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PhoenixBvo

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Everything posted by PhoenixBvo

  1. For the Mk82, study this: 476th vFG, 76th vFS "Battle Book". It isn't exactly easy, but it is the way it's done and it helped me a lot! There is nothing that beats the satisfaction of an unguided delivery done right. Back on topic: Mark, I'd fly with you as well, but like people said before, get DCS World and the A-10C module first. Your serial number from the Steam version will also work with this and you can have everything installed at the same time without conflicts. Shoot me a PM for mission planning :smilewink:
  2. Just one comment on that remark. Yes it does matter: the IFFCC assumes a rectilinear flight path for CCIP. Meaning you have to fly your TVV on a fixed position while tracking (PBIL over the target). Any movement of the TVV means you're rotating which results in additional delivery errors.
  3. If you want to do it right, read this thread: 476th vFG, 76th vFS "Battle Book". It's all there and there is really no way around it for unguided bombs. EDIT: If you find yourself asking what all the acronyms mean, have a look at post 14 and post 36.
  4. Hi mr_mojo, you need to specify a bit more of your setup for me to get you the right values. We need: [width, height] of the monitor where your NVG should show up, [width, height] of the overall game resolution [x, y] where your NVG monitor is relative to the topleft corner of the game resolution. Other than that, I can repeat myself :) : Substitute suitable values for the #'s. Yes, you can change the bezel thickness as you like, but nvg_mod_1.0v4b2.zip fixes an issue with the nvg mask for multimonitor setups, so I do recommend to take that version and then edit it to suit your preferences.
  5. The 10% would be cases where different wind layers have greatly varying speed and/or direction. The IFFCC calculates the bomb path based on local wind which is estimated based on aerodata and GPS. It assumes a certain wind profile below the aircraft. The CDU wind layer is NOT used for ballistic computations and I don't think it'd be used a lot IRL as you'd have to have very good meteo to make a better estimate of the actual wind profile above the target than the standard model, which does account for wind shear and rotation in the planetary boundary layer. Also, there are hardly valid cases for using CCRP delivery with dumb munitions.
  6. Don't trouble yourself, this is NOT functional in the sim! Read Shagrat's post again:
  7. After reading this thread I wanted to finally get CCIP delivery right. The sleds provide a good overview for a well trained pilot, but to get my head around the maneuver I simply had to draw to whole thing. So here is the result: I also found LASTE bombing guide for A-10 a very helpful explanation. And then I took the 2012 vHawgsmoke mission and its SOP and set the mission up as SP with air start at the range entry (WP Alpha). I found the roll in for the HADB target the hardest thing as you don't have a lot of time from roll out to track altitude and you basically have to bracket the target perfectly on roll out. But after that I flew a mission and hit a BMP spot on flying a 82 45HA1 profile with 14kft base alt. That was pretty cool! :thumbup: unguided ordnance delivery geometry.pdf
  8. Hey DarkEagle, you have Matlab as well, don't you? ;) The problem you describe is quite simply due to the zoom effect of the NVG. You'll notice that the cursor position matches the buttons in the center of the goggle field of view and the offset becomes larger towards the edges. The only workaround is to choose RENDER_MODE = 0 (without zoom). This isn't unrealistic either since the real ANVIS-9 and OVN-1 have no noticeable zoom themselves.
  9. Leave focus.png as is, this mod doesn't use it. Use this version of the mod and try these (copy - paste into nvg_mod.hlsl to replace the existing lines): Sizes: const float2 EYE_SIZE = float2(0.32984f,1.02616f); const float2 MASK_SIZE = float2(0.57722f,1.02616f); Centers: const float2 EYE_CENTER = float2(0.28571f,0.57467f); const float2 MASK_CENTER = float2(0.50000f,0.57467f); Blurred Rim: const float INNER_RANGE_MIN = 0.790f; const float INNER_RANGE_MAX = 0.860f; const float OUTTER_RANGE_MIN = 0.912f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.843f; const float INNER_RANGE_DIST_MAX = 0.912f;
  10. Use this version and try these settings: Sizes: const float2 EYE_SIZE = float2(0.57722f,0.65967f); const float2 MASK_SIZE = float2(0.57722f,1.02616f); Centers: const float2 EYE_CENTER = float2(0.50000f,0.71943f); const float2 MASK_CENTER = float2(0.50000f,0.57467f); Blurred Rim: const float INNER_RANGE_MIN = 0.790f; const float INNER_RANGE_MAX = 0.860f; const float OUTTER_RANGE_MIN = 0.912f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.843f; const float INNER_RANGE_DIST_MAX = 0.912f;
  11. For the other NVG mask in the HUD look for all files associated with PeterP's mod and return them to their original (unmodded) version. If problems remain run "repair DCS World" in the start menu, but be sure to backup any other mods you have installed. For this NVG mod, try this version. You'll find the MASK_SIZE and MASK_CENTER lines in there. I can't explain the off-center placement. Perhaps it had to do with the version you're using. Try these values for a smaller goggle: Sizes: const float2 EYE_SIZE = float2(0.29075f,0.96915f); const float2 MASK_SIZE = float2(0.54515f,0.96915f); Centers: const float2 EYE_CENTER = float2(0.26667f,0.59719f); const float2 MASK_CENTER = float2(0.50000f,0.59719f); Blurred Rim: const float INNER_RANGE_MIN = 0.790f; const float INNER_RANGE_MAX = 0.860f; const float OUTTER_RANGE_MIN = 0.912f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.843f; const float INNER_RANGE_DIST_MAX = 0.912f;
  12. Mr_mojo97, your problem were the curled braces {}. They need to enclose both lines. However, in your graphics.cfg the lines were outside the braces: PrecompiledEffects { } //mode = "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES"; //mode = "USE_PRECOMPILED_EFFECTS_ONLY"; It should be: PrecompiledEffects { mode = "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES"; //mode = "USE_PRECOMPILED_EFFECTS_ONLY"; } The double slashes // are the block comment symbol for this file type. It means the program disregards any code after that on the same line. The curled braces signify a grouping, so the program knows that mode belongs to PrecompiledEffects. I can confirm the mod works exactly the same in 1.2.3
  13. Here you are: Sizes: const float2 EYE_SIZE = float2(0.31091f,1.03636f); const float2 MASK_SIZE = float2(0.58295f,1.03636f); Centers: const float2 EYE_CENTER = float2(0.26667f,0.55250f); const float2 MASK_CENTER = float2(0.50000f,0.55250f); Blurred Rim: const float INNER_RANGE_MIN = 0.825f; const float INNER_RANGE_MAX = 0.883f; const float OUTTER_RANGE_MIN = 0.927f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.869f; const float INNER_RANGE_DIST_MAX = 0.927f; You must decide for yourself if you want a zoomed NVG const int RENDER_MODE = 1; or one without zoom const int RENDER_MODE = 0; and if you like the lens distortion effect: const bool ENABLE_RIM_DISTORT = true; // (false to disable) The rest (color and noise) you can leave as they are. Have fun!
  14. Can't confirm yet, I haven't had time to install 1.2.3 . The DCS auto updater will overwrite any modified files which it checks to repair your installation. In order to track your mods, you'll have to use a tool which manages your mods. Probably the easiest to use is JSGME: http://forums.eagle.ru/showthread.php?t=98607. Especially because of this: Yes, all you need for an NVG mod is in the zip. PeterP also recommends to use nrgized's mod, so uninstall his and then apply this mod. To setup the mod for your monitor config, we need to know where the topleft corner of your main monitor is in the full game resolution. If your main monitor is the left one it (probably) is (0,0). If it is the right one, it might be (1680,0)... First of all, only use Notepad++ to edit any files. The windows notepad is the worst piece of c**p of an editor out there. It can ruin the encoding of your files. Depending on the type of file, a block comment symbol in front of a line means it is deactivated (commented out). It will be skipped by the interpreter. The .fx and .hlsl files in this mod use // as the block comment symbol (they are written in the C language). .lua files use the -- as the block comment symbol (they use the lua scripting language). So to activate USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES you remove the comment symbol in front of that line and either you add a comment symbol to the alternative line or you may delete it. Also check that you have extracted the three files in the right places: nvd.fx & nvg_mod.hlsl go in DCS World\Bazar\shaders\PostMotionEffect\NightVisionGoogle\ laserbeam.hlsl goes in DCS World\Bazar\shaders\MaterialFactory\.
  15. No problem. I'm assuming you haven't already installed an NVG mod. Then just install from the archive attached to this post. That should work out-of-the-box for your setup. The file to play around with if you like to try different settings is: DCS World\Bazar\shaders\PostMotionEffect\NightVisionGoogle\nvg_mod.hlsl The shape affecting parameters are: Sizes: const float2 EYE_SIZE = float2(0.29779f,1.05882f); const float2 MASK_SIZE = float2(0.59559f,1.05882f); Centers: const float2 EYE_CENTER = float2(0.25000f,0.55000f); const float2 MASK_CENTER = float2(0.50000f,0.55000f); Blurred Rim: const float INNER_RANGE_MIN = 0.850f; const float INNER_RANGE_MAX = 0.900f; const float OUTTER_RANGE_MIN = 0.938f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.887f; const float INNER_RANGE_DIST_MAX = 0.938f; nvg_mod_1.0v4b3.zip
  16. No ... Perhaps properly explaining what you mean (Hint: How to report a bug) would elicit a more satisfactory response from this generally very helpful community.
  17. Nice trick, thanks!
  18. ^^ My question exactly! EDIT: OK, so the 41 mils (=2.3°) correspond to the angle of attack in cruise flight? Such that the TGP looks at the horizon when flying level?
  19. Nice to hear that my setup worked for you. Perhaps we could fly a night mission together sometime? :pilotfly: In general, It'd be good for this mod if the setup were easier so use and the Matlab script NVG_setup contains at least a start for a setup utility. But of course it should be an independent executable with at least the code lines as output or better automatically updating of the mod files. The input might be sliders and the result could be shown as a graphic like the one in my last post (with realtime update from the slider inputs). Only problem: I currently don't have the time to program it :(. But perhaps there is someone out there who feels like it? :music_whistling:
  20. Then you can try: Sizes: const float2 EYE_SIZE = float2(0.14623f,1.05882f); const float2 MASK_SIZE = float2(0.59559f,1.05882f); Centers: const float2 EYE_CENTER = float2(0.37724f,0.55000f); const float2 MASK_CENTER = float2(0.50000f,0.55000f); Blurred Rim: const float INNER_RANGE_MIN = 0.850f; const float INNER_RANGE_MAX = 0.900f; const float OUTTER_RANGE_MIN = 0.938f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.887f; const float INNER_RANGE_DIST_MAX = 0.938f; That should give you a round NVG on the center monitor. Check the previous posts on how to use the MASK_SIZE and MASK_CENTER variables if you haven't already. This should be the approximate result. (The rim will appear more slender in the sim): If someone has access to Matlab, they may use my script to calculate the setup. (See attachment) NVG_setup.zip
  21. Your centerview looks like a triplehead setup. You're using bezel margins? I'm assuming your center monitor has resolution 1920x1080, right? we need to know how far this monitor is from the upperleft corner of the game resolution. Then I can give you the values for your nvg_mod.hlsl
  22. Thanks very much :thumbup:
  23. Hi Druid_, I was wondering if you have the non-slmod version updated to v2.6 as well? Your first post says "Updated MP versions to DCSW1.2.2", but only the slmod version is attached...:huh: Thanks! :thumbup:
  24. Check the real wind in the mission editor for that mission. I believe that campaign had some very strong winds, especially in the first few missions around Tskhinvali. I have found that depending on the crosswind component, from a hover, you have to aim downwind from the target to get good hits. Look at smoke stacks along the missile path for the direction of the crosswind component. Switch to manual launch authority and put your aim off the target in the direction of the smoke stacks. My explanation is that as the missile leaves its tube, the wind catches mainly on the larger vanes at its rear end and causes the missile to rotate like a wind-vane into the wind. As it accelerates, the missile then gains directional stability and hopefully finds the laser cone to guide it to the target.
  25. For ease of use it would be great if we could enter our monitor setup resolution, goggle height ratio and percent rim thickness as custom variables in nvg_mod.hlsl and have the code calculate the appropriate values for EYE_CENTER, EYE_SIZE, MASK_CENTER, MASK_SIZE, INNER_ and OUTTER_RANGEs. We are working with a computer after all ;) . No hurry nrgized, good luck with moving. I'd be happy to lend a hand if you supply the ticket :music_whistling: :D.
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