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Sundowner.pl

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Everything posted by Sundowner.pl

  1. Unfortunately I still have no free time to update them, and fix gauges in the Russian pits.
  2. All cockpits have been updated to be compatible with both, the 2.7.5.10869 Stable, as well as the 2.7.6.13133 Open Beta. A little more work was done on optimization, more of a streamlining work, than actual visible benefits though. I had some hopes on using ATSC 5x5 compression on Normal Maps, which could result in additional 15% of space gain with no degradation of image quality... unfortunately the game engine doesn't really want to work with them as well, as the now-default BC5u compression. Resulting in a lot of artefacts, as it appears the game still tries to read blue and alpha channel of those textures, which are simply not there with BC5u, but pure max value ("white") with ATSC.
  3. Yes, I'm aware of that issue, was waiting for a newer update to see if anything else changed. The files will be updated in next couple of days.
  4. What I'm doing is only some texture fakery. ED can add shaders that would make their original texture look realistic without messing with it - like gradient masking the visible range, gradient brightness amplification when in eye is aligned with projected light source, etc. They could also make the K-14 sight more realistic in VR, note that those sights were projecting two images, that were visible by both eyes, without much overlap - the static sight was visible by one, the gyro sight by the other. This aspect of gunsights is not yet implemented in any sim.
  5. Glad you like it. In my spare time I've incorporated the official templates into the textures, unfortunately I see it didn't added any of the missing features... so I have to add them by myself, like the "НОГАМИ НЕ СТАНОВИТЬСЯ КОЛПАК НЕ КРАСИТЬ" near the 9K114 antenna radome: or the static air pressure ports on both sides of the fuselage: Of course normal maps will have to be redone as well. But I'll get to it when I add all the other missing bits.
  6. This is initial release of two packs of skins for the Mi-24P module, that contain skins for all currently serving Polish Mi-24 , both Hind-D (Mi-24D), as well as Hind-E (Mi-24W). This means, both packs together contain 26 numbered airframes, as well as 4 non-numbered "blank" textures. Pilots were repainted to represent Polish gear, like the THL-5NV flight helmet. Stores like UB-32A, PTB-450, 9M114 - were repainted. the Ka-50 tank that is currently serving as PTB-450 placeholder is also included in Forest Green paint. In this initial release, there are still some stencils missing, as well as the #739, #740 and #741 airframes are not sporting the "Husar" painjob, which would require it's own package... as every single one of those 6 paintings is different from each other and will require much more time to make. DOWNLOAD v0.9: Mi-24P as Polish Hinds-D blank (no number) blank with eyes (no number) airframe #169 (eyes) airframe #174 airframe #175 airframe #176 (eyes) airframe #209 airframe #211 airframe #270 airframe #271 airframe #272 airframe #456 airframe #457 (1st.BLWL) airframe #459 airframe #460 airframe #461 Mi-24P as Polish Hinds-E blank (no number) blank with Scorpion (no number) airframe #728 (30 years patch) airframe #729 (30 years patch) airframe #730 (Scorpion) airframe #731 airframe #732 (30 years patch + Scorpion) airframe #734 (30 years patch + Scorpion) airframe #735 (Scorpion) airframe #738 (30 years patch) airframe #739 airframe #740 (30 years patch) airframe #741 (30 years patch) airframe #956 Have fun flying mean, green machines!
  7. The way those sights work is unchanged since the World War 2 - there is a lamp (with filament bulb), that shines on mechanized obscuring screens producing an image of symbology, which then is projected through mirrors and lenses into the combiner glass. In the absolute right circumstances, the image will be crisp. But the inherent flaws in the design will produce image that will not be uniformly lit, the screens get scratched and faded, the combiner glass have some basic coatings reducing ghosting - but not entirely... What I want to do is to represent as many of these natural flaws as possible, while the only tool for that available to us, is the bitmap with its transparency channel. What I will be focusing on now is the brightness of the image, because it is ok for most use cases, but way to dark, to represent the ASP-17 at full brightness setting.
  8. It's an error in filename for the Russian cockpits, after I switched the naming system it wasn't updated, while I'll repack all the cockpits, find the "Cockpit_Mi-24P_scoreboard_RUS_on.dds" file, and rename it to "Cockpit_Mi-24P_scoreboard_on_RUS.dds"
  9. I'm attempting to make the ASP17 sight look a bit more realistic, it's not fully possible without writing specific shaders for it, but texture replacement seems to getting the job done at least part way there. This is a work in progress, as I'm not 100% satisfied by the current result, but feel free to share your opinion. Download: ASP17 - modified reticle And the real one:
  10. Default cockpit textures for the Mi-24P module are quite heavy - memory usage wise, both cockpits will take up whole 2GB of ones VRAM, and for some this might be too much. So I tried to optimize them, to limit the amount of VRAM take take, by rescaling textures that are not essential for graphical fidelity. In the mean time, also re-coloring them... because why not? The result are cockpits that take only half of the memory they used to, without any noticeable degradation in visual quality. For a week now many of you could try the Black English-language one, and I heard a lot of positives about the load times, and in some cases performance increase. So through the week I made also the Russian version of the black cockpit, as well as both in grey, and... RAL 5018 - which was a substitute for trying to match the factory turquoise paint used by Mil, by the European users. English language cockpits also have brightened engine fire lights, as by default they are dimmer than the Russian language one. Skins are made to be compatible with OvGME - just use that program to install the mods. If you don't use that program, just unpack the .zi archive, and move the 'Liveries' folder, to your DCS directory in Saved Files location. Then choose new cockpit paint in game Options -> Special -> Mi-24. Update 2021-09-27: All cockpits updated to be compatible with newly added texture layers. Update 2021-06-21: Russian language cockpits updated for the warning panel lights to display properly. Download: Mi-24P Black EN Cockpit (optimized) Mi-24P Black RU Cockpit (optimized) Mi-24P Grey EN Cockpit (optimized) Mi-24P Grey RU Cockpit (optimized) Mi-24P RAL5018 EN Cockpit (optimized) Mi-24P RAL5018 RU Cockpit (optimized)
  11. Exactly. All throttles, with exception of the WinWing one, have way too short lever arms, this is the main reason, why the rail version have so much appeal to me - it is a compromise, between the "desktop size", and realistic handle rotation. The ARC looks to have the throttle levers way to short for my liking. If I can modify it to have them at realistic length - great. If not - rails it is.
  12. The Recovery Tanker is under its own function in MOOSE, like the Rescue Helo: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.RecoveryTanker.html Don't know about the Hawkeye though. EDIT well... HawkyStennis=RECOVERYTANKER:New(UNIT:FindByName("Stennis_AI"), "Hawkeye") HawkyStennis:SetAltitude(20000) HawkyStennis:SetRadio(266) HawkyStennis:Start()
  13. I'm having issues with both this script, and Wrench Carrier Script 1.2. Both work fine when the mission is run on my computer, but once I run it on the server and connect as client - there are no functions under F10, for either LSO or Carrier script. DCS version is current Open Beta (2.5.4.26552).
  14. Server running on dedicated hardware, port 10308 UDP is forwarded, public IP available, and proved to be working with HTTP, SRS and other servers. The DCS is not visible on the clients list though, and choosing to connect directly results in "address unavailable" message, both with DDNS URL, and IP. When VPN-tunneled to similar network (same ISP, same routing hardware with same configuration) - there is no such problems, and clients can see the server on the list, and connect directly to it.
  15. So, apparently nobody seems to know where are those stutters coming from. i5 4590@3.70 24GB ram GTX1070OC 2xSSD (separate for Win+pagefile, another one has DCS) and I get the stutters - few frame hiccups every 2-3 seconds. VR or non-VR - no difference; Nothing in the game settings changes it; Nothing in the nvidia settings changes it; Newest or older GPU drivers - no difference; Overclocking, running on default, or underclocking the CPU makes no difference; Erasing the game, and installing from scratch - no change;
  16. LAU-3 and LAU-68 loaded with "FFAR" rockets (mk.40 engine assembly) show rockets in launcher tubes. LAU-3 and LAU-68 loaded with "rocket" rockets (mk.66 engine assembly aka. "hydra 70") show no rockets in launcher tubes. Additional problem - LAU-3 now launches a pair of rockets when set to single: https://dl.dropboxusercontent.com/u/41767723/DCS/Screen_160821_151448.jpg Right wing "FFAR" rockets, left wing "2.75' rocket" rockets, after single simultaneous release from full launchers.
  17. Until we get more practice, and figure out all the references for different bombing patterns - planning will get you there. For example if your target is protected by Shilkas or ZSU-23, you already know the given profiles are useless. To start practicing and figuring out your sight dope (as we are all doing right now), plan your approach - the easiest profile for that is straight-in High Altitude Dive Bombing (HADB). You need altitude, a Roll-In Point, and previously mentioned Aim-Of-Point, if you have those, you're set for a dive angle without even looking at the attitude indicator! If you don't want to do the math, but need a few parameters - using Weapon Delivery Planner for Falcon BMS is a good route, it will set you up nicely. For AOP you need a landmark or an object you can spot. Figuring out the roll-in point (PUP in planner) is a bit more complicated, but can be made easy when you operate near a TACAN stations - you can use either their ranging (not very accurate though) or dial in radial that is intersecting your flightpath and watch the HSI for the moment you go past it - that will get you within few hundred feet off the roll in point. Then just roll inverted, pull 3g, until you get the AOP in the top of the combiner glass, unload (push for 0g), roll around that point to upright flight, and get ready to drop bombs at the correct altitude and airspeed. Weapon Delivery Planner will get you very close to those, even without the sight dope - just keep the AOP in place until weapon release.
  18. Practice stuff : BDU-50LD, BDU-50HD, BDU-33 on MERs. I would also list Mk20 Rockeye, but on the fact that anyone could stick it on that bird and use it without any modifications. I've never seen one flown strapped into F-5.
  19. 4 hours ago I also received 4x "Password change request" emails.
  20. Just being curious I opened the F-86.lua file, and surprisingly one of the first things there is a function for the M3 browning machineguns. It appears that the amount of ammo is correct, next one is "max_burst_length", don;t know why it's set to 150, but it explains why we can't empty the ammo bay in one trigger pull - changed it to 267, and I was able to shoot through whole belt without a hickup. Now the "rates" is interesting, because it's set to 800... like in the P-51D, but in here it doesn't do anything, because there are more lines of code bellow for each gun: As you can see, the rates here are set between 679 and 883 :huh: which is pretty close to the fire rate I've measured. Now the fun part - I've changed them all to 1200, and the rate of fire is now correct ! Why were they set to half the correct value ?
  21. Was checking it both at the air base, and in the air, there's something around 10fps of difference for me between the two, and firing times were in error margin of operating a "stopwatch".
  22. I'm not sure I understand your question. There was no synchronization for those guns, once the guns got signal to fire, they were "spewing lead" till there was no ammo. Only limiting factors would be G pulled on the aircraft, and increased friction on parts that would warm up. For example those guns are still being produced by FN Herstal under the designation M3M with reduced fire rate to 1100RPM, and during testing, once fired continuously running through a 600rounds, the average rate of fire drops to ~1010. Now if you would disable pairs through the weapon selector, it should still take that 13.3 seconds for each pairing - because they have similar amount of ammunition. If that's what you mean, it should take almost 40 seconds (total, excluding time to switch pairs) to go through all the ammo. Although can't think of a reason to limit oneself by choosing only one pair of guns in combat. What I was testing was firing all the guns at once, at 1G.
  23. There was something wrong with the guns... they were firing too long so I clocked them. F-86F carried roughly 1602 rounds, ready to fire, total. 267 rounds per gun (give or take a few). F-86F was armed with AN/M3 Browning machine guns, that had rate of fire oscillating around 1200 rounds per minute. So it should take around 13.3 seconds of fire to empty its ammo bays. I clocked it and it took 24 seconds in two long bursts, so the resulting rate of fire in the DCS: F-86F is 668 rounds per minute - per gun. Way, way too low.
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