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Everything posted by sc_neo
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@Berniyh and McMicha Please keep us upted on your progress or lack thereof. I am very interested to see the outcome of this. Btw, one issue that bugs me is the support for DCS's modding environment, i.e. will a move to linux mean a headache for the usual mods like SRS, OVGME and the like. Kinda annoying if one gets DCS working properly on linux but all those nifty little tools surrounding it won't work properly.
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Nein, ich wollte das Viggen Handbuch auch ausdrücken. Cobra meinte aber, dass sie noch etwas zu einer Rakete überarbeiten und dann einfügen oder ändern. Du könntest natürlich das Handbuch ausdrucken, und dann später den Teil der neu ist oder geändert wurde nachdrucken und gegen den alte austauschen.
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Looking forward to This!
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+1 for more info of the F-15E! Especially; what block/year will the final version be based on, and could you guys imagine making your future campaigns be playable in signleplayer as well as in coop? The F-15 module would certainly be a prime example and testbed for coop campaigns!
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I am going to look into running windwos i a virutal machine when i buy my next graphics card sometime next year. Keep the old one for linux and all, and pass through the new one for gaming to a KVM win 10 installation. I would never run windows 10 on my main machine...it stops with win 7 for microsoft in all its part has moved in a direction like facebook, google and the rest of the lot of dataminers. But, native linux support would be very welcome and i am pretty certain, that linux will grow over the next couple of years gaming wise. And to be honest, i don't see why it would be so much more hussle for most developers to support one more platform, when they are willing to natively support games for the Xbox, PS, Switch and what not. Yes, DCS is PC only and may be different beast.
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@IASGATG So i have gone through this document and your 2014 report concerning the aim-120 analysis which, as already discussed here, contains the drag analysis for different AoAs. Especially page 28-29 show that high G-loads and thus AoAs can have significant impacts on missile performance/distance. As you state in the aim-54 report, you did forgo this analysis for the phoenix since you were not contracted to do so because the dcs engine won't allow for implementing custom drag curves according to g-load and AoA. On page 4 in this thread, you respond to this dilemma with; "This is where the problem comes in. The coders can't do anything as it's all DCS engine hardcode. It's pointless doing 2 weeks of high cost work that then cannot be used. Whilst I would love to have the drag force for different AoA's at different airspeeds at different altitudes, the fact remains that from a third party dev's perspective, the most they can change is the max Cl at <M1 and max Cl at >M4, the game engine calculates the rest." So, with the missiles being reworked by ED atm, do you think this has changed and this type of analysis would make sense? Correct me if i misread or missed that in the 2014 report; the lofting graphs in the last section; do you recall how many G's and what AoA the missile pulled when climbing to altitude and coming down to intercept, especially against a manaeuvring target? Is that way less than one might think and thus is really is a non issue overall?
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** DCS: F-14 Development Update - September!! **
sc_neo replied to Cobra847's topic in DCS: F-14A & B
Great update! Campaigns set in Caucasus and Persian Gulf...will there be training missions included set in NTTR? I really enjoy to do all land based training on this map. Does a lot for immersion. Any plans for this? -
@IASGATG So since i recently got into a bit of AtoA combat and i previously heard it mentioned (can' really recal where, youtube maybe) a couple of times that missiles in DCS have roughly a 30 to 40% lower range over all AtoA conditions and setups....and that this was due to ED's gameplay considerations. Somehow getting people closer together before the fight. Again, can't point to specific posts or videos, thats just what i recall. Would you say there is nothin to it and perceived missile performance in DCS was always due to engine technology, time and resources poured into it rather than ''gameplay design decision''? I am just curious as to whether i can more or less forget the entire issue and just let time pass until the overhaul is finished with the expectation to have the most realistic missile model ED can produce with what is available.
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** AJS-37 Viggen Update! New Afterburners & Features! **
sc_neo replied to Cobra847's topic in DCS: AJS37 Viggen
Your are the salesman :)...the good kind of salesman that is! Any details about this campaign forthcoming? -
Operation New Detente - Teaser Mission 1- Gazelle
sc_neo replied to SUNTSAG's topic in User Created Missions General
Those briefings look great! I don't have access to my main PC atm, but looking forward to giving this a go when this changes. How many missions do you plan to have in this campaign over all? Btw, i am interested on how to overcome the voiceover problem by pure technical means. Are there any good tools nowadys that let one create those by text-to-speech with different voices/accents/tonation or such? I wonder whether this place, https://hitrecord.org/ , might be a viable option to get easy access to willing voices. I saw this in Ubisofts E3 presentation. It seems to be a collaborative platform for all sorts of digital creative 'fan made' projects, from trailers, movies, music etc. Would be interesting to know whether this is an easily accessible way to get proper voiceovers. Cheers mate! -
No idea how EDs underlying map technology works, especially concerning how data is loaded or streamed from the hard drive to memory. Looking at modern space games, we see that the technologies to procedurally create complete high fidelity planets are already well advanced. This requires proper background technology that is very smart at knowing which world objects and actions need to be known by which object or agent in the world and good streaming technology which then seamlessly loads only what is required. Compared to space games, which have a very high degree of artistic freedom, recreating the actual objects of a city probably is the most work intensive part. I wonder how good google streetview might be or something similar (is there something more sophisticated than streetview atm?) as a source material to auto-generate entire cities. Anyway, i'd rather live with the maps we have right now and what will come within the next 2-3 years and let ED work on their map technology for the big-shot down the road. Personally, i'd be ok with a 1-2TB sized globe map. I just hope we will see big strides in the ground level fidelty in the not too distant future. The Caucasus upgrade is very nice and i appreciate the advances in fidelty over the last 2 years. But compared to the incredible ground level fidelty we see in space games or AAA open worlds, there is still a good deal of 'room for improvement' :) I now, i am greedy...
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Has anyone setup DCS on a linux machine running inside of a 'windows virtual machine'? Even if one gets DCS to run halfway properly via wine and DXVK and maybe even more smoothly with the latest steam play version Valve just released with their own take on wine and DXVK called 'Proton', one still faces the issue of getting the DCS mod ecosystem to work. Simple radio and the mod managers etc.
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@borchi 2b I am pretty sure this ''SAS always on in the background'' got mentioned sometime, but i can't remember where and when. Must have been somtime last year i think. "maybe this helps a bit to understand this helicopter. and yes, the SAS has an own gyro in itself. I would have to ask one of. the mechanics how it. is linked to the cyclic and actuators though. " Thats exactly it! Please do. Maybe you find a mechanic that enjoys typing this up in detail. If the SAS is engaged and can directly control the actuators and all steering inputs including changing the cyclic's position, that would explain a lot. I just did a short word search through the DCS Gazelle's manual pdf for SAS or stability augmentation system. Neither is mentioned anywhere. Would be nice to have a detailed explanation of how the SAS operates and makes the Gazelle fly so stable and why the cyclic pisitioning differs from what one expect from an old-school direct control helicopter. Cheers guys.
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I am still following this thread with keen interest and curiosity. The general problem or issue has not changed over the last pages. People feel, some with real world helicopter flight experience, most without, that what they expect from a helicopter and what they experience with the Gazelle in DCS are in some respects at odds. Fair enough! I know a am reiterating a point i have made multiple times; the issue could probably be put to rest if the developers would take the time to type up a 2-3 page desciption/analysis of A.) general helicopter design and flight mechanics (so we are all on the same page and the reader can directly relate to what the Gazelle's specifics are), and B.) how the Gazelle in particular is designed and why she behaves like what people expect her to in some respects, and why she differs and shows defiant behaviour from general helicopter flight dynamics. If this stuff were to be found in sufficient detail in the manual, a lot of this discussion back and forth would probably be void. Either the devs feel they cannot take the time to write this detailed analysis from their busy work schedule, or they are not at liberty to make the Gazelle's particular design choices public record. Whatever it maybe, referring to the general argument that the SAS and particular tri-rotor and aerodynamic fuselage design are sufficiently responsible for the Gazelle's flight behaviour only goes so far. Thus, devs; take the time and type up this in-depth analysis of why the Gazelle differs from the general case. Add it to the manual so everybody can learn from it. If you are not at liberty to disclose this information, state that and we know we have to look some place else. If you are at liberty to say, then you must know all about the Gazelle's design or you could not have implemented it at DCS full fidelty level. So let us know what you have researched during the Gazelle's creation for DCS! I feel the main issue is; people are not upset that the Gazelle feels different from what they expect, but that they cannot reconcile their knowledge of helicopter design with the DCS Gazelle. I.E. they desire a proper explanation of how and why!
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Hey, so i wonder whether this is intentional or a bug/oversight. I noticed that the weapon selector rotary knob on the right wall console (Nr. 8 on page 98 in the manual) and the right/inner FR-22 radio ''base selector'' rotary knob have reversed mouse clicks i.e. left mouse click turns these rotaries to the right and right mouse turns them left-hand side. All the other rotaries turn left mouse click left-hand side and right mouse click right-hand side. Just like the DCS standard. If its a bug it would be nice to have a consistent behaviour where you don't accidentally turn in the wrong direction when things get messy.
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Especially when more and more maps are going to be released. The headache would by with us then if this knob was fully functional!
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** DCS AJS-37 Development Update + Manual RC1 Release **
sc_neo replied to Cobra847's topic in DCS: AJS37 Viggen
Dang....just got into the Viggen and i'd like to sink my teeth into a hard copy manual. Gotta be patient then :) -
** DCS AJS-37 Development Update + Manual RC1 Release **
sc_neo replied to Cobra847's topic in DCS: AJS37 Viggen
Concerning the RC1 manual; are you guys working on further revisions i.e. will there be chagnes made in the not too distant future, or is this a keeper worth printing? -
From the latest patch notes: Added realtime mirror rendering Added clickable helpers to disable mirrors Where do i have to click? I have mirrors enabled in the gameplay settings and they are nice an fluid now, way better than before. Alt+M disables the animation, but i can't find where to click to disable them? By ''clickable helpers to disable mirrors'' do mean that one can fold them up like in the SU-25T or is it meant to be equivelant to Alt+M? BTW: i absoluetly love the faint green radar light reflections of the mirros in the canopy at night.....thats the stuff!
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Do i get this right? Do we never have to touch that untouchable declination knob because it is adjusted automatically (design choice) independet of doing a cold start, hot start or spawning in the air? So we don't need to bother with magnetic declination at all atm?
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[FIXED] Magnetic Declination Knob not functional
sc_neo replied to Spathiphyllum's topic in Bugs and Problems
ha....i didn't use my brain there! Right, so i reckon the magnetic declination knob sits at 0 at mission start and you then add the respective value for each map. -
[FIXED] Magnetic Declination Knob not functional
sc_neo replied to Spathiphyllum's topic in Bugs and Problems
i get that, but whats the reference here? I see the compass needle moving, but how do i know the correct value it should be point to?