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Aries144

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Everything posted by Aries144

  1. Wikipedia aside, 8 mil 80% is the value from Northrup for the F-5's M39 guns, and 5 mil 80% is the value from multiple official sources for the A-10's Gau-8 gun. This value is not recorded by firing single shots, but when firing full-auto on the ground at a target during maintenance checks. The gun must meet or exceed that value to pass a maintenance check. It's quite likely better than that when new gun barrels are used, but we have no specific data on that. Simulating these two guns having the worst level of precision right before they fail specifications, 8 mil 80% and 5 mil 80%, would be good enough I suppose. Wind affect on dispersion would require a huge difference in airflow influence between each projectile fired to instantly increase dispersion, right after leaving the cannon barrel, as we currently see. It's so unlikely as to be practically impossible. Dispersion is influenced by 1. internal quality (symmetry and dimensional conformance to specification) of the gun bore 2. consistency of center of mass and shape between projectiles 3. rigidness of mounting to the airframe and 4. barrel heat from extended bursts will cause a temporary increase in bore diameter which will result in increased dispersion size. It must be realized that this is not instant, takes a certain number of rounds before it begins to occur, and also returns to normal quickly with a return of the barrel to ambient temperature, which again happens quickly with aircraft guns because of high airflow and lower temperatures at altitude. The effects of all of these factors on dispersion are fully reflected in the results of ground tests. There would be no difference between a ground firing and an air firing, other than pilot error or airframe movement, neither of which are effectively simulated by simplistically increasing gun dispersion. i.e. if it's a flight issue, this would be reflected by the aircraft shuddering or swaying when firing, not by increasing cannon dispersion. A human player could adjust for this by firing short bursts to achieve smaller dispersion, for example. Aside from all of this, there is no reason or data to suggest that the M61 Vulcan or the GAU-8 Avenger should be so incredibly less precise than their Russian counterparts. So why then is it so in the game? This is either a mistake or intentional. If it's intentional, what was the reasoning?
  2. You've solved the problem of brakes taking too long to stop the aircraft by reducing the brake pressure...?
  3. Thank you sir!
  4. So, I just looked in the files and found that the M61 Vulcan, GAU-8 Avenger, and M39 guns have 3x - 4x larger dispersion than the other aircraft guns in the game. The Mig-29/Su-27 gun is 0.0005 while the F-15 and F-5's guns are 0.0022. The Su-25's gun is set to 0.0005 and the A-10's GAU-8 is set to 0.0017. It appears to correspond to mil. 0.0005 would be 5 mil while 0.0022 would be 22 mil, etc. I'd really like to hear ED or Belsimtek's reasoning for these decisions. Is it a matter of compensating for some imbalance elsewhere? Gameplay? Based on some sources other than manufacturer's data?
  5. The issue is, we don't want a gameplay solution for airquake, we want the aircraft to function in game as close to the real thing as possible. ;) It seems like the brakes are not functioning realistically.
  6. Where is this mod? I couldn't find it.
  7. For anyone else who has this problem: The only workaround I've found is to copy/paste the "cockpit" folder from mods/aircraft/f-5e from 1.5 to 2.1. This seems to fix the issue completely.
  8. I've noticed oxygen gets refilled by a repair.
  9. I've tried uninstalling and reinstalling the F-5 module and also manually deleting the texture folders and repairing them using DCS repair. I'm stumped.
  10. A problem you may have discovered is that, with any curve at all set to the X or Y joystick axis, your trimmed center position won't match where your MSFF2 joystick's physical position is. i.e. you could set full UP trim, but your MSFF2 stick won't be all the way rearward like it should be. It's really bad with helos and using force trim to set the center position. You'll move the stick to a position, hit force trim, then the joystick will want to pull to a slightly different spot. The only options for now are: deal with it as is avoid using any curve make yourself a joystick extension to match the real plane's stick length to avoid the need for curve in the first place.
  11. Perhaps we aren't providing some piece of information Belsimtek needs to address this issue? Belsimtek Devs, you let us know what info you lack and we'll do our best to find and provide it. :)
  12. It's definitely not a placebo. Be sure PD changes are applied with oculus tray tool and don't forget to change the in-game PD setting to 1 and restart the game before testing.
  13. I've noticed that a radar locking onto the F-5 is only visible on the RWR by turning Search mode off. This results in having to cycle search mode on and off frequently to ensure no radar is locked onto the aircraft. Is this realistic behavior? It seems a vast difference from all other American RWR systems.
  14. Has gun spread/accuracy been examined by the team yet? Has Belsimtek reviewed the issue and made a determination? I know they're probably loaded with work, but it's a bit of a glaring issue. The current modeling really doesn't reflect the Northrup document for gun accuracy. If lack of an original source for what a "mil" equates to is an issue (it's surprisingly hard to find!), I'm including a link to a US military sniper's manual that states that 1 mil is equal to 1m diameter at 1000m (or 10cm diameter at 100m, 50cm at 500m, etc). The relevant information is in the paragraph and picture on page 43. Currently, the F-5's gun spread is about 30-40 mil (equivalent to a 300-400cm diameter group at 100m). According to the Northrup document, 80% of shots should fall in an 8 mil area (equivalent to a 80cm diameter group at 100m). I hope this information is helpful!
  15. What you're feeling in the roll axis is the aileron roll limiter. Users of non FFB sticks have to press a button to get the full roll rate, while FFB users just have to push through the bump of extra pressure- just like the real plane. ;)
  16. I honestly haven't had that issue flying the Mig-21 on your server man. I feel like visibility sucks in the Mig-21 and tend to fly low level and keep my speed high near mountains. I don't often turn with F-5s because they have a turn advantage at low altitude that's hard to counter in the Mig-21. I had no issue killing around 6 F-5s in a row over the course of an hour or so a few days ago. I think the real difference is the blue paint on the F-5 and that it produces less smoke than the Mig-21. I typically spot the Mig-21 in a turn or at close range because of its smoke. That big black smear in the sky is a dead give away. I'm playing with an Oculus Rift too. Not exactly an advantage for visibility. ;) Maybe try a different paint scheme with the F-5s? Maybe one of the darker camo ones like the Mig-21 is using? You could also always do the all-black "Mig-28" scheme if you can't find any other way to stop losing against the F-5. ;)
  17. Wow! That new Jetseat model looks great!
  18. I get a huge FPS reduction when using the stock cockpit textures. If I use an English cockpit mod, my FPS is significantly better.
  19. I'll see if I can get details from Drexx on how he rolled back his Oculus from the beta driver to the current stable.
  20. Is there any more info on what things the different "scene.m:setArgument" numbers control? Specifically, I'd like to set what pylons are hanging on the F-5s wings.
  21. Try it. Both myself and Drexx think it is.
  22. Set the PD in DCS VR settings to 1. Set the Pixels Per Display Pixel Override in the SDK to the highest your hardware allows. Typically between 1.3 and 2. Higher is better, but requires more powerful hardware.
  23. I found it didn't work for me. After I hooked a monitor up to the hdmi port, I found it was still set to limited in Nvidia Control Panel. Also, it only sets the dynamic range, it doesn't change any other settings like vibrance.
  24. Essentially, before the changes the outside lines of aircraft were so blurry, and their colors so indistinct from sky and ground colors, that I found myself at quite a disadvantage in far visual range and even near visual range fights compared to using a monitor and trackir. Add in some motion blur when frame rates dipped too low and it was really impossible to be competitive. Now the outside lines of aircraft seem much more defined and the slight differences in color between aircraft and their surroundings are more apparent. Before, it was often extremely difficult to stay padlocked on a target, even if it was moving across my field of view, until it was well within a mile. Now I can spot it if I look hard enough and get lucky, just like with a monitor. It's like going from 20/60 vision to maybe 20/30. Here's a download link for the SDK. For the SDK to work, you can't use the Beta Oculus driver. I'm using 1.13. I set the in-game PD setting to 1. I'm using an nvidia 970, so I set the SDK value to 1.3. The 'HDMI trick' to adjust digital vibrance is as simple as unplugging your Oculus from the HDMI port, plugging in a monitor to the same port, and changing the following in Nvidia Control Panel for that monitor: Adjust Video Color Settings Under Advanced tab, change Dynamic Range to "Full" Adjust Video Image Settings Try increasing edge sharpness to 60 (not sure yet if this works or not) Adjust Desktop Color Settings Increase Digital Vibrance to something around 60-70 After you plug the Oculus back in, those changes will still be in effect for the Oculus. I had to buy a DVI to HDMI adapter, as my monitor doesn't have an HDMI input.
  25. A friend showed me this trick tonight. Anyone else try it yet? I'm so far finding that using a setting of 1.3 in Pixels Per Display Pixel Override in ODT looks significantly less blurry than 1.3 PD using the in game setting, and it appears to have less frame hit as well. Combined with a small bump in digital vibrance using the HDMI trick, my ability to spot nearby aircraft against the ground, sky, or horizon finally seems to be approaching what is was with my 23" 1920x1080 monitor.
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