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VampireNZ

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Everything posted by VampireNZ

  1. This file? Latest version log entry from the documents folder attached. I see it mentions Tacview - could that be causing a problem? Never been an issue in the past. SSA Log.txt
  2. DCS Open Beta, Single Player, Just now updated to Version 1.3.10.2 – beta release. Quickly tested Viper - still no gun effects. All other effcects seem to be working fine.
  3. Negative - SSLR off for me and still have those ugly switch reflections in the LH side window.
  4. That isn't actually a bug - that is how the F-16 system works with SP's and the TGP. Unfortunately ED has decided to not model the CZ function (Curser Zero) which resets all SP's to their original location after prosecuting a guided munition attack on a certain steerpointpoint. Kind of a critical function for the Viper - so only reason I can see not to include it is they don't know how.
  5. I can confirm I have no gun fire effects for the 3 aircraft I just flew - F-16, F-14, and KA-50. No I am not using unlimited ammo.
  6. Nope - just doing what I was doing when it used to work. Took a break from DCS for 2 months while waiting for Viper functionality - came back, no gun effects - updated SSA to latest beta, no gun effects.
  7. I was just wondering why there was no longer any gunfire effect for the F-16? Currently using Ver. Beta 1.3.9.4.
  8. Just select Dogfight mode, select ACM radar mode with the TMS on stick...put dot on enemy and pull trigger - watch them burn!
  9. Side stick with the FSSB Lighting base for the Viper- awesome!. VKB ctr stick for everything else.
  10. Actual RL aircraft mapping for A-A & A-G modes. Refer to DCS manual for operation of specific available DCS F-16 features.
  11. The only real use for it in the sim is a nice notification of being in AB. MIL range in flight = no needle movement. Also I believe it should be around 60% at full AB...but I am sure the 'SME's have given max 40% the nod.
  12. :thumbup:
  13. 1. Make a simple mission in the ME with no wind - Tables use zero wind/slope. 2. See 1 above. 3. Generally the standard runway surface not including overruns. Use a standard runway - see 1 above. 4. Runway length is reported in Feet. 5. Irrelevant - just use a Caucasus airfield at sea level - see 1 above. Why are you calculating refusal speed? Your refusal speed just says you 'should' be able to abort a take-off safely below this speed. Not that 'exactly' at that speed you will perfectly pull to a halt in the last foot of the remaining runway. You might like to focus more on calculating Short Field Landing Distance - bit more relevant. SB - Open 13 Deg AOA Zero Wind/Slope Idle throttle Max Effort braking Dry concrete runway - DCS Runway Condition Report (RCR) values may vary from standard - which makes a big difference! Calculate Corrected Ground Roll Distance - simple calculation that we used to find on the fly in the seat at the last minute when the pilot wanted warm fuzzy feelings that we would be able to stop, no big deal and should be easy to do.
  14. Great, thanks Wags. I mean easy enough for me to just double check myself, but really not that fussed lol. I let go wanting RL levels of accurate system performance in DCS a long time ago. Yes I would think stating that 'X parameter was programmed as per xyz chart using these parameters and matched to within x allowable deviation' would go a lot further to alleviating peoples specific concerns regarding certain performance characteristics, as opposed to 'Our SME checked it out and was like yup she good' :thumbup: I mean, I get it - ED doesn't have to justify any of their decisions to anyone. But just in my experience if aircrew had a concern over the sim performance in a certain area - we backed our response up with facts and figures. Not because we had to - because we wanted to.
  15. Never fear - there will be a mod out to 'fix' that in no time hehe.
  16. Check the video out in this post here (can pan to watch the throttle) https://forums.eagle.ru/showpost.php?p=4081848&postcount=2 Constant throttle movement, personally I am pretty lazy and move it about 1/3rd this much (TWCS) and don't have too much trouble with AAR in the Viper. Not sure what throttle you have, but i found that some Nyogel 7676a on the rails helped immensely with throttle movement.
  17. I personally don't understands ED's aversion to using actual performance data from the appropriate flight manual that has been determined by the aircraft manufacturer - preferring to use the SME 'she'll be right' approach. Based on Wags reply referring to the SME indicating it was 'fine' - as opposed to we ran the stopping distance tests per T.O bla, Table bla and the aircraft performance coincided with the applicable stopping data. I mean hey ED can do what they want - it's their toy, but all this testing has been done already and nice easy graphs published by the aircraft manufacturer. That is what we use for real simulators, so it is probably good enough for a PC sim. I guess that is the difference between civilian non-pilots and actual air force flight crew mentality perhaps. Having managed military simulators and been responsible for testing and evaluating them annually - I did over 300 separate 'tests' of all systems operation and flight performance annually....and very rarely was a parameter pass attributed to the SME's opinion. Pilot or myself as the FE systems SME - it either met the figures or it didn't. And yes as some1 mentioned above, generally the stopping distance was a simple accel and stop on the ground. Idle thrust and heavy braking, but specific parameters for performance data are usually listed on the applicable graph.
  18. To answer your question, your origin should be the first waypoint (SP1)....so no you won't get a line. So the way it is displayed seems to be a bug at the moment. ED prob just need to amend this for the Viper so your first WP in the ME is SP1 (your origin).
  19. Possibly related to the way the Viper system relocates target steer points. a CZ (Curser Zero) feature would be a welcome addition to help with this (and lots of other things lol)!
  20. Interesting this is mentioned - I was actually watching a RL on-board the other day and watching the jet roll-out and approach the taxiway I was like no way would you be able to make that in DCS.... he managed to pull it up fine and take the turnoff using some significant retardation with only the brakes (was already nose wheel on the ground etc). Obviously this all depends on lots of factors such as weight, braking effort, runway surface etc. But really, ED could always just use actual performance data to determine the stopping distances from whatever RL documentation they are using to develop the aircraft, as there are specific graphs you can use to calculate your exact stopping distances and brake energy. 30 mins running a few touchdowns at set weights...bingo done. Which is why we used to calculate actual performance data, and specifically stopping data if landing at an unknown airfield, or if we are overweight and it starts raining etc, the captain wanted to know to the foot what our calculated stopping distance was going to be....instead of just, you know, having a pilot go "Aww yea looks about right, well be fine." In a sim that's fine, but in the AF I flew with we preferred actual calculated data over opinions. Don't get me wrong - SME input goes a long way, it will just not override calculated performance data. Personally I have absolutely no trouble stopping it following landing - barely even touch the brakes, just believe the issue is with the wheel brake performance in general.
  21. Thread title changed to Next OB for new RWR sounds....nice :thumbup:
  22. I actually had CMDS FWD stop working for me a few times last night also. If it happens again on a shorter flight I will grab a track.
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