

brettt777
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I think someone, possibly even myself, may have asked this before and if so, I do apologize. I have the Southwest Afghanistan map and the East Afghanistan map. I think I have heard that there will eventually be a North Afghanistan map. Would it do me any good to have the full Afghanistan map at this point? When/if they release a map of the north, if I added that, would it give me any more than the full map?
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Okay, my system is struggling with some games, including DCS, but not others. So a couple questions if I may... - Here's my system in a nutshell: Ryzen 5 5900X @ 4.4ghz 64gb DDR4 @ 3200hz RTX3060ti 8gb GDDR5 Rosewil 1K Power Supply OS and all high end games on SSD's I'm thinking the choke point in this system is the RTX3060ti with its 8gb of GDDR5. Two reasons I think this. First, when I upgraded to the Ryzen 5, I ran a bunch of benchmarks before and after to see where I was at. Obviously there was a significant increase from the old CPU to the Ryzen. At first I had the Ryzen at 4ghz on the CPU. So I recorded those and then set the CPU to 4.4ghz like it is now. Virtually no performance increase in any game benchmark. I would think if the CPU was the choke point, there would have been at least a modest performance increase from 4ghz to 4.4ghz. Second, on certain games where my system struggles, I often get a warning about my GPU running out of memory. Kinda weird but I can run a fairly new game like MSFS2024 at reasonable fps on fairly high graphics settings. But when I try to run an older flight sim like P3D V5 (it has VRS Tacpack, so I keep it around) it really struggles like, single digit fps. I recently installed P3D V6 cuz it uses a different engine than the older versions. It runs smoother, but I get the GPU memory warring all the time. So what you guys think? Am I correct? Is my GPU the choke point in my system? Which brings me to my second question. In looking to upgrade said GPU, I'm kinda looking at two new units... an RTX5070ti and an RX 7900 XT/X. On the benchmark site I go to, it shows the 5070ti in the top ten, It shows the RX 7900 XTX a bit lower and the 7900 XT a bit lower than that in the list. But obviously all of them are significantly higher than my poor little 3060ti (It wasn't bad in it's day. A lot of bang for the buck). There are of course, half a dozen or so GPU's that are better than the 5070ti, but I can't afford $2-3,000 for a GPU. A 5070ti is around $8-900 and an RX 7900 XTX is around the same price. The 7900 XT is about $100 less. The 5070ti has the mandatory 16gb of GDDR7. The 7900 XT and XTX have 20 and 24gb of GDDR6 respectively. I have used nVidia GPU's exclusively for years and have always had good performance... at the time I installed it anyway. But I have heard that the drivers for the 5070ti have compatibility issues at times, so that makes me hesitant. Also, I really like the 20 or 24gb of GDDR on the Radeon cards. Even if it is "6" instead of "7". So, what you guys think on this one? 5070ti/16gb GDDR7 or RX7900 XTX/24gb GDDR6? I will also be upgrading my motherboard and RAM soon as well, mostly because I need more SATA ports. I will go from 64gb limited to 3200hz to 128gb at 4000hz +. Unfortunately a CPU upgrade isn't in the budget just yet so I am stuck with the DDR4 cuz that's the only thing Ryzen 9 will use. So, is my GPU the choke point? RTX 5070ti or RX 7900 XTX?
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Okay, so y'all will be happy to know that I did NOT give up and I finally managed to get the thing airborne, get the gear and flaps up, and get it trimmed out. Then, of course, I found out that it's actually a very nice airplane to fly. It handles about like you'd ecpect a plane that size to handle but it's also quite fast for a bomber. It will do 300 kts without breathing hard. Anyway, now that I find I can actually fly the thing (with a little help from my friends), I will definitely be adding it to my hanagr. Cheers!
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Well, I dunno... but holding the stick back until I was at about 60-70 knots sure seemed to help. I will look for the gear handle lock. Thanks. Maybe there's hope for me and the Mossie yet.
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Okay, well one thing I did not know is that pulling the stick back locks the tail wheel. I tried that and I actually managed to get airborne a couple times. But of course, there had to be something else. I could not get my landing gear to go up. The gear handle was moving to the up position but the gear never raised. It never even tried. The first time I thought it was because I waited too long and the higher airspeed damaged the gear somehow. But the second time I managed to get airborne, I put the gear up immediately... at least I tried to. The handle went up but the gear did not. So, is there some trick to getting the gear to raise that I don't know about?
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Okay, tried all that. Somehow the thing got set to the simple flight model. The Mosquito must have done that cuz I never use thae simple one. Anyway, all that did was make it worse. It's like, as soon as the tail comes off the ground, the thing just goes out of control and will spin to the left or right and no amount of rudder or differential braking will bring it back. One time out of about 20 attempts, I got it airborne but it was still pretty much unflyable for me and shortly after takeoff it just rolled to the left and crashed regardless of what I tried to make it do.. I don't know what I'm doing wrong but this one is a NO for me. Glad it was a trial and I didn't pay for it yet.
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I got the two week trial of this thing and I have yet to get it off the ground. It's all over the runway. I thought the Spitfire was tough to get airborne. This "Mossie" is ridiculous! I have went through every check list and how to that I can find. Prop all the way forward, rudder trim a bit to the right, pitch trim a bit down, roll trim neutral, flaps about 15 degrees, supercharger to "mod". I bring the thottle up slowly and at first, I use taps on the brakes to keep it straight. Most of the time it will just suddenly turn to the right and no amount of left rudder or brake will stop it. And, on the rare occasion that I can actually keep it on the runway long enough to get airborne, I can't get enough speed to even lift the tail off the ground. Last time I did that, I think the ASI was just barely reading 60 knots when I ran out of runway. What am I doing wrong? At this point, I am very glad this is only a trial cuz I would have been major p*ssed off if I would have actually bought this thing. I'd really like to figure this out cuz it's kind of a cool plane, very different... and I would love to get it airborne. So, a couple questions... - Is there some kind of parking brake somewhere that I haven't seen that could be slowing it down? I didn't set one in the controls but who knows? - I have the mixture set to "strong" which I guess means "rich". is this correct? - Are the rest of my setting correct? I thought I saw something in another post about boost. Is there a boost setting somewhere that I'm missing?
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The first image is with those added lines in the init.lua file of the Scripts/DSCG/Indicator directory and the init_bake.lua file of the Scripts/DSCG/Indicator/DSCG_Pilot Directory. As you can see, I had a totally usable radar display on the MFD with no adjusting the brightness or contrast. But I also had the overlay. The second image is after removing the lines from the init.lua file of the Scripts/DSCG/Indicator directory. No overlay but MFD is once again a big bright useless blob. Not sure what I was seeing at first when I thought I had a somewhat usable radar display on the MFD without the overlay (with lots of tweaking) but whatever I thought I saw, I guess it was overwritten when I did the last update. Anyway, this is where I'm at now. Whatever textures or functions it is missing for a fully operational radar only on the MFD are obviously added with the other init.lua file. But I don't understand why I'm getting the overlay. I don't understand everything about how these files work to make that determination. It's a bit above my paygrade.
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That is what it seems now but when I first did it, I was able to tweak the picture enough to where I could get a somewhat usable picture on my MFD. But then when i went back to it last night and today, all I get is what you see in that image. Not sure what changed.
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Okay, so here is a screenshot of the cockpit anf the MFD. For some reason, I can't even tweak it to get a radar display now. This is the best I could get it which, of course, is completely unusable. So, this is what I added to the init_bake.lua file in the DSC/Mods/Aircraft/F-4E/Cockpit/Scripts/DSCG/Indicator/DSCG_Pilot directory. dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") local HUD_onlyRightAligned = true local HUD_onlySz = 0 --8 if HUD_onlyRightAligned then update_screenspace_diplacement(1, false, HUD_onlySz) try_find_assigned_viewport("RIGHT_MFCD") else update_screenspace_diplacement(1, true, HUD_onlySz) try_find_assigned_viewport("LEFT_MFCD") end It's what I found in the radar init.lua file for the F-1 Mirage. I did the same thing for the Viggen and it worked great. Now, at first I put these lines in a lua file called init.lua (along with the aforementioned DSCG_Pilot init_bake.lua file) and I believe it was in the DSCG/Indicator directory. When I did this, the radar display on the MFD worked great, but I had a radar grid overlay on the main cockpit screen. So I removed the lines out of the DSCG/Indicator directory and that got rid of the radar grid overlay but then my MFD picture looked like what you see in the image. I'm not sure what changed but when I first did this a few days ago, as I said before I could tweak the heck out of the cockpit display controls and get a somewhat usable radar picture. For whatever reason, I can't even do that now. The cockpipt display controls have no affect on the MFD picture at all. So apparently what I am seeing on the MFD isn't even a radar picture. I can completely power the radar down and the MFD still looks like that. So, what am I missing here?
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I have been able to play around with the brightness and contrast and the gamma and saturation and get a usable display, but it makes the cockpit display unusable. It has to be something with the Heatblur code because I did this exact same mod to the AJS-37 Viggen radar and it worked perfectly.
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Well, like I said, I can play around with the brightness and contrast in the cockpit, plus modify the gamma and saturation of the MFD with another mod I have, and I can get it usable (while making the radar display in the cockpit unusable). So it is most definitely the correct display. There's just something else I am missing that needs to be done and it probably won't happen til Heatblur gets around to it.
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Actually that's not necessary. I went on the Discord VSN page and found a newer version of thier F-22 and the F-35. I removed the ones I had and tried these and they both worked without a hitch. Ironically, once I saw that these fifth gen fighters had old F-15C cockpits in them, it kind of spoiled it for me. So after all that, it was kind of a let down but hey, live and learn. We're supposed to get a real F-35 some day. We'll see.
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Hey, how about this one? I was on board the USS Midway CV-41 in 1980 and we still had two squadrons of F-4J's on board. VF-151 Vigilantes and VF-161 Chargers. In fact, when those Phantoms left the Midway in 1986, they were the very last active F-4 Phantoms in the US Navy. As a US Navy veteran, I have certainly wanted a carrier version of the Phantom in the game. These things were brutal on the flight deck!
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I figured out how to export the radar display to an MFD in the Phantom, but for some reason in this plane, it's way too bright and washed out. I have a Winwing 3 MFD setup and most of my modules have one to three displays that can be exported to these MFD's. Three of my modules are not included in the Winwing app to export a display. However, one of those modules, the F-1 Mirage, exports its radar display to one of my MFD's on it's own. The app doesn't even need to be active. Curious as to how this happens, I started asking around to try to figure out how this all works. Then I started looking at various .lua files in the Mirage cockpit/scripts directory. I found a file where it references the viewport handling and then it says to "try to find" this viewport or that viewport. So I went to the other two modules that didn't export... the AJS-37 Viggen and the F-4E, and found some similar init.lua files. I added the lines that talked about trying to find this or that viewport to the same init.lua file that talked about viewport handling, and with a bit of trial and error, I got a completely functional radar display on my MFD for the AJS-37 Viggen. So I tried the same thing with the Phantom. At first, I had the added lines in the wrong init.lua file and all I got was a radar overlay on the main gaming screen. I found a file called init_bake.lua and tried that and then I had radar on an MFD as well as the overlay. Ironically, when I had it like this, the radar display on the MFD seemed somewhat normal. When I removed the lines from the first init.lua file, I got rid of the overlay, but then the radar display on the MFD is totaly bloomed and washed out. I have to tweak the displays controls a bunch in the airplane and then tweak the MFD displays with this other mod I have for that, and I can get the MFD radar display somewhat usable. But then the radar display in the airplane is too dim to see. So my obvious question is how can I adjust the brightness and contrast of the radar display going to the MFD without affecting the radar display in the cockpit? I would think there would be some way to do this but it's beyond me at this point. I figured there had to be some .lua file somewhere to adjust this. Everything else in DCS is controlled by a .lua file. I have heard that the Phantom is not yet set up for exporting displays. I obviously figured out how to do it but maybe there's more to it...? Is some secret file that needs to be tweaked for this to work? The Viggen radar display works great on my MFD. When I adjust the display in the cockpit, the MFD display matches it. So come on Haatblur. What am I missing here? How can I make this radar display on my MFD usable?
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Okay, I'm still not sure where you're getting these aircraft "slots" from, but I set up a mission with the F-15C as the player aircraft and a VSN F-35 in it. I started in the F-15C and then tried to "jump' to the other aircraft with RALT+J. Didn't work. Nothing happened. I also tried the same scenario with a MiG-29. Same thing. When I tried unsuccessfully to jump to the F-35, that didn't work. but I could "jump" back into the F-15 or MiG-29 so I know my "jump" function works. I just can't jump into certain VSN aircraft for some reason (I tried the VSN F-22 as well). I also tried that mod where you modify the entry.lua files for all the FC3 aircraft so they automatically load when you start DCS. All that did was make the sim load extremely slow. Sill couldn't get into the F-35. So, I have no idea what I'm doing wrong. I will try the VSN group on Discord and see if I can find an aswer ther.
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Okay so, some of the mods that we see use either an F-15C cockpit or a MiG-29 cockpit. Which means they use the F-15C A/A radar. I have the Winwing 3 MFD MIP setup and pretty much all of my payware mods will put at least one display of some kind on one of those MFD's. Any of the FC planes like the F-15C or the MiG-29 will also put their A/A radar on one of the MFD's. Okay, fine. That's awesome. I REALLY like my MFD's. Here's the issue. I have the awesome Grinnelli F-22 mod which also uses some of the F-15C cockpit including said radar. It also has four of it's own MFD displays, as F-22's do. I have figured out how to get the planes with appropriate displays to export to the Winwing MFD's. I was successful in getting the F-22 to export three of its four displays... sort of. As most of you know, like most any modern fighter jet, the MFDs in the F-22 can be set to whatever particular display you want; engine, fuel, FCS, EW, RWR, what have you. So I have the three MFD's set to my three MFD's (It's actually quite easy to do once you know how). Well, since this F-22 uses the FC files, it also automatically displays the F-15C A/A radar on the left MFD and it overwrites the F-22 display that I want to go there. So my obvious question is... does anyone know what lua file/s tell that A/A radar to display there no matter what? In the F-22, there is the one large display in the middle of everything that is where the radar is supposed to be displayed called the PMFD. I am looking to add a fourth MFD to my setup so for cockpits like this one or the F-15E WSO, I can display all four MFDs or three MFDs and a PMFD. Anyway, getting the PMFD to work is easy. I just need to be able to turn off the generic F-15C A/A radar that overlays the left MFD no matter what. So anyone have any ideas what file/files I might need to tweek to make this happen?
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Okay, I get that. But what do you mean by "changing slots"? I have tried loading an F-15C, then getting out of that mission and then getting into a VSN aircraft. But something tells me there's an easier way to do it. Does it involve have both aircraft in the same "mission?" Do I literally jump from one aircraft to another in the same scenario?
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Okay, I am a little confused about this "changing slots...". What exactly do you mean by that?
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I have all of those... A-10A, SU-27, SU-33, etc. If I get in one of those first, maybe...? Cuz I can get the F-104 to work. It's the other I have an issue with; F-35, F-22, F-105, F-106. Most of those used to work. The F-35 is the one that has never worked.
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No, didn't know that. Thanks.
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So, I have a few add-ons I got from here. I few of them work and I can fly them but some, particularly the VSN mods, will only show up as an AI pilot. I do have FC3 and all the planes including the F-15C that go with it. That all works. When I am settting up these "missions' they are set to "Player" and "Player0". I have even tried loading an F-15C prior to trying the VSN model but I still only get AI. Some of these... like the F-100, F-104, F-105 and F-106... used to work. They were totally flyable. The only one that has never worked for me is the VSN F-35. I even had the VSN F-22 that worked. I have a couple other add-ons that don't use the FC3 add-on and they work fine. I had heard somewhere that these VSN planes would only work if the mission was setup in a certain way. So... what am I missing? What is the trick to get these VSN mods working and flyable?
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I may have posted something like this already and I apologive in advance if I have. We really need a southeast Asia map that includes Vietnam, Laos, Cambodia, maybe part of Thailand, and a good part of the South China Sea. We already have a MiG-21, an F-4E, and a B-52 in one of the asset packages. I understand we have an A-6 Intruder coming along with an F-100 Super Sabre and there is a very good A-4 Skyhawk available. A Vietnam assets package could give us a Forrestal or Kitty Hawk class carrier. Or... A Korea map that includes North and South Korea and parts of China and Russia, the Sea of Japan and the Yellow Sea, and maybe part of Japan. We already have a MiG-15 and an F-86 which were the two primary players in Korea. We could repaint some Mustangs as USAF F-51D's. And an assets package with a Midway class carrier. We could even have a real 4077 MASH location. We could also use more Pacific Theater WWII Terrain since we have planes like the F6F Hellcat and F4U Corsair up and coming. Of course we'd need like, an Essex class carrier or two (Can you tell I'm ex-US Navy?). So.... what's the release date?
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Okay, I figured it out for both the AJS-37 and the F-4E. Here's what I did... I added the following to one lua file for eack aircraft. For the AJS-37, it was "Install directlry/Mods/Aircraft/AJS-37/Cockpit/Scripts/Radar/Indicator" and the file is called init.lua. For the F-4E, it was "Install Directory/Mods/Aircraft/F-4E/Cockpit/Scripts/DSCG/Indicator/DSCG_Pilot" and the file is called init_bake.lua. In that same "indicator" directory there is also a directory called DSCG_WSO. There is an "init_bake.lua" file in that one as well. I think it is safe to assume that this same code can be added to that lua file and you could have a radar display exported from the WSO seat as well. I have done this but I haven't tried it yet. dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") local HUD_onlyRightAligned = true local HUD_onlySz = 0 --8 if HUD_onlyRightAligned then update_screenspace_diplacement(1, false, HUD_onlySz) try_find_assigned_viewport("RIGHT_MFCD") else update_screenspace_diplacement(1, true, HUD_onlySz) try_find_assigned_viewport("LEFT_MFCD") end This was the same code I found in a similar file for the F-1 Mirage. Now, for this to work, your monitor setup has to match it. This is how I did that. I will be somewhat different for anyone else cuz my monitor setup is... different. I have three 2560x1440 curved monitors that are my main game picture and then I have the three Winwing MFD USB displays that are for display exports. If you have Winwing stuff and use the SimAppPro app, then when ever you have an MFD setup selected that uses at least two MFD's, then the above code will work. If not, you will have to create a lua file for it. This is one that I can use instead of the Winwing file. _ = function(p) return p; end; name = _('BCTCockpit'); Description = 'Left MFCD on the left monitor,Right MFCD on the right and camera on the center' Viewports = { Center = { x = 0; y = 0; width = 7680; height = 1440; aspect = 5.333333333333333; } } UIMainView = Viewports.Center GU_MAIN_VIEWPORT = Viewports.Center LEFT_MFCD = { x = 5128; y = 1696; width = 752; height = 762; } RIGHT_MFCD = { x = 6664; y = 1696; width = 752; height = 762; } CENTER_MFCD = { x = 5896; y = 1696; width = 752; height = 762; } Again, this one matches my particular monitor setup. You would have to figure out your own X/Y coordinates for whatever monitor setup you have, and obviously the name can be whatever you want. This .lua file will be in "Install Directlry/Config/Monitorsetup". If you only have one MFD you want to export to, you obviously wouldn't need the "LEFT_MFCD, RIGHT_MFCD, CENTER_MFCD" entries like I have. As long as the first code group that goes in the init.lua matches the monitor setup, it works. I do apologize if I am telling y'all a lot of stuff you already know. Now, as I said, this worked for the Viggen and for the Phantom. This was all I did for both aircraft. I didn't see anywhere else where the Phantom needed to be "activated" or some such thing. That being said... one issue with the Phantom export. Whereas the exported radar display on the Viggen worked perfectly on my Winwing MFD without any weird brightness or contrast adjustment, not so with the Phantom radar display. If you do the first part of this mod and add the code to the DSCG_Pilot init_bake lua file, you will get the radar display on your MFD. But it is extremely bright and saturated. To get the MFD display usable, I had to adjust the brightness and contrast and everything else to get it there. In doing so, it made the radar display inside the cockpit on the game display too dark to see. I have another mod installed that allows me to adjust the picture/s on my MFDs separate from the main display. This helped me get the MFD display usable but I still had an extremely dim radar display on the game page. Ironically, when I first got some kind of export for the Phantom, it showed as an overlay on the main display. After I added that group of code to the init_bake.lua file, I got the radar on the MFD as I wanted but I also still had the overlay. When I had it like this, I had no brilliance issue with the MFD. It looked great. It wasn't until I removed that code group from a different init.lua file in the "ControlsIndicator" directory that I had the brilliance issue. It got rid of the overlay on the main game doisplay but then my MFD radar picture was just a big bright blob. So, anyone have any idea how I can dim my Phantom MFD radar display without having to reinvent the wheel everytime? I'd also like to know what/where they have the gauge files because I would really love to have the F-4E HSI and altitude or airspeed on the other displays if possible. Especially since there is no flight or navigation data on the HUD.
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Well, I tried to do it on my own with the F-4E Phantom and was somewhat successful... kind of. What I ended up with was an overlay of the APG-120 radar on the main display. The display worked as it should even thoug it wasn't where I wanted it, but it had no returns at all. I was wondering if the maker would ever attach the planes to the Winwing app, SimAppPro.