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NeoHelios

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  1. NeoHelios

    OvGME

    Hi, I'm getting an error message when trying to Query the Repository. "Unsupported HTTP chunked transfer encoding" Nothing has changed recently. The XML file looks like other, working, XML files. Other repositories work fine. I'm wondering if it might have something to do with my website provider, namecheap. It used to work fine--now it doesn't. XML file in question: http://modpack.vcg-1.com/cg1repos.xml Please help.
  2. @flankerMcGiftHorseDentist - thanks for that. U R 2 cool 4 me, kiddo! Speaking myself, "Thank you, Eagle Dynamics! You guys consistently impress me with your dedication to the hobby and the community. I appreciate this additional content, and wish y'all a Happy New Year!" (See, flankyMcSpanky? Was that so hard?)
  3. Hi Community, Can someone please tell me what the Landscape5 software is? Google and Bing aren't very forthcoming. TIA
  4. @TheThumper - This is pretty awesome, thanks! I'm going to share with my group and give you credit. Cheers!
  5. Hi Community, How disruptive or challenging to code would it be for players to be allowed to join as RIO in the middle of a flight? I have really poor internet connectivity, and cannot imagine someone else suffering the consequences of my network drops. Yet I really want the option of playing the tomcat (RIO) in multiplayer when I'm not moving mud in the harrier. Is such a feature technically feasible? Am I the only person who would want or appreciate such a thing?
  6. I'm reading Harrier Boys Vol.2 and one excerpt mentions the Radar Altimeter warning momentarily going off when bombs are released, as they are instantaneously picked up underneath the plane. I acknowledge that the GR5,7,8,etc is a different plane, but is this phenomena present on the AV-8B N/A? If it is present, is it too much to ask for within the module? Little "unforeseen consequences of real life" details like this really bring this sim to life. Ref. HARRIER BOYS VOLUME TWO (Bob Marston). Chapter 18
  7. Hi philstyle, thanks for the comment! I am using a couple of sound mods, a label mod, and a pretty big texture mod that is required for our flights, but its standardized (i.e. in a repository for OvGME) and everyone else on the server is using it with no problems. I tested with NO mods on a different online server, and got the same problem; one of those "Inferno" ones; lasted a little over half an hour before dropping. Thanks again
  8. Hi Community, I have been experiencing problems with dropping from multiplayer servers. Can someone please advise? I can repeat this issue, but not predictably; issue typically occurs every single online session after about an hour of play; sometimes sooner. The steps to repeat are that I will be flying on any multiplayer server in the AV-8B, and about an hour into the game (sometimes sooner, sometimes later), the screen will freeze for about 1-3 seconds, and I will disconnect back into the multiplayer server selection menu with no servers listed. I must exit this menu to the main menu, and click back into the multiplayer server selection menu to see a populated list of servers again. Then I join the server again and spawn into my plane, and oddly I will get kicked again within in a minute or two. Have to exit DCS and restart app to get in and stay in, and this transition takes about 1-2 minutes. Solutions attempted... repair DCS - no change power cycle router and cable modem - no change update graphics drivers - no change disable all mods - no change play on a different server - no change autoexec.cfg (network latency / packet size) fix - no change gameplay without HMD - no change upgrade GPU from GeForce 970 to 1070ti - no change increase HDD page file size to 64Gb - no change tech support from ISP - no change (slightly better latency, though) reinstall OS - no change connect directly to cable modem - no change A few notes... Single player works fine. Seems to happen more often as I fly closer to ground objects. After the 2.5 patch, DCS multiplayer was running fine. I don't remember specifically when this problem started since it's been going on for so long (4-6 months... Maybe longer). Sometimes longer; sometimes shorter. Every single session that lasts over 45 minutes, minimum, though. So, like, minimum 45 minutes, but average one hour. Never lasts more than 90 minutes. Issue seemed to be fixed after one recent patch, maybe about a month or so ago, but after the next following patch it went back to dropping. I am playing on a server with anywhere from 3-20 other players. No one else currently has the same problem. Happens on other servers without mods such as Inferno and Acrobatics servers, too. Usually connected via ethernet to router, but getting same problem when connected directly to cable modem. My cable modem performance is well within typical specs for StN and Up/Down power. Had tech come out from ISP, and he said that the network is fine. They replaced one of my cables with better shielded one, and replaced unneeded splitter with a barrel connector. Technically, the signal improved based on PING statistics, but still getting same issue. I also seem to get periodic decreased network performance on voice apps such as Discord and TeamSpeak, and other users report that my voice sounds choppy, sometimes. Used to have Avast and MBAM, but since new OS install, I'm only using Windows Defender. Either way, the problem has been present under both apps. Hardware Specs... Win10 - newly installed, current drivers 16Gb RAM Samsung Odyssey HMD 1070ti i5-4690K Cable Modem - ARRIS SB6141 8x4 DOCSIS 3.0 (purchased 2015) . . . ANY suggestions I have not yet considered are extremely helpful. Thank you! Please find attached DXDIAG and DCS logs. (20180924 - troubleshoot.zip) Here are the last 50 lines of the DCS log: 20180924 - troubleshoot.zip
  9. I see "KC-135" in the quote, below, but we have KC-130 for refueling with the drogue. Is this a typo, or is KC-135 currently/going to refuel the harrier?
  10. Wow! These are freaking amazing! Thank you for devoting your time to increase the fidelity of the hobby. It is contributors such as yourself who embolden the passion we all share in the pursuit of making DCS World a resource that constantly causes bystanders to doubletake the assets, thinking they are looking at the real thing. Thank you! https://imgur.com/gallery/mCppC https://imgur.com/gallery/gp5vx
  11. May his legacy never be forgotten in the monumental relationships he built over the pursuit of his lifetime's passions. I hope it is appropriate to remember how Igor has touched our lives with the words of John Denver. I'm sure that we can all relate on some level: The Eagle and the Hawk I am the eagle, I live in high country, In rocky cathedrals that reach to the sky, I am the hawk and there's blood on my feathers, But time is still turning, they soon will be dry, And all those who see me, and all who believe in me, Share in the freedom I feel when I fly! Come dance with the west wind, And touch all the mountain tops, Sail o'er the canyons, and up to the stars, And reach for the heavens, and hope for the future, And all that we can be, not what we are. — John Denver Fly to the mountains, Igor. May you rest in peace, therein.
  12. Isn't there some kind of bug/feature where you can't really turn too hard with the TPOD or else it will drift in some direction? I'm sure I've heard of it before, but I don't recall the source or context. Just that the TPOD will move if you turn too fast. Would love to know a safe turn speed.
  13. This is a good point, but I was mainly focused on making the unguided trajectory as accurate as possible so that the sensor will align with the lased target. Kind of like throwing a football with a webcam on the front that has a narrow cone of vision.
  14. Awesome catch! Didn't think of that. Will check the manual. ...(time passes)... EDIT: Here are some exerpts from A1-AV8BB-NFM-000 for comparison: section 23.16.2 :: HUD speed value in NAV master mode is "Calibrated airspeed" (CAS) section 23.17 :: top paragraph describes VSTOL master mode HUD symbology "The basic flight data of heading, airspeed, altitude ... are displayed and function the same as described in the navigation master mod" Now, if we take a look at figure 2-36 "BIT failure Indications" on page 2-124, we see that ADC.3 indicates "TAS not available on HUD when A/G is selected". This tells me that it is possbile to see True Air Speed (TAS)on the HUD with in A/G master mode. Within this pub, I don't really see any direct definitions for the HUD speed value specifically in the A/G master mode. There also seems to be alot of resources out there differentiating between GS, IAS, CAS, and TAS, so think might merit a larger discussion outside the scope of my initial question. For the sake of argument, however, I think we can imply some things based on above references. Not looking for super precision within 20-50 kts to pass the "is it feasible" test. That said, I absolutely do appreciate the thought experiment and challenge of diving in with this additional feature of the overall problem. So without better info, here is my best guess based on above: A/G airspeed in the HUD is True Air Speed. Rationale: why would they have an error code in the BIT test (fig 2-36) if it weren't normally as such. I suppose when I get home tonight, I could toggle between the master mode buttons a few times to verify this. Aside, interestingly (to me) while researching, I also found out that little "T" in the upper right corner of the HUD is to indicate that "true heading" is being used instead of magnetic (tmyk!) :: 23.17.5
  15. SUCCESS! (with notes) Replies: * Used IAS (top left HUD) * Totally agree about the drag--ballistically (i.e. unguided) it would not have gone as far as I calculated Okay, so I drew up a quick mission (NO clouds!) and it worked! I started the run at 7500ft, 12nm out, and 500+kts. Climbed 45 deg angle on HUD pitch ladder as indicated by TVV, and CCIP released GBU-16 just as I flew through 10,000ft (still going 400+kts). Trim, lase, and orbit. Special notes are as follows: NO clouds; on first attempt I had clouds enabled, and LOS was blocked. JTAC would be better for this. Also, I struggled a bit with keeping the target lased as the TPOD would either lase a cloud or be masked from a wing as I was banked for my orbit. That GBU really does take a while to fly down, and I found that it really was a bit of a challenge for me to orbit the target area at 400+ kts and a slight bank towards target area. When I get home from work I'll try again with a JTAC, but for the purpose of this thread I'm saying that this is a plausible stand-off technique for people who can get a consistent lase and little cloud cover. Needs work, but very promising. If I can take 14 guided bombs instead of 4 mavs, there's certainly value in that! Here is the Tacview track. I'd provide the original track or youtube video, but the track playback in DCS never works for me (precision is a little off), and I don't video capture my gameplay. The tacview one is authentic, though, as will be noted when you open the file. At least you'll be able to see my telemetry :) Good luck with your experiments! https://drive.google.com/open?id=1LlWHdDdnPn0i7eD2Bt6o7-M-Hb9pytgo meh... posting original track anyways in case someone can get it to work. https://drive.google.com/open?id=1l6-3XMPgRfKdwVt75sbdH7ITDuLGeb6T Again, good luck!
  16. Hi, Community! Any math fans / Real Engineers want to check my work for fun? :) I'm trying to figure how the GBU-xx can be used as a 10nm stand-off weapon by the Harrier when released as a loft/toss projectile. Using the projectile formula from wikipedia (*coughsorrycough*) and a few basic assumptions about speed and release angle, I came up with a 10nm toss some altitude could put the GBU in a close enough vicinity that it could see the laser and maintain enough energy to follow it in. Assume buddy lase / TPOD / JTAC since you likely want to minimize ingress during a standoff attack. Some might argue, "Why not just use a maverick?" Well, I certainly agree that the Maverick would be ideal for standoff attacks, but the ability to fling a GBU over 10nm with a little math might be better for certain situations. Such as utilizing the 1000 lb payload of the GBU-16, or even lofting CBU-97/105 cluster munitions at tanks if someone wanted to mod the harrier to support such things (I digress). Let's just say for the sake of argument, you loaded up GBUs for the mission and, whoopsie daisy, there's an SA-8 in the middle of your target group... Formula here: https://en.wikipedia.org/wiki/Range_of_a_projectile Assumptions: Speed: 400 kts Release angle: 45 deg. distance = 10 nm friction/drag = sadly, unknown / unaccounted for height = solve. So I came up with ft AGL at release. I would expect the bomb travel time to be around , give or take. I *think* I converted units correctly: knots to meters per second, and nautical miles to meters, etc... At any rate, I'd test this theory in DCS, but I'm at work right now between projects, so really just looking to start a conversation, I guess. I mean, does this concept of using GBU as standoff in harrier even sound PLAUSIBLE?
  17. This is understandable; thank you both for taking the time to share your insight. For now, I will continue to enjoy the immersion and try out those Harrier NAVFLIR sensor ideas possibly in conjunction with the RWR / seeker heads. Thanks again!
  18. Hi Community, I'm currently trying not to embarrass myself as a new member of a virtual squad who trains WVR PvP combat, and I'm finding that visual acquisition using the Rift at, say, +3nm is a bit of a challenge. For context, I'm flying the Harrier, so no radar. The TLDR is, "Are there any tips for picking out air targets visually when using a virtual reality headset in the Harrier?" And the following is more of a rambling about possibilities and theories. Thanks in advance! ... Now, despite the Rift boosting my situational awareness tremendously at <2nm, it puts me at a bit of a disadvantage for those precious few seconds between BVR and the merge as I am trying to tally that miniscule grey dot on the horizon representing my opponent. Save for using labels (when available), does anyone have any tips for this critical phase of combat that might help me pick up that little dot out of the blue sky / against the terrain? I've heard from others that this is mainly a "practice, practice, practice..." thing which is fine, but just wanted to know if there are any settings in particular such as Pixel Density or IPD that I might be neglecting. For example, I know that Pixel Density is mainly to set a compatible resolution between the render and the HMD res. I've read about people bumping it up to 1.5 or 2.0 with adverse effect on FPS, but I fail to see how increasing the render resolution past the HMD resolution could increase fidelity. Bottlenecks, and all that: 1080p is 1080p is 1080p, or something. EDIT: correction, I have recently read that PD operates kind of like antialiasing & super/sub-sampling. Somewhat complicated; so what are your settings? As for IPD, I'm under the impression that this is "how far apart your eyes are" so it really just makes things look up-close or far-away depending on the real-life Mk1 Eyeball IPD. Break out the calipers, try not to poke yourself in the eye, and paste the value into the menu. In short: again, a compatibility option rather than performance or fidelity. Approaching this problem from the side: upon which other sensors do y'all rely for target acquisition in the Harrier/Rift leading up to WVR combat? Could an AIM-9 seeker head help point me in the general direction? Anti-radiation missile seeker head? How about NAVFLIR or DMT? Aside, on the note of NAVFLIR, I would speculate that in many ways the Harrier's night attack sensors could be uniquely suited to VR players. Night ops are characterized by a lower visual awareness, and many of the Harrier's sensors are built towards increasing this state of awareness at close & intermediate ranges such as 0-5nm. Could the Harrier N/A be the ideal plane for VR users in this respect? Anyways, I digress... Thanks again
  19. Agreed: please at least give players and server admins the choice to toggle this setting if it would be considered "low hanging fruit" for the development. For reference, though, I would prefer server stability to be improved for large numbers of players.
  20. I personally fire multiple sidearms at a time. Given the widely-speculated low damage they inflict, I figure it should be fine. Just double tap the trigger--no additional lock required. Viewing TacViewer, I have seen a wide variety of outcomes. In some cases, there have been times at which a single Sidearm knocked out a SAM. Other times, I fired a full volley of four, only one or two hit, but the SAM is still operating. I have even seen a SAM hit, remain functional for a full minute, and finally catch on fire & become destroyed. As I recall this was after two hits with the Sidearm. I think these missiles are really just a last-resort / nosebleed distance type of solution, and I always fire them in pairs at this point in my trial-and-error. Here is my typical procedure for express delivery with maximum customer satisfaction of Sidearms to SHORT-RANGE SAMs (i.e. SA-8, or less than 10 miles). Different SAM-types may require different tactics, but this is my technique. I have not really tested this against long range SAMs. Flying at altitude, my RWR shows a SAM pop up. I immediately select the "SA" OSB option on the MFCD, also making a reflexive check that the master arm is enabled. DIVE at about 30-40 deg to treetop level while turning to face the threat. Cut the throttle to prevent overspeeding / over-G. Extend speed brakes if going over 550 kts. Pop chaff if you want, but I don't think it makes much difference during this ingress. On the way there, your Sidearm may or may not lock on to the radar signature; do not fire until instructed to do so, below. You might also get locked by the SAM; this is okay, as they still need to wait for you to get into firing range. He'll lose track as you get closer (keep reading, below...). Additionally, your Jammer may activate if equipped and the ECM dial on front right panel is set to RCV. At this point you should be practically on the deck, speeding towards the SAM. On your way to the SAM, while flying at treetop level, your RWR should indicate that you are no longer locked. This is good; curvature of the earth, and all that sciency stuff (I think...). Looking at your HUD, you will see a line pointing to the SAM. If it has a small arrow/carot under the line, then you are being locked. If the line to the SAM is just a straight line with no caret at the bottom, then you happy because you are not locked. Patiently follow this line flying towards the last known location of the SAM. Double check your master ARM is enabled (i.e. no blinking SA text on the HUD). At some point, the RWR will indicate that you will get locked again. I.e. the caret will show up at the bottom of the line to the SAM, again. At this exact moment, pull up to about 1k-2k AGL, roll inverted to keep SAM in-sight, and (your SA's should have lock by now) fire off a couple of them making sure the seeker heads have line of sight on the radar signature. In other words just make sure the dashed-circle SAM icon is on the HUD. Don't launch the Sidearms during your instantaneous climb, as they will overshoot just a little bit. Also, there is no need to wait for second lock; just double-click that trigger. Quadruple-click for four missles if you have engaged "extreme prejudice" mode. Immediately dive again to treetop level, and put the SAM on your 90-degree angle. Pop chaff again to feel even more special. At full speed and treetop level, GFTO. Once "safe"-ish, look over your shoulder for black smoke, and check to see if the RWR still shows the SAM. Rinse repeat, or mark the location for standoff weapons like Maverick. It should also be noted that during all these turns, you need to watch your G's. I try not to go over 4-5 G with full load of Sidearms. Following this I tend to get a successful kill a little over half the time. Better than nothing, and flying at treetop level while being chased by missiles is pretty fun, so that's nice. It should be noted that as of the current state of the AV-8B, you can fire off a couple of SA's, circle around, and fire off additional ones without re-locking. Read: there is currently no need to deselect/reselect Sidearms. After that first lock, just fire and forget. Not sure if they will change this, but there ya go, for now. Good luck!
  21. Okay so drawing upon the previously mentioned PDF, one study (1) indicated that maximum stick deflection for the elevator was about 8 inches. Disregarding force and airspeed for generalization. Simply: over eight inches range of motion was possible, so let's peg this at 9 inches for simplicity. Secondly, another figure (2) illustrating a hypothetical plot of Displacement to Force, calculates up to 30 degrees of deflection. I'm assuming the author chose this maximum limit as it was relevant to the experiment, so I'll accept it as upper limit for my build. Using basic trig (SOH) where angle is 30 deg (0.52 radians) at 9 inches deflection, I get a hypotenuse of 18 inches. So I shall build my extension from the base's pivot point to the middle of the pistol grip to 18 inches extension. I know I've answered my own question, here, but I'll leave this one-sided conversation up as a resource to others should they decide to emulate my thought-process, here. (1) pg. 42, rates of elevator stick motion (2) pg. 60, Simplified family of curves relating stick displacement, stick force, and airspeed iaw the formula (...) (...now, to design a weight and pulley system to simulate the forces involved...)
  22. On a related note, here is an interesting, broad overview of MIL design of aircraft controls: http://www.dtic.mil/dtic/tr/fulltext/u2/639028.pdf
  23. Alternatively, if there is some standard "30 degrees of stick deflection / range of motion" type of parameter, then I can do trig to find that out. Thanks again!
  24. Hi Community! Planning to make an extension for my WARTHOG and I'd like to keep as close as possible to the real-life stick height in the Harrier. Will adjust the seat to match. I mainly want to get the stick deflection range right. Would anyone here happen to know this dimension or point me in direction of technical details? Garden Hose Connector (WARTHOG-sized thread connector): https://www.amazon.com/dp/B002VED3KW PS/2 Extension Cable: https://www.amazon.com/dp/B0000511E5 PVC pipe: local hardware store Thank you!
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