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TAW_Blaze

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Everything posted by TAW_Blaze

  1. Is it an option to fly on stable version (if teams want to fly hornets) or just fly it anyway (if teams dont want fly hornet)? We made sure everyone is available now, it would be a shame to postpone.
  2. I know they are supposed to be there, but multiple months of matches are missing from the archive.
  3. When can we expect the tacviews to be uploaded of the past months?
  4. I seriously doubt that, it is supposed to prioritize threats for you individually. Datalink is worthless if it doesn't tell you where the guys are that you want to find. Imagine the prioritizing algorithm be like: "hey there's a guy 10 miles from you locking you up, but let's display some tanker 200 miles out instead of him lol"
  5. Datalink is often not showing critical threats i.e. 10 nm hot towards you despite AWACS seeing them and calling them for prolonged periods. Instead it is showing irrelevant friendly units far away. DL was configured correctly with jester setting the tactical mode and host set to E3. Most recent open beta in MP. Track here: http://www.mediafire.com/file/ypdnfn5j2v7nq0j/f14_datalink_not_showing_critical_threats_while_awacs_sees_them.trk/file In the 3rd flight for instance I target 2 flankers over open water closing to less than 15 miles and none showed on DL. It might have happened earlier in the track aswell, I don't exactly recall. FYI https://forums.eagle.ru/showthread.php?t=243682&highlight=datalink this thread seems to describe a fairly similar issue.
  6. Could you upload the tacviews of the recent matches?
  7. Oh my god I finally found the problem. This is mandatory for the grip slider and the dials. For the others it does not matter, but it absolutely ****s these 3 if you leave them in the min/max position when saving. Thanks!! :) Now I feel stupid for wasting a solid 4-5 hours trying to fix this.
  8. After a couple recalibrations the slider on the grip and the 2 rotary dials on the left are broken. The actual sensor value has a range of 50-100% and when you reach the min position it jumps from 50 to 0.
  9. Looks like I didn't have the latest actually.. I got the 0628 and atleast now it's recognized, working on calibration.
  10. I ran a firmware update with the latest VPC configurator and now neither the stick or the throttle is recognized at all. Help :(
  11. There's a power outage in our data center as far as I know. Not sure when it'll be fixed.
  12. What if both teams agreed that they don't care about the bug since they don't fly the hornet anyway?
  13. Meanwhile anyone can easily streamsnipe any long term tactics / flanking maneuvers, just gotta remember to log out. Great. Are you're going to write a script that continuously monitors stream viewers and if someone from the flying teams shows up they are automatically DQ'd? Same deal with warehouses, weapons are restricted but if you accidentally take one and don't notice you also forfeit the match, while you can actually prevent taking specific loadouts. The amount I can understand because you can't restrict in game ( actually pretty sure you can with some extra scripting ), but having missiles that are flat out banned (X etc) but still available in the warehouse? Why are we adding more and more random opportunities for people to be disqualified?
  14. You can watch the stream without being logged in all the same. How about making rules that can actually be enforced? Like 5 minutes delay at least..
  15. It doesn't work like that because missiles are calculated based on shooter's data. It works the same STT or TWS. The main factor is shooter dropping lock / bug. The only issue that this causes is that the defender has fake information regarding where the missile is.
  16. You're consistently just presenting one aspect of it. It's inconclusive.
  17. Did you literally not even bother to look into anything that I posted?
  18. I'd like to generate WEZ diagrams from different missiles in DCS. I know in Tacview I can generate flyout charts with various missile parameters but the DLZ is not part of this. It would be awesome to have everything plotted together with kinematic performance, DLZ data and then analyze how this translates into actual observed performance. Does anyone know if this is possible? I did some search on the forums but so far I wasn't able to find anything that describes exactly this, although I've never done any lua scripting so I'm a bit green here :)
  19. I don't know.. these numbers don't add up. There is another scenario where the missile passes me at M1.5 and explodes 1.4 nm behind which doesn't work with the math you're presenting. It also doesn't explain how the missiles in the 2 perspectives are flying a completely different flight path both in terms of altitude and angle tracking. The side effect of these 2 is also a major speed difference usually resulting in the target seeing the missile fly past him and then explode with a delay. I think the first question is whether the shooter's data is taken as a ground truth and synced to the server? Currently this is what it looks like.
  20. I had 100 ms. But I doubt it's related to ping. How would you explain multiple seconds worth of delays based on pings that are < 200 ms? I'm pretty sure these cannot accumulate over time.. otherwise nothing would work in MP.
  21. There seems to be strong a desync of missile guidance between shooter aircraft and everyone else in multiplayer. Track and ACMI recordings from server, shooter and target are all available and time synced for easy comparison. I recommend using HUD view on the missile to very easily see whether it's guiding or flying ballistic. We tested it in MP with a 3rd person hosting so we are only fighting client vs client. The issue does not seem to exist in SP. There are 2 main cases: 1. Shooter drops lock immediately after launch. In this case: - shooter perspective: missile flying ballistic, when it reaches around pitbull range it snaps to target - everyone else (including target, server, etc): missile continuously tracking despite no support from launching aircraft, at all ranges. Missile flies past you and when it hits you according to shooter perspective you explode, even though on your screen the missile is miles behind 2. Shooter keeps supporting with radar - only lofting is desynced, otherwise guidance is matching between shooter and target perspectives It seems to behave similarly with the 120 and not just the 54 but due to the ranges this issue is the most obvious with the 54. In the 2nd 120 shot you can similarly see how for a while it is going ballistic and when reaching pitbull range it snaps to target Overall the testing procedure was: - fire 54 at 30-40 miles, turn cold - with the 120 fire between 20-25 miles and immediately radar off after launch - after radar is not supporting, target turns 40-50 degrees to the right *last engagement shows 54 shot being supported by aircraft radar until impact.. every other scenario the launching aircraft immediately aborts supporting the missile ACMI attached in a zip. Trk are too large, but I uploaded them here: https://www73.zippyshare.com/v/ZFMLn2M7/file.html Now this raises some questions like.. - Why are other clients than the shooter seeing as if the missile is tracking them all along, when it is in fact not? - What is the primary source here? To me it seems like everything is calculated based on shooter client.. if the missile hit you on the shooter's end, you die, if the missile hits the ground on the shooters end, it disappears from the sky.. - From shooter perspective what is causing the missile to reacquire at pitbull range? Is it the overdone seeker FoV or something is triggering it to look there (data from server side)? - Is missile data sync event based and not continuous? @chizh, GGTharos if you could comment on this that would be great. Unfortunately without deep DCS software knowledge it's difficult to make the right conclusions for the things that happen. guidance_desync_acmi.zip
  22. We tested it in MP with a 3rd person hosting so we are only fighting client vs client. Overall our finding is that there is a quite heavy desync between shooter of the missile and everyone else on the server. There are 2 main cases: 1. Shooter drops lock immediately after launch. In this case: - shooter perspective: missile flying ballistic, when it reaches around pitbull range it snaps to target - everyone else (including target, server, etc): missile continuously tracking despite no support from launching aircraft, at all ranges. Missile flies past you and when it hits you according to shooter perspective you explode, even though on your screen the missile is miles behind 2. Shooter keeps supporting with radar - only lofting is desynced, otherwise guidance is matching between shooter and target perspectives It seems to behave similarly with the 120 and not just the 54 but due to the ranges this issue is the most obvious with the 54. In the 2nd 120 shot you can similarly see how for a while it is going ballistic and when reaching pitbull range it snaps to target Overall the testing procedure was: - fire 54 at 30-40 miles, turn cold - with the 120 fire between 20-25 miles and immediately radar off after launch - after radar is not supporting, target turns 40-50 degrees to the right *last engagement shows 54 shot being supported by aircraft radar until impact.. every other scenario the launching aircraft immediately aborts supporting the missile Now this raises some questions like.. - Why are other clients than the shooter seeing as if the missile is tracking them all along, when it is in fact not? - What is the primary source here? To me it seems like everything is calculated based on shooter client.. if the missile hit you on the shooter's end, you die, if the missile hits the ground on the shooters end, it disappears from the sky.. - From shooter perspective what is causing the missile to reacquire at pitbull range? Is it the overdone seeker FoV or something is triggering it to look there (data from server side)? I made a new DCS MP bug report thread: https://forums.eagle.ru/showthread.php?p=3860594#post3860594 guidance_desync_server_pov.zip guidance_desync_shooter_pov.zip guidance_desync_target_pov.zip
  23. Not in SP. I tried with a zig zag route following AI setup and the missile was flying 1G straight as soon as I stopped supporting. So far there seems to be nothing wrong. If something's up then it's MP only but I'd be surprised if that was the case. I also tried with datalink in SP but didn't affect it. The only thing I noticed is how terrible the APN control is when exiting the loft and going pitbull.
  24. Tried to reproduce in single player but no luck. As soon as I stop supporting the Phoenix it stops the loft and goes ballistic. If target is within FoV when it reaches pitbull range it snaps immediately but otherwise 1G flight. Doesn't matter if 54A or 54C, TWS or STT. Same results. Will try in MP some other time.
  25. Incredible.. is it only the Phoenix or other missiles too? I need to try this when I get home, I still can't believe it :D
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