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NeMoGas

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Everything posted by NeMoGas

  1. In your cockpit screenshot it looks like your ALQ184 is missing and your Mavs are floating way below the pylons. I noticed as I spun around that the weapons would pop in and out individually depending on the angle. Eventually the angle would be such that they were all missing.
  2. No mods, I even deleted the metashaders2 and FXO files on the second test and saw no difference.
  3. So tested it again at 6:30PM just to make sure it was not a north, south, east, west thing. It is now 100% reproducible for me any time the shadow is projected in front of my aircraft.
  4. Ok so I was able to reproduce this. Al Minhad AB at 6AM. The shadows from the cockpit And the shadows from an external view Weapons appear from the external but not the cockpit views. I tested this at the default 8AM time setting in the ME and I could see the shadows in both views. Perhaps it has something to do with the rendering of the long shadows when the sun is low in the sky at 6AM? Edit: Ok so I just went and tested it again and when I'm facing the sun and my shadow is drawn behind me I can see my weapon shadows appear, but if I turn so that my shadow it projected in front of me I see empty racks. Shadow-Bug.trk
  5. This was in a MP server and I have tracks disabled when playing MP. I have noticed this seems intermittent and does not always happen. I tried to reproduce this in the ME but couldn't. Here are my settings
  6. While reading the -1 I noticed it said that if you have a hooked object in the HMCS that you make SPI it will display HMCS on the HUD (it does). If the SPI is being transmitted it will read *HMCS (it does not). I am assuming transmit is meaning broadcasting your SPI via TMS left long. Not sure if our version is different in some way or if this small detail was left out but figured I'd report it. HMCS-SPI-Transmit.trk
  7. I noticed that my A10C II external shadows do not include the weapons I have loaded. Here is a screen shot looking through the HUD with the shadow. And here is another in the same aircraft showing what I had loaded. Thanks for your time.
  8. So the TAD/HMD steering cues appear to be correct but the HUD steering cues and hookship symbol do not. Should I make a new thread about that or can it be reported here?
  9. In one of the PvP servers we used to be able to call in tankers that would fly to your location. Well people would call them in and use them not to tank, but as a surrogate J-STARS lol. Of course they got removed because of this exploit. Maybe there should be a checkbox that allows an AI to spot other units on the F10 map as an option in the ME? That way spotting can be tailored to the mission, such as JTAC's having this ability but not other AI such as tankers.
  10. Yes the laser will burn out after about 1190 seconds of continuous use (just under 20 min). I think it might also be cumulative since on rare occasions I have had it burn out while buddy lasing for friendlies for a few hours and making sure to turn it off in between.
  11. Thanks for the info. The -1 does indeed seem to imply they are separate even though I couldn't find an explicit description saying so. Unfortunately it seems that the only time you get a hookship symbol on the HUD is when you hook something from the TAD.
  12. Well yeah my testing shows that's how it currently works in game too. While I like RedKites videos, I wouldn't call them a valid source of info beyond how the game currently functions. It seems to me that he is just explaining how the systems work in game at this very moment. Considering I can set a SPI on the TAD and it appears on the HMD and vice versa, one would assume a hook from the TAD would also appear on the HMD and vice versa. Currently I can have a hook on the TAD and a hook in the HMD and get 2 different steering cues, one on the HUD and one in the HMD. This might be true to life behavior, but since none of the included documentation seems to indicate this I have to assume it is a bug until ED says otherwise. If someone has a source showing this is correct I would appreciate it.
  13. Looked in the updated manual and didn't see anything about that, do you have a page number or source? Seems strange that the system integration would work like that.
  14. Yeah I remember seeing someone post about it years ago, might have been you. I hope they get to it this time.
  15. So this is a very minor thing but one that has been around for a while and triggers my OCD :lol: The issue is no matter how much you have loaded on the A10C the front suspension shock seems to be near max extension giving the A10 a slightly nose high stance when on the ground. Here are some images I found online. And here are some from in game. This one is with the A10C parked and no power applied. This one is with wheel brakes held and engines spun up to max power. And this one is right after takeoff. Now I know this is a super small almost nonexistent (to some) issue, but I thought I would bring it up since it has bugged me since the original A10C and now we have a chance to revisit it. Thanks for your time.
  16. So I'm not 100% sure if this is a bug but couldn't find anything about it being correct behavior so I will post it here anyway. I noticed when you set the TAD as SOI and use the cursor to hook a friendly the yellow position line and the green dashed box do not appear over them inside the HMCS FOV. Conversely if you hook a friendly using the HMCS it does not have the yellow dashed line on the TAD either. I have not tried this with other assets yet or waypoints/mark-points so it may do the same with those as well. Here is a track I made showing what I'm seeing. This also seems to be how it works in MP too. TAD_HMCSDesync.trk
  17. The laser rangefinder on the A10C does see structures, but it is limited to the same range as the laser designator which is about 8-8.5nm. I tested this about a week ago. The F18 and F16 laser however does not unfortunately.
  18. Hot starts always throw me off and I forget to turn things on I would normally do during a manual start up. Thanks for the testing info, hopefully this is just WIP stuff and will get fleshed out later in EA.
  19. It is moving which is why I looked at the rad alt dial. It does not update on the HUD indication however. Also that was from a hot air start in the ME so I might have forgot to turn the HUD source to radar from baro, my bad. However the rad alt is moving on the dial.
  20. I'm not sure what is actually used to calculate the CCIP reticle but at low level when over a city you can watch your radar alt blip up and down as you fly over houses and such. Conversely you will see the CCIP reticle bouncing up and down as if the calculations are being made using rad alt. When you turn on AGR the reticle no longer bounces up and down and becomes more or less stable unless the terrain underneath the reticle itself changes. It seems from what I have tested that AGR does not see buildings in DCS, but the radar altimeter sure does. Here is a short video to visualize what I'm talking about. Would DTED have the elevation data of not only terrain but every building large or small?
  21. You can also see the CCIP behavior change at low level over a city where the radar altimeter reading is constantly changing because of the buildings. With AGR on, the piper becomes more stable and does not bounce around seemingly because radar alt is not the method for impact point prediction. However while the radar altimeter can see and detect buildings, the AGR seems it cannot. Selecting the gun with AGR on and pointing it at that really tall building on PG gives no range readings.
  22. Scoured the internet for about an hour and couldn't find a single picture of APKWS in the shorter launchers. Does anyone have one?
  23. Well if you must do it for gamey reasons in DCS you can hold down the paddle switch, but once you let go the NWS will come back on immediately. If you press it again the NWS will turn off without coming back on until commanded with the NWS button. You could also just press the paddle switch right after you land to disable it. Not sure if that is true to life behavior, but in DCS it works if you want to game it.
  24. I have never been able to get MSAA to work when forced via the Nvidia control panel myself. However I have been able to get FXAA to work in the past. I used to set prefer maximum performance for DCS but never really noticed any performance improvement. So from what I can tell the answer would be, kind of. It just depends what settings you decide to change.
  25. Seems like that list is devoid of any western radars which will make many MP missions impossible. Many servers have the F16 on red as a balance measure for the lack of red full fidelity fighters.
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