally. I can log in whereas ive not tried to join a server yet. Will do now. My system is: Win 7, 64 bit AMD A8-3520M APU Quad with 1,6 GHz (its a notebook) AMD Radeon HD 6620G and 7400 series (both are listed in device manager) 6 GB RAM If you guys could help me out, I would be more than happy. Cheers! Killerfliege
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ich hab noch ein problem.......windows erkennt ein usb-eingabegerät sofort, sodass ich keine möglichkeit habe, das so mauell einzustellen! oder geht das doch irgentwie?
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ich hab win 7 und eine frage: wenn ich meinen controller auswähle und auf eigenschaften gehe, dann werden mir zwei sachen angezeigt unter gerätefunktion wenn ich auf hardware gehe.....einmal HID-konformer gamecontroller und einmal usb eingabegerät......von welchem muss ich nun den treiber deinstallieren? von beiden?