Jump to content

Bogey Jammer

Members
  • Posts

    780
  • Joined

  • Last visited

Everything posted by Bogey Jammer

  1. Hi all Since the F-5E early access release patch, head tracking is non functional with modules that aren't from ED or Belsimtek. I've checked the axis configuration, they are properly assigned and responding, but in cockpit, it's frozen. I have a TrackIR 3 pro, without 6DOF.
  2. I agree, but don't worry the purpose of this topic is not to define a total emulation of the system, but to lay down the basic principles of the system that are not well explained in the pilot's manual and not very well simulated in DCS.
  3. That's a funky OCR you've got :D. But it is still not clear that it was about audio signal only: "the frequency of the SPO-10 equipment operation increases" SPO-10 is the whole system… Yeah but I forgot to say that all the 4 lights are lit during lock on at every distance in DCS (currently).
  4. Where ? OK but is a lock on at ANY range powerful enough to make systematically all the eyes to blink ? I don't think so.
  5. Is a MiG-21 more maneuverable than a F-15 ?
  6. The 3D model has been updated this year so most of the skins in the file repository are obsolete. It should be cleaned up.
  7. I've done some homework. According to the book Станция предупреждения об облучении СПО-10, the radar signal is captured by the СЗМ-1СМ sensor (СЗМ-7С antenna + СЗМ-8СМ detector) then it is amplified by C3M-9M unit which sends the pulse signal to the C3M-11M unit which is the key element of the SPO-10 logic. It filters the pulse signals and sends almost ready-to-use signal across other parts inside the C3M-3M which delivers sound signal to the aircraft's audio system and light signal to the СЗМ-5А cockpit panel. The C3M-10 is just the power supply. Here comes an interesting part: This plus further examination of the diagrams, make me think the following points: The 4 channels are processed 100% separately. There is no reason that the 4 eyes should be lit in the same time when the aircraft is locked at 5+km. An eye blinks one time when a radar beam passes over the corresponding antenna in scan mode. There is no blinking frequency multiplication in the circuitry when the radar approaches the aircraft. That part in the english MiG-21bis manual is bullshit. So what is shown in my toy is confirmed. However, I've not understood yet how the signal is exactly processed when it is in lock mode, as well as audiovisual durations. I still need to translate the chapter 5. The audio signal is 800Hz. Spot on in DCS :P More to come later…
  8. I don't think so. When it comes to details like the smaller characters of this page, inclination and texture filtering will render them unreadable.
  9. This can be made by scripting. I'm dreaming to do it but it is too complex and time consuming for me… Yeah but you will eventually have to zoom in to see the kneeboard details anyway.
  10. This is extremely interesting. I didn't know there's someone that deeply involved with the MiG-21 at LN. Does this pilot took part in the RWR simulation development yet ? I hope that there is no security reasons to not use his knowledge about that matter…
  11. OK, which ones ? links ?
  12. Thanks but I just found it on the web: http://bookre.org/reader?file=614809 Maybe Cobra wants it ? :D
  13. Thanks a lot mate !! (Станция предупреждения об облучении СПО-10) ;)
  14. Looks like the red flood light is very similar: Image found here. It seems to be a salvaged MiG-21S cockpit which is being converted to a simpit.
  15. I repost the manual page with the SPO instructions : OK I missed to read that in the manual. But what is strange about this feature (blinking frequency x3 to be precise) is the fact that it should happen almost all the time against an aircraft because of the forward oriented radar, except when the MiG-21 is fleeing from a slower enemy at the 6. And how technologically the SPO can tell if the signal is approaching anyway ? memory ? Also how does it deal with the multiplication of enemy's scan's frequency ? Does it wait for a new beam pass to measure the period time, assuming it can tell that the second pass comes from the exact same source ? or does it just burst 3 blinks immediately then waits for another pass to burst 3 blinks again ? It would be interesting to get the complete electronic schematics of the SPO-10, to check everything. OK but not completely, then the eye(s) should go from flickering to constant illumination depending of the radar beam's strengh. But I doubt that it blinks purely rhythmically with an increasing tempo. It might be a random pulse noise with increasing alpha. I will update my toy to reflect these clarifications.
  16. Well, I don't know if it is supposed to be useful. It's made to compare what it is expected with the current model of the SPO-10 in game. So I can say: The SPO-10 IRL seems to be completely passive without any analysis algorithm or active filtering. The eyes just blink only when a radar ray pass over the antennas. Most aircrafts, or at least, players, use scanning with multiple lines for searching the area, so the blinking frequency of the SPO should be reduced 2 or 4 times in this case. The blinking frequency raises abruptly at 35km for all AI aircraft radars. That must be a pilot behavior which switches to a narrower angle for monitoring the bandits, not a SPO-10 feature. I don't know yet how it works against human players. The current lock rendering in game is in my opinion in need to be reworked. A lock is a continuous illumination of the SPO's antenna, and whatever how much the lock range is, the SPO must have continuously lit eye(s). I set a threshold of 5km for the activation of all the four eyes, blinking or continuously lit, as stated in the real pilot's manual, probably because the radar beam is so strong at this short range that all the SPO's antenna can sense it.
  17. Hello all The thread here turned to be a SPO-10 behavior discussion and was asked to us the users to tell to devs what is wrong with it. But instead to tell what is wrong, I've javascripted a toy to show how I think it should behave : It's just a html file to open in your browser. Known bugs: doesn't work well at the red's 6 o'clock :D Bogey Jammer's SPO-10 simulator.zip
  18. That topic is about TDC controlled with analog axis, but if we get a speed factor for button commands as well, it would be great indeed :thumbup:
  19. Everytime the lock is lost, I lose 5-6 precious seconds during combat between target reapparition on screen and re-locking. Because: The cursor is never placed at the last known target position on the screen. The cursor movement is incredibly slow, especially in azimuth. So is it realistic ? WIP ?
  20. Perfection is not really the intention. But when I read that grotesque fact: I think there is still something to do about it. You can add that to your own todo list.
  21. Looks like this RWR simulation is still in alpha stage…
  22. Isn't it a mipmap issue instead ? Like if the texture resolution is downgraded too much at short distances, no matter how much the AF is, filtering big pixels gives bad results.
  23. For helping to make accurate era based scenario, it would be nice to add the date of introduction in service of each unit, at least for the primary user. I'm tired to check them in wikipedia… :book:
  24. Not only Algeria, most of north Africa's nations + theater. That would bring a lot of scenario possibilities and inspiration. :thumbup:
×
×
  • Create New...