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Darkwolf187

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Everything posted by Darkwolf187

  1. Strange, I can't notice any difference at all with either MSAA 4x or SSAA 2x enabled. I changed the mask size to 0.54 as per the above post for Odyssey users. I have the PD hardcoded to 130% in SteamVR (because automatic tries to use 200% lol), and I've tried PD in DCS at 1.0 and 1.3 (1.0 should actually be 1.3 PD for me because of SteamVR's PD default). There is a difference in visual quality between DCS PD 1.0 and 1.3 (which will be an actual PD of between 1.3 and 1.69), but I notice no difference in the viewport between the center and the edges. Text readability doesn't change. Any idea what's going on? Also, what's the most effective way in SteamVR to see how my FPS is going? I can't read that frame timing graph :P
  2. EDIT: Whoops, didn't realize that turning on MSAA would force a full recompile. Disregard :P
  3. CCRP is a bit lacking in accuracy due to how it operates. It's intended for use with LGBs and cluster munitions - things that are either self-guiding or area effect. Additionally, CCRP encourages/requires that you fly in a fairly straight path to do the drop, which makes you a sitting duck for something that wants to knock you out of the sky. Against targets that shoot back, you may want to just use CCIP mode. You can then either come in fast and low, turn in at nearly the last moment, drop, and roll out - or you can do the drop from much higher up. The MG on a tank can't shoot very far. Doing a popup attack with CCIP means that you spend most of your time at a very low angle and flying obliquely to the target - making you very hard to hit with a MG.
  4. TBH, I betcha they decided to do that to solve the debacle about the BS2 upgrade, and get a whole bunch of new players into the deal too.
  5. I used this to resolve the Black Shark 2 upgrade debacle. Meant I wound out paying another $12 for something I'd already paid way more than $40 for, but meh. Now I have BS2 in Steam too. Course, I'll be using the non-Steam version for now, but at least I now have the option.
  6. This is a noted RL problem with targeting pods in general. They aren't much good for wide sweeps. It's unlikely to get 'fixed', since it's true to life. Looking through a targeting pod has been likened to looking through a soda straw :)
  7. ^ That's why I bought the upgrade at all. DCS World came out, BS2 was only available on the ED store, I already had BS1 from Steam, and I wanted them all in DCS World. So I bought the upgrade. Why wouldn't I? Seems a totally reasonable thing to do. And now, I'm being told that I won't be able to have BS2 in the Steam version, when my original BS1 is in Steam, my A-10C is in Steam, and BS2 is available on Steam now. What??
  8. I'm inclined to agree with the Dash 34. I've noticed that if I do a 'snap shot', where I pull onto target with no trimming or lead time before firing, the PAC jump is enormous. Whereas if I come onto a target on a long straight run, with the pipper on target for a time before firing, the pipper holds. I always thought it was just me - it looks like it's modelled properly, and snapshots should expect to have that kick.
  9. Having DCS World on Steam would be great, imo.
  10. Those are some lovely sparklers attached to that tank, triggering on the wrong side of the hull :D
  11. That's what I'm hoping - and not for eye candy. From a position of relative ignorance, it seems to me that the sorts of calculations that would be done to run a flight sim (lots and lots of vector math) would be absolutely ideal to offload to a GPU. Wonder if that's feasible/a good idea?
  12. That's takeoff weight though, which is easy. How about your weight after you've flown around a bunch, shot off some rounds and dropped some bombs? That's a bit tougher :)
  13. Change the _ingame_ keybinding on speed brake extend/retract to B and N. Don't change the _profile_ binding. The idea with this is that when you have the slider in the full extend or full retract position, it won't be holding down a modifier key and therefore stop you from hitting other keys. Also remember that the setup for the slider does not give it a graduated level (ie, slider at half does not mean half brakes). Pull it the whole way towards you to start the brakes extending, back to the middle to hold where they are, and push away from you to start retracting. Leave the slider in the middle when you aren't actively extending or retracting.
  14. Excellent! Thanks very much - very fast response :)
  15. When you're 'just flying' are you per chance going quite slowly, and keeping the nose up by brute force? If so, you probably just stalled. You should avoid holding the nose level by force, that never works :) The AoA warning indicator is also known as the stall warning. A plane can stall at any speed (not just low ones), and happens when the wing's angle of attack gets too high. This can happen by excessive maneuvering, or by simply going too slow. When you go slow, the effective wind direction is towards the ground (since you aren't generating enough lift), and so even with the nose on the horizon the wings can have excessive angle of attack, resulting in a stall (and the warning). When this happens, it will usually be accompanied by a loss of control authority (the controls go soft and don't respond), shuddering, and typically the nose will pitch down. Don't fly so hard :)
  16. Great work on the missions btw, using it for JTAC practice :) I've noticed there seems to be a bug with Axeman 1-1 in the daytime JTAC training. When he calls targets, his laser seems to be obstructed by a nearby building, because my TGP's LSS function keeps acquiring a big white building instead of the actual targets. If I talk to the other JTACs this doesn't seem to happen. Anyone else seen this?
  17. Messed about with this - seems to have a pretty good effect. I still get the temporary grey smoke from the submunition strikes, but no orange flashes from them. Framerate holds steady even when they're going off right in my face. Without this, framerate dips to ~40ish on the same test mission.
  18. EDIT: Went and did it again, so I hope this one meets with your approval. You come nowhere near overflying your target at drop unless you're low. No active pause. Just dropping two LGBs and walking them onto their targets. Note that this is actually pretty freakin' hard, but the trick is to use CCRP in ballistic mode to give you a countdown for when to do a blind CCIP drop. You then drop two LGBs 10 seconds or so apart. Don't lase until ~10 seconds before first impact, otherwise the bang-bang guidance on the LGBs will throw them miles off course. At T-10 seconds, start lasing. At first hit, QUICKLY slew to the next target and lase again. Done. Apologies for the scrappy flying, I'm on major painkillers after having surgery yesterday.
  19. http://www.youtube.com/watch?v=AUIdnPQZdWg Give it a few minutes to finish uploading. Note, I did this with Active Pause, because I only got out of surgery yesterday, and I'm dosed up to the eyeballs with serious painkillers and as a result have very low attention bandwidth. Active Pause let me focus on walking the designator instead of flying the plane. Basically, you want to drop the LGBs a few seconds apart (5-10 seconds), then hold down the NWS button and manually walk them across the targets. Edit: Even added some annotations with timing. Note that LGBs almost always arrive late, because of how their guidance works (bang-bang guidance causes them to scribe a path through the air that's longer than the pure ballistic path they would take if they were dumb).
  20. You can ignore the CDU pretty well straight up, and just drive steerpoints from the HUD. You can also ignore the radio system and just use Easy Radio. Refueling systems can be ignored as well. The IFF panel and HARS is mostly there just for looks, so ignore it. I'd also advise early on ignoring wind correction on the LASTE, and just focus on dropping LGBs and other guided weapons until you get a handle on how to actually fly the jet in anger. Don't worry too much about learning to use TACAN and the HSI. You can rely on steerpoints for doing that, and you get steerpoints to nearby airfields by just learning how to use the DIVERT function of the CDU. Don't read the manual cover to cover. Just get in there, and then pause regularly and hit the manual when you need more info on something.
  21. You can indeed launch multiple LGB's and have them hit multiple targets, as long as you space them apart. This is realistic too, because that's exactly what pilots did in Kosovo and Iraq (AH-64 pilots did the same thing with Hellfires, apparently) You have to drop from high up, on close targets, with little separation, since all the bombs you drop will all guide towards wherever the laser designation is going. So once the first strikes, you'll need to very quickly slew to the next target so the next LGB will hit that. If they are too far apart, the bomb won't be able to correct by enough. But a couple of tanks in single-file would be plinkable like that.
  22. Yep, the 'auto-configure' of the Warthog isn't anything magic. It's just that the default settings for that controller happen to line up nicely with the functions in-game. Configuring each module independently is a pain in the bum, but it does mean you don't have to change profiles just because you changed aircraft or something.
  23. Just goes to show a picture's worth a thousand words :) Does the EO actually time out? I've been flying around for half an hour and they've still worked, although there was a warning on the MFCD about checking EO time.
  24. Well, without knowing the ins and outs of ED, I'd dare say you're off base on that one. See, developing the P-51 could be done in the toolset and SDK they're already used to and trained with. Whereas developing a mobile app is a whole different kettle of fish - it involves the use of SDKs and toolsets that the developers are quite likely unfamiliar with. This makes things much, much harder than you'd think.
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