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Everything posted by RvEYoda
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Yes it is tested under linux. Some parts will not work under linux, such as global keyboard input and preventing window focus. If you run under linux: - Uncheck "no focus" when starting leavu - Do not use Leavu's built in key bindings
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Playing with dot range/settings to spot air/ground units
RvEYoda replied to muamshai's topic in Lock On: Flaming Cliffs 1 & 2
I never noticed this change, Let's say woho :). Now we can fly bvr! -
Depends on what flanker version you are modelling. I believe most RvE hosted missions will allow R77s on flankers, it makes the game so much more interesting :) For example there could be 4-6 oldschool flankers and 2-4 upgraded flankers in a mission, visible in the multiplayer join screen which are which. Same goes for for example red flags, you could lock the payload for a few planes available and someone lucky gets to fly them, maybe some get a mig29A, some get an F-15 without amraams, someone gets something else, payloads assigned to whatever is the task. You could for example make "Red side has N of weaponX, M of weapon Y" and then the coalition must decide for themselves which planes get what weapons. Then everybody is integrity checked for a blank rearm.lua for that specific event and can only rearm the default mission payload :)
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Sry for english: FC1 and FC2 both do this. If target has ECM on but you are inside burnthrough, it will skip TWS and go STT when you press the "lock" button. This happens for everyone 100% of the time. It happens more often in FC2 because the burnthrough ranges are longer.
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I think what is bothering mostly is that the limiter is causing us not to be able to pull 9g at for example 600 kts TAS sealevel. We can only do about 8g while 9g should be possible. Maybe it is possible to adjust the limiter to allow a bit more for F-15? Currently above 0.85M the limiter kicks in a little too early, sometimes 6-7G where close to 9g should be available. I think everybody would be happy if 9G(maybe even 10g) was always available, nobody really wants to do 15 g :) At least, it could be thought of as a compromise?
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Who in the Lomac Community uses radar Automization?
RvEYoda replied to 3Sqn_TomAce's topic in DCS Modding
I think that would be classified. I've used the principles from the documents posted here as a reference. Remember I'm not actually doing the eccm ranging. That would involve a lot of math. I'm just introducing data modifications to target positions that produces a similar behaviour. Sort of in the same way as the game doesn't really simulate a radar, only produces a system from the game state that produces similar behaviour. Update: I've tweaked the 2.1 ECCM to behave pretty interesting now, for example: even if you manage to acquire a stable ranging solution(takes time and aspect), the target may change flight path or your own change in flight path can just as easily break it. For example two guys flying straight at each other will never create a ranging solution, same with two guys mirroring each others paths. -
Important that it should give the name from the multiplayer GUI in multiplayer games, like in fc1. If player starts MP.bat -> options -> name: This name should go in LoGetObjectById(x).Name Yup, first thing I did after I did the test :).
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Who in the Lomac Community uses radar Automization?
RvEYoda replied to 3Sqn_TomAce's topic in DCS Modding
This is a good idea, however I have no idea how to do it. Maybe you could explain to me what needs to be done? Starting work on new ECCM ranging that will be in leavu-eri 2.1. Here are two test cases from gameplay Blue line: Estimated range during Test1 Red line: Estimated range during Test2 Green line: Actual range In short: - Ranging starts way off, no way you can get a good range the first couple of seconds. - Scanning the same target frequently will get you better ranging. - Scanning the same target too slow will decrease the accuracy of ranging - To get improved rangings with time, target must be bugged 6A or scanned 3A. - Above chart is for STT HOJ - Ranging improves or gets worse depending on how well target mirrors your movement (triangulation) -
Who in the Lomac Community uses radar Automization?
RvEYoda replied to 3Sqn_TomAce's topic in DCS Modding
How deep do you want to go? It isn't a matter of what can be done with some person's scripts, it is a matter of what can be done with the exports. ED provides instructions to everyone how to write these scripts. If player X chose to abuse them then maybe he finds it easier to copy paste part of the code from some non- cheat mod that someone else made. That hardly makes it the non-cheat mod creator's responsibility to inform others that player X may have copy pasted parts of the mod to use cheats? It is like writing an efficient sorting algorithm and then saying we should inform everybody it is dangerous because it can be used to decrypt classified information? That's how I see it. -
Who in the Lomac Community uses radar Automization?
RvEYoda replied to 3Sqn_TomAce's topic in DCS Modding
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Who in the Lomac Community uses radar Automization?
RvEYoda replied to 3Sqn_TomAce's topic in DCS Modding
For those interested, work is being done currently on the next versions of the mods, which will be bundled together in one single installation. This will be called just Leavu-eri 2.1 and will basically be an update of: - small bug fixes - code and performance improvements - ECCM ranging adapted to fit demonstrated effectiveness of triangulation -
Who in the Lomac Community uses radar Automization?
RvEYoda replied to 3Sqn_TomAce's topic in DCS Modding
What should be done is someone should fix the server-browser to auto-download the integrity checked files after the question is asked :) -
Who in the Lomac Community uses radar Automization?
RvEYoda replied to 3Sqn_TomAce's topic in DCS Modding
My sig is more of a tech demonstration, not my actual flight setup, just to prove that it is possible to render a lot of interactive instruments. Leavu is a software for generating any number of cockpit instruments for external monitors, not locked to any sim or aircraft. We have talked about analogue instruments, but so far only implemented an ADI ball. Not sure what I have done there to give AC more capabilities than they should have (unless you use the stock game as your reference for "should have"), unless you find having both HSD and Weapons view at the same time is a problem. The rest are already displayed at the same time in the stock pit. But hey don't get me wrong, you're free to play any game you want any way you want, if that is on servers with strict stock game capability I won't try to stop you :). It's just that some of us find it more interesting with a couple of extra instruments. Brings the combat up to a new level -
Who in the Lomac Community uses radar Automization?
RvEYoda replied to 3Sqn_TomAce's topic in DCS Modding
Unfortunately impossible, and here is why: Leavu runs a java program on the client computer. (the computer displaying the mfd) Even if each client was limited to one mfd each, there could still be multiple clients to the same host (game computer). Leavu2 is made to support multiple clients, in preparation for backseater mods :) Also if we limit to only 1 client at a time, I cannot run a full cockpit setup, because i have one client generating some instruments and another client displaying some others. -
Maybe you can test them? I must go now. I must sleep, have been working all day and night and moving tomorrow I dont think high regieme can get a perfect fix, because that would need AFM Low regieme should be fixable, but it is not my decision to make.
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Thrust is correct above M0.4¨ Engine thrust is dependant on speed(airflow into engines) and lots of other factors, it is not a constant number. Another explanation is that drag is not correct below 0.4M. Something is wrong starting 0.4M and below and I will let the devs figure it out.
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Incorrect afterburner performance at low airspeed, you can actually fix this yourself by editing one lua file
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check here : http://forums.eagle.ru/showthread.php?p=870257#post870257 rates are wrong below M0.4. Now we can only pray and hope someone listens :helpsmilie:
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Looks like below M 0.4 the values are wrong, even without flaps. 37.000 lbs GW Clean F-15 Sea Level no flaps Ingame test M0.3 Flight Manual: 3.0 G Game: ~4.0 G Ingame test M0.4 Flight Manual: 4.3 G Game: ~4.6 G Ingame test M0.5 Flight Manual: 5.4-5.5 G Game: ~5.5 G Ingame test M0.6 Flight Manual: 6.9 G Game: ~6.9 G Ingame test M0.7 Flight Manual: 8.4 G Game: ~8.3G
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Check my previous post: http://forums.eagle.ru/showthread.php?p=870242#post870242 If you know G and speed you also know TR. TR = (180*9.81*Gs)/(pi*V); V:speed [m/s] Gs:acceleration []
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done hehe
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37.000 lbs GW Clean F-15 0.7M (equals ~455 kts SL) Ingame test sealevel Flight Manual: 8.4 G (about 20 dps) Game: ~8.3G (about 20 dps) Ingame test 10.000 Flight Manual: 6.1 G (about 15 dps) Game: 6.2G (about 15 dps) Ingame test 20.000 Flight Manual: 4.3 G (about 11 dps) Game: 4.3G (about 11 dps)
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Generally speaking for low altitudes, at speeds above M 0.85 you will not be able to pull enough Gs to lose speed at full AB, therefor the semingly low turn rate. The reason is the aoa/G limiter present since Flanker(also in fc1), you need the AFM to get past this(one day maybe DCS fighter X... :), I am hoping!) , or you could trying to do the test with ACS failure. Need more accurate data than this For example : 37.000 lbs GW, Clean or 40.000 lbs GW, 4 sparrow, 4 aim9, 1 tank
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I know, I am asking for what details of his payload and weight so I can do it :)
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I need the exact gross weight and payload, each weapon is modelled with different loaded drag(they vary considerably). Best is if you do the test to match one of AS's charts or you pick one from the F-15 manual yourself.