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Everything posted by EvilBivol-1
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SAM: What is the purpose of the command post?
EvilBivol-1 replied to Skall's topic in Mission Editor
CP units increase a SAM group's SA, allowing it to detect targets and prepare to engage at greater ranges than the SAM's own detection capabilities. In effect this is kind of like modeling a datalink system between the CP and SAM units in the group. For example adding a radar CP to a MANPAD unit will allow it to engage aircraft at night, which it cannot do otherwise. For most other cases, though, it simply decreases reaction time by extending detection range. -
Gun and unguided rocket training is driving me insane
EvilBivol-1 replied to Skall's topic in Mission and Campaigns
I'm sure we'll have the training missions fixed next week. Can't say if an auto-update will be released at that point to push the fix, but if not, we'll upload the fixed missions to the file exchange as a temporary measure. -
По поводу даты выпуска, пока нету оснований обновлять информацию уже опубликованную в анонсе - предзаказ и бета в этом году. Это все, что можно сказать на данный момент.
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Training Missions are... ummm wrong??
EvilBivol-1 replied to MatzWarhog's topic in Mission and Campaigns
It's hard to say anything without seeing a track of your flight, but it sounds like you saw the same heading issue experienced by others and linked above. We'll try to have this fixed ASAP. To all, we understand of course that it isn't your responsiblity to act as a beta tester, but if you are attempting to resolve a problem, please try to make a useful description of your issue, preferably with a track recording of what you experienced. This makes it much easier to diagnose and fix - especially mission gameplay issues. -
Problem with "Takeoff and Handling" in DCS World
EvilBivol-1 replied to the_korben's topic in Mission and Campaigns
Problem due to changes in the way the Heading trigger works. Sorry for the invonvenience. We will try to fix for the next update. -
Gun and unguided rocket training is driving me insane
EvilBivol-1 replied to Skall's topic in Mission and Campaigns
Thanks for uploading the track. The issue appears to be caused by a change in the way the heading check trigger works. It used to be reversed (i.e. reading from 0 to 360 counter-clockwise), but is now reading correctly. One of those situations where a bug fix leads to a new bug. Unfortunately this isn't the only mission which makes use of the heading trigger, so we'll need to check and update a number of other training missions as well. It would not be unhelpful if you could provide other specific issues you encountered in the training to make sure we don't miss any holes. This particular issue should not affect all missions as only some of them utilized the heading trigger. -
Gun and unguided rocket training is driving me insane
EvilBivol-1 replied to Skall's topic in Mission and Campaigns
You can upload the track to the User Files section on the website. -
Apologies again for the continuing lack of media. I hope you understand we're not trying to hide anything, especially given all of the UH-1H data already available as part of the public DCS World (3D model and such). In response to this post: The flight model is well done - I would say in the tuning phase. The damage model is well in development, but not completed. Most of the major cockpit functionality is there, the most important exception being the pilot's reflex sight, which is currently replaced by a “magic” CCIP reticle. The copilot's sight, used to steer the guns, is modeled correctly and works. The weapons work, including the steerable miniguns, unguided rockets, and the door guns. Subsystems like engine, fuel, hydraulics, electrics are in various states of completion, but overall functional and interactive with the model. Switching seats works and it’s possible to fly or shoot from the pilot or copilot position, as well as aim and shoot the M-60s as a door gunner. There are some simple "autopilot" modes available so the player can hand off control to the AI copilot. Currently there is no other crew AI functionality, but we expect this will be developed as we move ahead. We are preparing to launch the pre-purchase beta option soon, so I think the above is probably a good description of what you can expect to be included, in addition to WIP manuals, some training and combat missions. I will, with some hesitation, mention some of the features we are either working on or hope to implement as the product moves forward. Please understand that it is all subject to change depending on technical progress, available time, human resources, etc. At this point we are pretty confident about being able to implement sling loads, there is work ongoing on new animated infantry, we hope to include interactive crew AI, and multipayer coop mode as mentioned in the announcement.
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Gun and unguided rocket training is driving me insane
EvilBivol-1 replied to Skall's topic in Mission and Campaigns
Please save a track of your flight, so we can see exactly what happens and hopefully figure out what the issue is. You can save a track on the debriefing screen after quiting the mission if you start it out of the Mission Editor rather than the Training menu. -
FC2.0 F15 Campaign Mission #2 Having issues (Spoilers)
EvilBivol-1 replied to davyt's topic in User Created Missions General
I would be easier to diagnose if we had a track to view. If you're going to fly the mission again, try to save the track and post it here. -
Russian hud why no flight path vector?
EvilBivol-1 replied to CoBlue's topic in Military and Aviation
I think the conversation has moved to two different, though congruent issues here. One is the Russian vs. western ADI format, the other is the HUD and its usability as a flight indicator. After all both Russian and Western HUDs indicate attitude somewhat differently than their "look down" AIs. For example, the Russian ADI features a pitch ladder, while a HUD may not. Similarly, a HUD may feature additional attitude indication not present on the "look-down" ADI, such as control director arrows. Obviously there has been a ton of research on both sides of the ocean into spacial disorientation, but even in the west the preponderance of it seems to indicate that the "outside-in" Russian style attitude indication is superior in terms of informing the pilot of the aircraft's attitude and producing accurate corrective actions. However this is in regards to the general AI format, not any specific HUD representation of it. There is certainly some truth to that, in particular as far as size and weight of equipment, but at the same time Soviet research was often leading in studying physiological and psychological issues of aircraft control. A good example is the way Russian designers continue to utilize "steam" gauge representations even on digital cockpit displays. This isn't because they're stuck in the past, but because it is believed to be superior when compared to the digital indications we more often see in western designs. Moving arrows are great at very quickly indicating to the pilot not only the value of the reading, but it's tendency and rate of change. For example here is an abstract from a study as recent as 2009: The "outside-in" attitude display concept, which includes a moving-aircraft (as opposed to a moving-horizon) attitude reference, dates back to the early days of flying. The majority of the laboratory and in-flight studies that have evaluated the outside-in format over the years have found it to be superior at preventing roll-reversal errors during normal flying and in recovering from unusual attitudes. Although outside-in attitude displays have been, and continue to be, flown throughout the world, the majority of military and civilian aircraft have failed to adopt this format. This article reviews the purported advantages and disadvantages of outside-in displays, presents a neuropsychological explanation for their general superiority in maintaining spatial orientation, and describes 3 new situations (off-axis helmet-mounted display viewing, global situation displays, and control of uninhabited aerial vehicles) for which the outside-in concept appears to be ideally suited. http://www.tandfonline.com/doi/abs/10.1207/s15327108ijap0904_5 -
Russian hud why no flight path vector?
EvilBivol-1 replied to CoBlue's topic in Military and Aviation
Many Soviet and now Russian aircraft do in fact feature a "western" style attitude indicator. As Frogfoot indicated, it is believed that western style AIs are better suited for low maneuvering flight, like airliners, while Russian style AIs are better suited for highly maneuverable aircraft. Both can be found on Russian designs, just depending on the type. As for the FPM, I think outside of the most recent designs (and maybe still not), the HUD has not been considered a primary flight indicator on Russian aircraft. Moreover, as Frogfoot also indicated, the FMP indication can be problematic when combined with a Russian style attitude display. Although, it can be seen in some recent designs, such as the Yak-130 - at least on some simulator video. -
As soon as we're able to, I promise we'll provide screenshots. We're waiting on some legal paperwork to be finalized before PR media can be released.
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One or the other. :) To give you a small progress update, we've just recently added custom vibration effects during engine start/rotor spin up and special rotor conditions in flight, like transverse flow and retreating blade stall. We've also added a number of new skins for the US and a few other nations.
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Sorry for the lack of media, but it won't be long before you're able to try the beta version for yourself.
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Один тестер (летчик) кинул такую подсказку: РПО самый смелый - всегда первый вперед и последний назад. :)
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The training is really looking for you to press the Gun Trigger command, which is assigned to Space by default. If you changed this assignment, just press whatever is mapped to your gun trigger command. And also run the tutorials in Simulation mode as already mentioned.
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Executes the condition if set flag is true (when box on the right is checked) or false (when box on the right us unchecked).
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Iroquois - официальное, но редко используемое название. Huey - неофициальное, но преобладающее название. От первоначальной марки HU-1, которая позже была изменена на UH-1.
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The designers are continuing to work with water effects to try and find a solution that looks better and has minimal impact on performance.
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Там есть автомат.
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Please post new key commands for 1.2.1 world and modules
EvilBivol-1 replied to hreich's topic in DCS World 1.x (read only)
None of this is considered end-user information, so I don't think it was ever planned to document it. However, I believe the device IDs you're looking for can be found in the devices.lua file in the Mods/aircrafts/.../Cockpit/Scripts folder of the aircraft you're interested in. In addition, you can get the input command value straight out of the input options screen if you open the MissionEditor.lua file in the Mission Editor folder and change the line OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP from false to true. You can then hover the mouse over the input command name in the controls options and it will show the command ID number. -
Yes, this isn't working at the moment. In the bug list.