Jump to content

PhoenixBvo

Members
  • Posts

    565
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by PhoenixBvo

  1. Frost, excuse me for responding so late. You may try these as well: Sizes: const float2 EYE_SIZE = float2(0.63281f,1.12500f); const float2 MASK_SIZE = float2(0.63281f,1.12500f); Centers: const float2 EYE_CENTER = float2(0.50000f,0.55000f); const float2 MASK_CENTER = float2(0.50000f,0.55000f); Blurred Rim: const float INNER_RANGE_MIN = 0.800f; const float INNER_RANGE_MAX = 0.867f; const float OUTTER_RANGE_MIN = 0.917f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.850f; const float INNER_RANGE_DIST_MAX = 0.917f;
  2. Hi Skull, the clickzone problem is caused by the zoom of the NVG. The cursor is not aware of it and responds to the underlying (unzoomed) button locations. Actually, the zoom effect is unrealistic as the real devices have no significant zoom factors either. So simply set RENDER_MODE=0 or equivalently set EYE_SCALE to zero. For your setup you might try these values: Sizes: const float2 EYE_SIZE = float2(0.63281f,1.12500f); const float2 MASK_SIZE = float2(0.63281f,1.12500f); Centers: const float2 EYE_CENTER = float2(0.50000f,0.55000f); const float2 MASK_CENTER = float2(0.50000f,0.55000f); Blurred Rim: const float INNER_RANGE_MIN = 0.800f; const float INNER_RANGE_MAX = 0.867f; const float OUTTER_RANGE_MIN = 0.917f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.850f; const float INNER_RANGE_DIST_MAX = 0.917f;
  3. RC flight cannot be compared to full scale flight with respect to such flight dynamics effects. For one thing, the Reynolds numbers are totally different. Meaning you're talking about another flow regime.
  4. Here you go (copy - paste into nvg_mod.hlsl to replace the existing lines): Sizes: const float2 EYE_SIZE = float2(0.63281f,1.01250f); const float2 MASK_SIZE = float2(0.63281f,1.01250f); Centers: const float2 EYE_CENTER = float2(0.50000f,0.59500f); const float2 MASK_CENTER = float2(0.50000f,0.59500f); Blurred Rim: const float INNER_RANGE_MIN = 0.800f; const float INNER_RANGE_MAX = 0.867f; const float OUTTER_RANGE_MIN = 0.917f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.850f; const float INNER_RANGE_DIST_MAX = 0.917f;
  5. Hi Heater, make sure you have nvg_mod_1.0v4b3 and try these values (copy - paste into nvg_mod.hlsl to replace the existing lines): Sizes: const float2 EYE_SIZE = float2(0.35000f,1.04000f); const float2 MASK_SIZE = float2(0.65000f,1.04000f); Centers: const float2 EYE_CENTER = float2(0.26923f,0.58400f); const float2 MASK_CENTER = float2(0.50000f,0.58400f); Blurred Rim: const float INNER_RANGE_MIN = 0.800f; const float INNER_RANGE_MAX = 0.867f; const float OUTTER_RANGE_MIN = 0.917f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.850f; const float INNER_RANGE_DIST_MAX = 0.917f;
  6. Hi Todd, make sure you have nvg_mod_1.0v4b3 and try these values (copy - paste into nvg_mod.hlsl to replace the existing lines): Sizes: const float2 EYE_SIZE = float2(0.66667f,1.06667f); const float2 MASK_SIZE = float2(0.66667f,1.06667f); Centers: const float2 EYE_CENTER = float2(0.50000f,0.57333f); const float2 MASK_CENTER = float2(0.50000f,0.57333f); Blurred Rim: const float INNER_RANGE_MIN = 0.800f; const float INNER_RANGE_MAX = 0.867f; const float OUTTER_RANGE_MIN = 0.917f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.850f; const float INNER_RANGE_DIST_MAX = 0.917f;
  7. Yes, it's primarily useful for AAR (air to air refuelling) and formation flying. But basically in any situation where you need very fine control and no dynamic maneuvering it makes sense to choose a response with larger curvature.
  8. There is a large difference in power between the ranging and the guidance modes of the laser. The burn out problem is due to ranging which requires that reflected energy be picked up by the Shkval, whereas guidance uses a weaker beam to paint a cone grid for the Vikhr to follow. The Vikhr sensor looks directly at the laser source instead of a reflected beam. Try to minimize ranging and you should be fine. The targeting computer uses its navigation solution to keep track of the current range, so one measurement is enough for a group of targets.
  9. :megalol: Had any luck with that technique? Sorry for sounding slightly disbelieving....
  10. Have a look at the profile in my sig for an example of use. I can change the stick's response curve in-flight and us the LEDs to indicate which curve is active. The important thing to note is that you need to use the Script Editor and not the GUI in order to unlock the really powerful TARGET functionality. Other TARGET profiles can be found at warthogworld and the user files section.
  11. Mine never had the arrows either. Serial #000193
  12. Yes, although unofficial in that it is not entirely by nrgized. But it contains a fix for the laser mask, which had the wrong size on some setups. You still have to calculate the correct values for your own monitor setup though.
  13. Read this thread: 476th vFG, 76th vFS "Battle Book". And I mean all of it. It should answer your question ;) EDIT: The download mentioned in the first post can be found here: 76th vFS Battle Book.
  14. Well, then perhaps it somehow IS an issue that only you are having ;) I assume you have checked your settings and you don't have any mods installed which might affect this... Perhaps you can post a track of unrealistic behavior for us to check. We could assume control and see if we get the same responses as you describe.
  15. Thanks, that is an interesting report and view on the buffer ring's function. It makes sense to me. The problem with delamination should still be solved, so I'll try both solutions to see which one I like better in terms of feel.
  16. Thanks tietze for your suggestion and guide and also tjhowse for your procedure write up. I ordered the Molykote EM-30L to do the re-grease operation myself. I also wanted to point people here to a thread on Warthogworld: Delamination of Anti-friction Buffer Ring. Apart from this being a related design flaw (at least in first batch Warthogs, serial 193 here), the proposed PTFE replacement ring appears to lower friction and reduce center play by itself as well. Anyway, I also ordered PTFE sheet material to do this in one go.
  17. You might want to post this in the Bugs and Problems section an apply the contents of Sticky: How To Report a Problem to maximize the chances of getting it fixed. The official testers might take a look at your bug report, but they need more information. Ideally they need to be able to reproduce your problem. As I said, apply the "How To Report a Problem" instructions...
  18. In the KA-50 this has also been working since before World.
  19. I copy NhiTrac's experiences. In 1.2.3 my wingie would refuel OK, but now he stays far behind the tanker. I had no refuelling issues myself.
  20. +1 from me too! PLZ put this on the top of the todo list for BS2!!!
  21. Quick google search yielded this study: APA-Engagement-Fire-Control. For the SA-6 it states: "A Home-On-Jam (HOJ) capability is cited by Russian sources". In principle, while jamming the enemy radar has only angular information (bearing and elevation). You throw off any distance and velocity measurement. That is until burn through occurs (this is the point at which the radar is able to filter out its own return signal from the jamming noise you are producing). Because the enemy can only indirectly estimate your position, they have to guess whether you are in their engagement envelope or not. Plus fire control of the missile in flight cannot use an optimal trajectory because your velocity is unknown. Basically, the missile can use proportional navigation, which requires only angular information, but against a maneuvering target the trajectory will be quite sub optimal. Finally, time to go is unknown. This is one of the most important variables in missile guidance control. These factors add up to the fact that HOJ has a much lower PK (probability of kill). I don't know to which degree this is present in DCS. At least some AA missiles have HOJ capability and exhibit some degraded performance, so it might be modelled for SAM as well. EDIT: From the same site (APA-Legacy-SAM-Upgrades):
  22. From hover and forward flight, soft touchdowns: The flare on this one is not so well executed. He should have first reduced horizontal speed by pitching up (rotor RPM increases) and then just before touchdown pulling collective to zero out vertical speed. Have a look: That's the training track for autorotation descent without actual landing. Still it contains some numbers to keep in mind: So to sum it up: At the start of autorotation put the collective all the way down. During descent all you have to do is to keep rotor rpm above 80% and speed around 100 kph using the cyclic stick: pull back = increase RPM and reduce speed, push forward = reduce RPM and increase speed. [*] At 30 m reduce forward speed by pitching up and pulling slight collective. [*] Just before touchdown pull collective more to kill vertical speed. :thumbup:
  23. X-plane 10's engine has a way to distribute the flight models of different aircraft etc. over all available cores. This shows it is possible, at least in principle, to distribute the physics (the heaviest part of DCS) as well. Would be cool if ED manages that at some point. Perhaps with EDGE...:music_whistling: It'd buy a XEON processor rig then. :thumbup: Right now, I have hyperthreading disabled. It prevents the sim from running its two threads on one physical core, which is slower (obviously) then assigning each thread to its own physical core and running any background on the two remaining ones. No need for hyperthreading with DCS at the moment if you have a 4 core processor (like I7).
  24. Wow, thanks a lot for this post, much appreciated:thumbup: I second that! Thanks BlueRidgeDx and Eddie for the tremendous help in explaining how to get better at this. Your efforts are not lost on me. And please don't let yourself be discouraged by remarks from certain other people.
  25. Again, read the other thread guys. The battlebook contains proper release altitudes in combination with dive angle, speed and base alt. After I practiced that I hit a BMP on its head using one MK82 with a high altitude profile (base 14000ft and release at 9000ft). Now I won't tell you that happens every try, but I do get pretty good results.
×
×
  • Create New...