跳转到帖子

HILOK

Members
  • 帖子数

    493
  • 注册日期

  • 上次访问

最新回复 发布由 HILOK

  1. 2 hours ago, Spetz said:

    Are you changing actual frequencies in game or does the F10 menu override all frequencies when using VA?

    you have to change frq (manually or switch presets) 👍

    • Like 1
  2. hi, just recently (finally) got into the harrier that i purchased a looong time ago. not sure, if i could recommend it even in its current state, although it seems not "broken due to razbam situation" yet.
    generally speaking, i would place it somewhere between flaming cliffs modules and study-level. maybe 60-70% towards study-level. depending on your siming preferences, essential features are broken, such as TOT, AWLS (although apparently rarely used IRL). a lot of the avionics "logic" is bugged or just incorrect, such as missing colons on the option display unit... if flying and dropping bombs is sufficient to you, you could give it a go, but at the risk that the whole razbam situation will ruin the module totally eventually

    • Like 2
  3. 12 hours ago, Pyrocumulous said:

    I believe:

    • B = bränsle = fuel
    • V = väglängd = distance

    It appears essentially to be percent fuel per kilometer. Think of it as kilometers per liter (but the inverse, so lower number is more efficient), but we don't have a fuel gauge that measures in liters or kilograms, so they used percent capacity of the fuel tank. Each percent of the fuel capacity is about 42kg of fuel.

    thanks. hmm interesting, i wonder how the wind effect is accounted for? but maybe wind is not really relevant in case of the viggen's flight profile? -i assume relative short distances low-level flying?

  4. On 12/14/2024 at 3:44 AM, d0ppler said:

    Without using 3rd party scripts which injects real time weather into a mission file?

    the issue, as far as i understand, is not so much having to rely on external mods, but that the weather can't be changed during mission time. and THAT would really be a game changer, as you could f.ex. run an attack in VFR, but by the time you get home the wx would change to IFR. of course mods could then also inject realtime wx, if you wish so...

    • Like 4
  5. i think we're talking about the last 10~15% to perfection here (if there is such thing in a sim), and i don't see any contradiction to SME's statements saying that the FM is "not perfect, but fine" and "good enough"...
    this sim could really benefit from discussing such topics in a less emotional manner.

    • Like 3
  6. 5 hours ago, Pilum said:

    While not directly coupled to the F-18, I just happened to have dusted off this module to do some drogue refueling training which can be fun sometimes.

    However, the wobbly flight model bugs me. Sure, it’s not just the F-18. It’s something that DCS has across the board as most FM’s in DCS, be they a Bf-109, Spitfire or F-18 has this property.

    TBH, I find this an irritating aspect of the current “state-of- the art” flight sims (it’s not just DCS), since it seems to be the norm, and you can find it in others like Il-2 Sturmovik as well.

    Maybe initially it was a reaction to the so-called “on-rails” FM’s that many of the very earliest sims suffered from, and led to the rise of the wobbly FM’s that I remember were initially greeted with such enthusiasm by some customers who seemed think that the more difficult it was to fly, the more realistic it must be.

    However, if you take a look at the attached videos (you can find many like them), you will see that the “on-rails” FM is actually more realistic. There is virtually none of the wobbliness we have in-game, and there is a more direct response and ending to the stick input both in terms of a direct response and a direct termination of movement which makes it much easier to avoid the PIO’s that are inherent in current flight sims.

    So my question is this: Is this just an adaptation to what the customers wants, as in wobbly means more realistic and sells better, or is it an actual limitation in the simulation engine, as in the way it’s implemented leads to the wobbliness and there is nothing they can do about it?

    Again, the F-18 is not the only culprit, but since this seems to be one of the more active DCS forums maybe some of the forum members here have an answer this question?

    Is the in-game flight model wobbliness there by choice, or is it a result of a game engine limitation?

    thanks for the initiative. exactly my observations!

    my assumption is that atmospheric effects aren't simulated, therefore a FM matching real a/c dynamics would indeed appear to be on rails. that's why they have to make it a tad inherently unstable. this is also noticeable in approved professional flight training sims up to FFS-grade (the moving ones). they're usually much more finicky on the pitch axis than the real plane.
    one thing i find all DCS airplanes have in common is yaw dampening seems a bit weak, or wobbly.

    the OP as i take it only mentioned AAR as an example, but is talking about the DCS FM in general, so maybe more constructive not to focus on the refueling aspect of FMs.

    • Like 3
  7. i am surprised nobody suggested briefing room or liberation campaign. briefing room is probably exactly what you are looking for: you decide the aircraft, type of mission and other conditions, and BR randomly does the rest incl briefing. liberation campaign simulates a dynamic campaign, and it does that really beautifully. you can find both on github (and youtube) 😀

    • Like 1
  8. hi @engines very impressive stuff. looks awesome and high quality, really. i am trying to mod my winwing orion base for the harrier, as my simpit setup doesnt allow an easy integration of such a deep base. otherwise i would have ordered it already : )
    not having to design the throttle grip would save me a lot of time. would you consider sharing the 3d file, or can i purchase it from you?
    thanks

  9. 4 hours ago, cfrag said:

    While this is true, methinks that enforcing ATC would be throwing out the baby with the bathwater. ATC should remain wholly optional, and if people abuse it in any way on an MP server, there's always the option to talk to them. I'm not a friend of automatic enforcement. Yes, griefers exist, and they should die a slow, painful death. Everyone else solves problems through talking. So optional, cooperative ATC would be my preference.

    and i totally agree with you. this option was a suggestion for the hardcore MP fraction, in case they would dislike an emergency landing feature... 😀

    • Like 1
  10. 6 hours ago, FalcoGer said:

    My point is that a better ATC doesn't mean you can't just not use it, ignore it, and play airquake if that is what you want.

    totally agree, and i'd like to add that "ATC issues", aka dinner's ready, would only come into play, when there actually is other traffic around. a SP "airquake" scenario typically takes place in an almost empty dcs world. as there is no dynamic traffic, there's always an idle airport around. and for the remote case that after a hard day of professionally airquaking, you are running on fumes and the only runway that you can reach is the one the mission designer put traffic on, one could still use that old trick from THE viper sim: call for emergency landing, and the airport is yours.

    now for MP scenarios, i would argue that decent air traffic control would actually be needed and really useful (tools are already available to prevent players from messing around, and more tools could be created to prevent abusing ATC, i.e. call emergency for no reason)

  11. 5 hours ago, MAXsenna said:

    I can imagine. And again. This works in the Viper sim. Both SP and MP. ATC communicates with AI. You can even hear it on the radio.
     

    yeah, that viper sim's ATC system and its implementation with voice recognition is the best i've ever seen in any sim beyond ATC (pun intended)

    • Like 3
  12. for me ATC is undoubtedly the most eagerly awaited missing feature to fill DCS world with "life".
    i understand this is a significant undertaking, but i believe in the meantime ED could easily improve what's already there using very little resources.

    just a few thoughts (focusing on western modern era):
    o replace QFE by QNH
    o wind from (iso blowing to direction), rounded to 10 degrees, speed in knots
    o provide QNH with startup clearance (iso take-off CLR) and after "inbound" call
    o correct take-off CLR: <callsign><runway>"cleared for take-off, wind"<w/v>
    o fix the "unable to clear for take-off" followed by take-off CLR issue
    o fix request azimuth/nav assistance

    all these points although mostly cosmetic (no proper traffic vectoring, separation or deconfliction service provided) would already add a lot to immersion in my view

    • Like 5
  13. 8. PLAYER TOTALS

    i.e. overall (not avatar specific) cumulated stats, flight hours etc, per player (login)

    this would allow one player to have several avatars/characters in different careers, e.g. a british WW2 guy, a norwegian F-16 pilot etc, while still cumulating their own player stats, flight hours etc.

    also: avatars could be set to vulnerable without their records getting lost for overall player stats, when they die

    • Like 1
×
×
  • 创建新的...