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chihirobelmo

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Everything posted by chihirobelmo

  1. It's not only a matter of live. DCS missile guidance logic has been like ... this for a long time.
  2. It's because we can see missile as a dot + RWR too perfectly detecting a spike heading. PVP players notch missile looking at a dot. But do ED believe real pilots can tally missile!?
  3. I can't tell the source but real BVR trainings are mostly Launch & Leave, DCS BVR has been always Launch & notch these 5 years. I have an good example video but I can't put the link because this is EDForum...
  4. I use 4k monitor and set scale GUI to 1.5 collapses LSO camera
  5. Thank you for your answer! C-101EB is so good to learn flying with friends, and I am looking forward to seeing nav systems complete.
  6. Hi, I purchased C-101 and flying EB for teaching friends who started DCS and flight sims. I found a problem that TACAN does not sync with the rear sheet in MP. In SP TACAN sync with both front and rear sheet when I switch sheets by pressing "1" and "2" of the full key. In MP when I and my friend ride rear and the front seat of C-101EB, even if the front sheet set and enabled TACAN, rear sheet HSI doesn't show distance and headings. Is it something I can't expect to work because it's WIP? or am I missing some procedures? There is also a hood option for the rear sheet IFR training so I am sure it should be sync between front/rear sheet as the rear sheet can't set TACAN by himself.
  7. Add Stock Templates for every SAM system and ground/sea battalions. like Fansong+SA-2 with template placing patterns, or carrier groups Flight Plan starts from takeoff to landing but mission starts from the air. For instance: set F-16 Flight Plan to start from Ramp at 9:00:00, flies over STPT3 at 9:30:00 and lands at 10:00:00, then if the mission starts from 9:30:00 that F-16 is at STPT3 when entering 3D. Common DTC for each module + Unit Specified DTC for each unit. if Unit Specified DTC is not enabled for the unit, then the unit will load common DTC for the module Auto DTC COMM Freq set based on each unit's own takeoff/landing airbases and package/flights. . Weather system to place cloudy/sunny areas. or preview clouds appearance on the map MP sync Flight Planning for clients. After server running, clients can set their own flight plans for their slots. Select Slots to jump in from the map instead of the current list. . Shot Doctrine/BVR Tactics configure for each AI flight. . AI Override Unit. The unit flies as AI following their flight plan but a human can jump in them as a client slot, then if the player leaves AI continues to fly them.
  8. Dogfighting F-18 vs F-18, AI tends to choose one circle fight even if he has higher energy and can continue two circle fight to defeat me...
  9. When I use SRSPPT so that we can communicate like in the actual fighter cockpit, I have to assign double the number of buttons. For example, in the coming F-16, it will take 4 buttons for comm switches, because I will assign SSRPPT and in-game RADIO menu call corresponding to UHF and VHF of the throttle. Sure I can just assign the same button to both SRSPPT and RADIO menu now, but currently, I have to close the radio menu by pressing the button again after I talked on SRS. If only short pressing the assigned DX button calls the RADIO menu, but do nothing when hold, things can be less annoying. Short Press: RADIO menu call. Hold Press: SRS Push To Talk.
  10. Good point SharpeXB. You want DCS to look nice and immersive. I choose looks "awful "(I don't feel that awful though) but realistic in spotting range and identify orientation. That's why you are not for Serfoss idea but I am for. That's just it.
  11. Hi Nineline, Labels make aircraft easy to spot in all situations, but Serfoss Magnification does not. Plane size continues to decrease by distance. It's just not got small rapidly as without scaling. Therefore spotting possibility decreases by distance, and becomes invisible at a certain distance. Decreasing contrast against background should play for 3d model, but labels don't. It's not coming from 20+ year old game but coming from 2003 study used 1600 * 1200 = 1,920,000 pixels resolution for there research. It's not that different to today's standard 1920 * 1080 = 2,273,600 pixels resolution. Maybe it works to good for 1440p or 4k monitor, I understand it will not fit for multiplayer balance, but I'd like to have it as an option for single-player or just closed multiplayer server so that it helps 1080p monitor user. Another thing Serfoss scaling helps is a smaller monitor user. 24inch monitor user might see things 1:2 scaled but 42-inch monitor might see things 1:1 scale. magnifying 3.0nm object 2 times helps 24-inch monitor user. So Serfoss Scaling is not as arcadish as label but just helps low res / small monitor user. user can enable or disable option considering their setup. Yes it will not balance open public multiplayer server but I wish ED consider singleplayer and closed multiplayer server. regards,
  12. again, serfoss research was made by BARCO 808 monitor which has 1600 * 1200 = 1,920,000 pixels resolution which is not so different to 1920 * 1080 = 2,073,600 pixels and the answer was they still need to enlarge models 2.0 times at 3.0nm. It is also working in a certain 20 years old but up to date until 2019 sim which is commonly played with 1920*1080 to 3840*2160 resolution monitor. No one actually playing it complained things look awkward.
  13. Serfoss scaling only magnifies things 2.0 times at 3.0nm, closer things are less magnified, so visual anomaly (ex:gear looks stucking to ground) are there yes but not so noticeable. they are already small enough larger than what it has to be though. Even in 1080p screen. heh, I've already discussed enough with this guy. All "Smart Scaling is awful vs no its not" discussion you can read this thread https://forums.eagle.ru/showthread.php?t=157129 and its repeating again.
  14. Nineline, Considering each user has different settings, DCS cannot just have "everyone would be happy" system easily. I agree. But why not just consider "works for some" ideas like Serfoss 2003 magnification, as an "option" like current dot only label system is there? A server can allow/force/disable those options so it can just help a group .. like Virtual Fighter Wing ... who play with well-known friends. Just only small monitor / low resolution setup user can enable the option they want for realism. Others can just uncheck that option. A public server like 104th or GAW might needs "everyone would be happy" system or force nothing for balance, but closed server don't need it, we only need an option. EDIT: and also for single player.
  15. Wish DCS: F-16C would be F-16CM(F-16 CCIP) with both Block50 and Block40 WAR HUD model. Osan AFB located south of Seoul has 36th FS with F-16C Block 40 and 25th FS with A-10C. Kunsan AFB has 35th FS and 80th FS both uses F-16C Block40. Current Korea would be one of the best theaters for DCS too if F-16 came out.
  16. It's not the main purpose but 27-inch FHD will see the same size plane picture to 55 inch 4K monitor users because a model will be enlarged for FHD but not so much for 4K. 55 inch with FHD may get a larger model picture with an equal pixel size.
  17. That's because of dot system current DCS has. It is not working within 5nm but works beyond where plane renders below 1 pixel. Lower resolution wakes this system earlier which becomes an advantage. Anyway, it will not help anything within WVR Combat or Combat Formation distance. It also draws planes that can't be spottable in RL. It has to be removed.
  18. This NEW enlargement allows you using 4K monitor but FHD monitor user never has a disadvantage at the same time. Any user will fly more realistic simulation experience. you can notice that only reading the graph I have posted.
  19. This is results of @sanpats formula Result for 1920 * 1080 monitor Result for 2560* 1440 monitor Result for 3840 * 2160 monitor The resolution would never be a problem as his calculation corrects those hardware differences. you guys are not reading my posts carefully and just though already existing model enlargement but its more improved formula. F-15 will be rendered about 9 pixels at 3.0nm for any resolution hardware. This will equal the visibility between different hardware. WITHOUT THIS FORMULA lack of resolution means significant disadvantage from having more advancer or capable hardware. Again: @sanpats Factor 1: adjustedMagnifyingFactor = ((referenceSerfossFactor - 1) * (((hFOV * 60) / hResolution) - 1)) + 1 //if adjustedMagnifyingFactor is below 1, use 1 instead Of course, DCS cannot recognize monitor size so that can be a problem but at least for resolution... This can be the answer for one reason why people refused model enlargement in a former thread.
  20. Honestly, I admit calculations here are just guessed. Those spots or attitude determine possibility can't be matched without subjective experiment results with the cooperation of pilots. Serfoss 2003 was only the study I could find that tried figuring out a proper visual aid for a simulator from such kind of experiment, but it still has many unclear points. like in what FOV did they render 3D models image for the test, He only says its projecting 20/40 eye vision image. @sanpats tried guessing what FOV of image Serfoss showed subject testees and made a formula to match the result of pixel size to the image showed in the experiment at any FOV any resolution. If you have any interesting study, quote them and describe your opinion about possible visual aid (or maybe conclusion that no visual aid is needed). That's welcome. Not trolling like its easy to find but you just don't know you just not practicing enough.
  21. I thought I missed the points so I deleted a reply. Nevermind. I can't spot 2.0nm beyond 20 ft plane in DCS 1920*1080 70FOV in the best visibility weather I can set in the simulator. Is this same in RL? So what actual STUDIES BY THE MILITARY you are referring to? Serfoss2003 is also a study by the military and says model enlargement is needed to provide realistic orientation discrimination. What do you think about it? you can find it with minimal effort. Will you think that as long as it's rendered no matter what color or resolution or pixel size, spot probability or orientation discrimination can be as same as in real life? It's not for a complete ditz to not possibly miss them. It is for more realistic possibility of spot and information in any settings.
  22. This also has to be applied to TrackIR. Or Cursor should anchor on switches when over them.
  23. Is that completely unchangeable core of the code? Can't DCS calculate RCS from the 3D model before enlargement and draw enlarged 3D model? Only Wags and ED knows...
  24. It is something I've discussed before long ago. I also found the newest discussion thread about a visibility model here: https://forums.eagle.ru/showthread.php?t=209219 However, since there is a suggestion about a new equation for a visibility model, and instead of letting this equation be buried in a long thread, I will set up a new thread. This thread deals with the method I introduce here, and it is better to do any other general visibility model discussion with the thread introduced earlier. Let's explain the problem of the current visibility model first: 1. In DCS 2.5.2, An aircraft drawn by dividing one pixel is always drawn as a point of one pixel. 2. This is the only view correction that DCS 2.5.2 has. 3. Since 1. and 2. In DCS, While aircraft can be drawn with invisible distance in real life, you can not get any visibility correction for aircraft within a few miles that require visibility correction. 4. It is expected that a combination of the next resolution and in-game FOV is required for the current monitor to provide real human eyesight. 4.1. The visual acuity 20/20 can distinguish 1/60 angle of a degree(is called 1 minute). 4.2. For a rough calculation, the combination of resolution and viewing angle that 1 degree of in-game FOV has an information amount of 60 pixels is as follows: 1920 [width px] / 60 [px/hFOV] = 32 [hFOV] for FullHD 2560 [width px] / 60 [px/hFOV] = 43 [hFOV] for WQHD 3840 [width px] / 60 [px/hFOV] = 64 [hFOV] for 4K 5. FOVs in 4.2. are not suitable for a constant visibility to fly or look around to get tally. Users rather apply wider FOV with less visual information. 6. The lack of visual information affects the two essential elements of the air combat and formation flying, to get tally (or keep visual) and to distinguish the other's attitude from the contours. 7. Since 5. and 6. what we need is a visibility correction that works with any FOV, any resolution, any distance. 8. The visibility correction system that considers FOV, resolution, distance, would be a model enlargement equation that contains all of those three variables. 8.1. Plane size continues to decrease by distance so pilots will not lose their sense of closing/leaving of opponent aircraft and distance relation to visual plane size. 8.2. As an original 3D model is to be used, visibility will have a relation to each plane wingspan/length/height so the increase/decrease visibility made by opponent orientation will be more realistic. 8.3. As an original 3D model is to be used, each planes coloring will affect its visibility. low vis coloring will work like in RL. 8.4. As it is effective in WVR range (1.0nm-3.0nm) BFM/Formation experience will be a much more realistic thing. 8.5. There will be no visual anomaly while model transiting to imposter/dot (becomes visible-unvisible-visible while zooming in/out) 8.6. Helps VR users who can't zoom in. I suggested such an equation last year. https://forums.eagle.ru/showthread.php?p=3022334#post3022334 The Original idea is Coming From Serfoss 2003. http://www.dtic.mil/docs/citations/ADA414893 If with Serfoss 2003 enlargement method, DCS visibility would be like following: Since an equation from Serfoss 2003 does not have a FOV/Resolution consideration, I added those variables in the equation I suggested last year. A new equation was proposed by @sanpats at BMSForum a few months ago. https://www.benchmarksims.org/forum/showthread.php?28660-About-SmartScaling-and-future-high-res-monitors&highlight=smart+scaling As the method seems to correct equations accurately for differences in FOV and resolution, I strongly recommend his new equation here. There were 2 equations @sanpats suggested. Serfoss 2003 Enlargement Factor: R = range(ft)/1000 Factor = 1.0 + 0.09226 * R - 0.00148 * R^2 @sanpats Factor 1: adjustedMagnifyingFactor = ((referenceSerfossFactor - 1) * (((hFOV * 60) / hResolution) - 1)) + 1 //if adjustedMagnifyingFactor is below 1, use 1 instead @sanpats Factor 2: If (hFOV*60)/hResolution > 2 and range < 6 then //range = 6 means 6000ft dampeningFactor = range/6 adjustedMagnifyingFactor = 1 + ((adjustedMagnifyingFactor - 1) * dampeningFactor) The result of the first equation slowly matches the number of pixels of the aircraft at any FOV any resolution to the results of an appropriate number of aircraft drawn pixels obtained from Serfoss's experiment result. https://www.benchmarksims.org/forum/showthread.php?28660-About-SmartScaling-and-future-high-res-monitors&p=463870&viewfull=1#post463870 The result of the second equation would be more aggressively. https://www.benchmarksims.org/forum/showthread.php?28660-About-SmartScaling-and-future-high-res-monitors/page5&p=463905#post463905
  25. Somehow I never felt cockpit too dark or unrealistic even against the sun in 2.5 DS and GI enabled, I had the same problem more especially in 1.58 and before with HDR though. Even looking at your screenshot I felt same except for MiG-21 at night. I often use A-10C, F-5E, AV-8B, F-15C, UH-1H, and VIGGEN. Haven't actually flown MiG-21 and BF109. The human eye has a much wider latitude for brightness than game graphics can produce. Usually, the HDR rendering is a graphics technologies to compensate those differences. https://en.wikipedia.org/wiki/High-dynamic-range_rendering However, In DCS, HDR option works more like an auto exposure of DSLR camera than what HDR will do. It adjusts in-game image exposure dynamically, set shadows as dark as possible and set highlights as brighter as possible. So when the sun is in the view it darker the cockpit and make them invisible. If the whole image is in the night, this will brighten up the image and things like a white needle of gauges become visible. BTW, Deferred Shading hits performance with Multi-Sampling enabled in general. Usually, games with DF use post-processing anti-aliasing mode like SMAA or FXAA. DCS somehow didn't implement them. We can't even turn FXAA from Nvidia CP.
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