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PhoenixBvo

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Everything posted by PhoenixBvo

  1. Hi BIGNEWY, my pagefile size was "optimized" by Samsung Magician to 2GB. But I do have 16GB ram, isn't that enough? Anyway, I set my pagefile to 18GB as per your advice. Let's see if this type of crash stops happening. Thanks!:thumbup:
  2. The crash happened as I ended the mission running version 2.5.2.18521. Flying F/A-18C, Persian Gulf map, ACM 2v2 AIM-9 Sidewinder quickstart. I've had crashes before, but DCS doesn't always manage to write a zipped crash report about it. Happy bug hunting :thumbup: dcs.log-20180616-211414.zip
  3. Hmm, interesting suggestion. I think my C drive has enough free space (115 GB). But the SSD on which DCS World is installed has only 128 GB drive space in total and DCS uses almost 100 GB. Do you think I need to get a bigger one?
  4. DCS World 2.5.0.15184 I get the same type of crashes to desktop in the same mission as the OP (third mission, Epsom campaign), except with this version the sim hasn't managed to write an error log at all. So all I have is two regular log files which were written during such crashes. Log-20180319.zip
  5. The latest two crashes to desktop occurred while loading the third mission in the Spitfire Epsom campaign. DCS World version 2.5.0.14044 According to the log it was due to an access violation in edterrainGraphics41.dll possibly caused by an out of memory error: No zipped report was created automatically. For reference, I include the zip containing the logs from the last two such crashes. I also experienced a crash to desktop earlier (4 feb) while flying the same mission (so loading was successful then). This was with the version before the current hotfix. I'm including the automatically generated zipped report from this crash as well. To the ED team: I wish you the best of luck fixing these bugs, we totally depend on you for a stable release!! Your hard work is appreciated, please take your time to make sure it will be really stable as currently I cannot enjoy 2.5 as I wish I could. Log-20180210s.zip dcs.log-20180204-212111.zip
  6. Thank you for taking the time to look at the issue again, Bunyap. The recommendations are appreciated! I think I'll just have to practice "moving the aircraft around to be unpredictable to the gunners (it actually doesn't take much), and straightening out to give myself three or four seconds of tracking time on the target." I'll have a look at your Flak38test scenario as well. I don't know how ED models the sensors for AAA units, but I have a suspicion they use basically the same model for a ZSU-23-4 as the Flak38 Vierling. Without regard for the fact that one has radar to measure direction, distance and velocity (Doppler) of the target, whereas the Flak38 has a reflector sight giving only direction and an angular estimate for the distance based on operator experience. This should place some quite fundamental restrictions on the accuracy of an eyesight aimed weapon. I realize this is not for you to fix or even answer, but I just wanted to explain my concern as DCS World's origins lie in the realm of modern warfare. Their damage model being another area that needed an upgrade as they moved into the realm of WW2 warfare. Just some thoughts, it may be a good idea to put them in a wishlist post as you suggested :thumbup:.
  7. Hi Bunyap and Wags, thanks for building this great campaign, I'm having a lot of fun flying and reading all the detailed documentation around it. Together with the voice-overs and many other flights and shipping etc., the whole experience is very immersive and gives the impression of participating in a huge operation. On the issue of enemy flak, I also found them to be unrealistically accurate. Especially with mission 2 this was very problematic for me. On one occasion a 38 Vierling firing its first burst at me, cut off my tail and the second ubrst clipped my wings. This happened while I was descending thru 3000 ft at the north target along the recommended attack vector. Next try, they got me again from 1700 meters range while I came off the target. I have tried from different attack directions and flying the profile as described with a turn and staying at low level. But 0% survival rate so far. Then I opened the mission in the editor and noticed that the gunner's skill levels are almost all set to random. I tried out some test scenarios with flak guns set at different skill levels and found that only the lowest setting, called "average", gives a somewhat realistic performance for a hand-operated, vision-only gun. At higher settings the AI consistently hits at near max range and high target crossing rates. The only way to avoid getting shot is turning erratically all the time you're in their range. And that makes it pretty much impossible to take aim at a ground target. So my request is an update to the missions with assigned ground targets, where you set the gunner's skills to average for at least those flak gun defending the target area. Thanks for your consideration. Cheers!
  8. Hoi GurbY, Have you gotten it to work yet? The error you describe is exactly what happens with the old version of the nvd.fx file and version 1.5.5. Make sure you have the new one in the right place. Veel succes!
  9. Well of course it doesn't, that's a feature... of the IC system;). The mod or Frenchy is not at fault as ANY change to the NVG would cause an IC error. (Google: hash+based+integrity+check) Thanks for fixing the mod Frenchy:thumbup:
  10. Hi Chip, what the integrity check does, is checking hashes for certain files that are considered cheat-relevant. I believe the server can customize which files are checked. What this means is that any changes to those files will trigger an error. I don't see how this mod could avoid that since the files you mention must be changed in order for the NVG appearance to be affected. IF it's correct that the server can customize which files are checked then you should ask your server admin if he's willing to allow modding the NVG. Regards Mark
  11. Turbulence is still not modelled in DCS. Well, that or it has been broken forever. I'd really like to see proper turbulence, gusts and wind shear. It must be done right though. These effects should not be applied equally throughout the atmosphere. Turbulence can be expected mostly near terrain and in clouds. It will have a huge impact on air to ground and landing as well as dogfighting near clouds. I hope ED is working on this as part of their dynamic weather engine improvement effort.
  12. :) OK, thanks for the confirmation. :thumbup: It actually shows that ED did a pretty good job as well, as the sustained turn performance curve is based on real-world engine performance. :geek: ;)
  13. You may choose γ yourself based on e.g. reality or your personal preference. As to the second question: for 1.2.x it used to be the first yes. I'm not sure if that's changed in 1.5/2.0. For example, the A-10C looks like this: SnapViews["A-10C"] = { [[color=darkorange]1[/color]] = {[color=green]-- player slot 1[/color] [[color=darkorange]1[/color]] = {[color=seagreen]--LWin + Num0 : Snap View 0 [/color] viewAngle = [color=darkorange]60.000000[/color],[color=seagreen]--FOV [/color] hAngle = [color=darkorange]0.000000[/color], vAngle = [color=darkorange]0.000000[/color], x_trans = [color=darkorange]0.000000[/color], y_trans = [color=darkorange]0.000000[/color], z_trans = [color=darkorange]0.000000[/color], rollAngle = [color=darkorange]0.000000[/color], }, You would take the viewAngle value (60.0 in this case). Also, bear in mind that this calculation example applies to the old mod by Nrgized... It might work for Frenchy's, but you'll have to try it out.
  14. Hi tacca, have a look at the attachment in this post: http://forums.eagle.ru/showpost.php?p=1686624&postcount=87 It was my solution to the multi-monitor problem for the old mod. Basically, needed were separate variables for the mask (MASK_SIZE and MASK_CENTER) as it applied its size to the main viewport as opposed to the full multi-monitor resolution. It might be different with your version, but at least worth a look/try. P.S. my explanation for multi-monitor setup at that time:
  15. OK, now I see it. I ignored the CFT columns as we don't have conformal fuel tanks in the sim. Seems weird though, as "other stations" implies everything except "centerline"... But I have to admit the value looks plausible as the missile is much more exposed hanging on the wing launcher rack.
  16. Thanks, table modified. Where did you find that, if I may ask? It wasn't in the TO 1F-15E -1 versions mentioned earlier in this thread.
  17. OK, the drag index has been implemented as input now. You will still have to sum up the drag index for your loadout from the operating manual, so I might add a dialog with per station loading later (spare time permitting :music_whistling:) DOWNLOAD HERE (same link as in first post) It turns out that mostly max velocity is affected, but optimal turn rate remains close to the value for a clean config. EDIT: BTW, the default drag index of 12.1 accounts for all the pylons without stores. That is: 2x SUU-59/A + LAU-128/A on the wings, 1x SUU-60/A on the centerline and 4x LAU-106A on the inlet ducts. I think DCS does not let us jettison pylons, so this is the effective minimum DI in the sim. Just add the table values for stores.
  18. Great find Bushmanni. Now it's a matter of adding the drag indices for the common configs and then I can add the drag slider control to the application.
  19. Oh, and as you might have noticed, there is no data for the AIM-120B/C... Can anyone point me to a source for that?
  20. I think a drag index slider will be the first thing I'll add. I found a table with drag index values for the F-15A/B/C/D here. For the F-15C, the range will run from zero to the loadout with max drag number (I'll have to sort that out). The user will need to apply the table to find the appropriate drag number then. I won't have time to implement this till next week though, so check back then.
  21. Thanks for the offer Bushmanni. What do you mean exactly? DCS sim "flight testing" or do you have access to the data itself? Drag index is indeed an issue. Good that you noticed it and brought it up. As this diagram is mostly useful for BFM, I took the clean config value. In fact, I work with parasite drag coefficient (CD0), but that describes the same effect (only four decimal places shifted). I could easily add a slider for CD0, but the user would not be able to tell which value corresponds to which loadout. (Also, I need the realistic range of values for the slider.) So, we need a table and incorporate that into the application somehow. Perhaps using discrete steps of the slider for all loadouts coupled with a text field telling you drag index and the loadout it applies to. But I'd need the table first... Thanks Rob, great find! The harder-to-come-by sustained turn performance (max thrust model) might be burried in that document. Give me some time to look into it. Corner velocity can be tested in DCS as follows: starting out with an accelerating level turn (low G, max throttle) at a set altitude and gross weight, you watch your IAS and when it reaches the test value you smoothly pull for max G. When you are able to reach the structural limit (9G in the F-15), you start a new test run, this time at a slightly lower IAS. At some point, you'll stall out when pulling for max G, before reaching the limit. Corner velocity will be a touch above that value. Note down the IAS together with altitude and gross weight and repeat at other altitudes. Basically, we want to determine the max lift coefficient for the accelerated stall boundary. This is just one value (save for high Mach regime), but having a few calibration points helps to pin it down more accurately. Great input so far, thanks again!
  22. Thanks for the support guys! About "flight testing" in DCS World: it is quite possible to determine corner velocity in the sim with the help of Tacview. I only need to calibrate the model at a few points to determine the whole h,M,W dependency. The hard part however is the thrust model, as you'd need to fly many, many sustained turns at different speeds and altitudes. There, some real-world plots for sustained turn rate/load factor vs Mach and alt would be really helpful. That, or the model used in DCS itself...
  23. Hi community, as I recently revisited the Eagle to fly the excellent Red Flag campaign, I decided to look more closely at being a "good stick" in the F-15C. Turns out, you have to know your aircraft's performance limits for your current situation (altitude, gross weight) and be at corner velocity at the merge and in a few other critical points of a BFM engagement. (Pete Bonanni (Art of the Kill) talks in detail about it.) As you can see in the "How to be a Good Stick in LOMAC" article, the Energy Maneuverability (EM) diagram nicely summarizes all you need to know about turn performance in a single graph. That is, for one altitude-weight combination. It turned out to be hard to find sources giving me EM diagrams covering the range of practical BFM situations. Enter my EMDG app (for Energy Maneuverability Diagram Generator)! This application let's you check the EM diagram for any altitude - weight - drag index combination you need. DOWNLOAD HERE: (http://www.digitalcombatsimulator.com/en/files/1787213/) The flight dynamics driving it are real-world engineering methods from the aircraft performance field and the thrust model needed for the sustained performance curve is derived from the actual F-15C pilot operating manual appendix on level turn performance. It's written using Matlab to make use of the powerful graphing tools and packaged as an executable app with Matlab Runtime dependency (will be downloaded and installed using the web installer). You can also print a .pdf of the current graph by a single click of a button (will be stored in the directory from where you launch the application, look at the "start in:" field of the shortcut's properties). Here's a screenshot: EDIT: now with drag index input: drag index is an important variable for sustained turn performance as it reduces your sustained turn rate at higher velocities. You can find the drag index by adding together the values for each weapon/fuel tank from the table: The default value of 12.1 includes all the pylons and launcher racks without stores attached. Let me know if you like it and what I can do to improve it. Other aircraft might be add, pending available data (CLmax, CD, thrust curves, level turn performance graphs). If you have sources, please pass them on to me and I could maybe add Fulcrums and Flankers! Cheers!
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