

PawlaczGMD
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Damage Model moreso Time To Disable/Destroy
PawlaczGMD replied to StreakerSix's topic in DCS: Ka-50 Black Shark 3
That is all true, I think we just want to figure out which of these helicopters is modelled wrong, so that it can be made realistic. People just notice the big discrepancy between them. -
Damage Model moreso Time To Disable/Destroy
PawlaczGMD replied to StreakerSix's topic in DCS: Ka-50 Black Shark 3
Yup, I was shocked by how resilient the Hind is. You can tank 23 mm like the Shark can tank 50 cal. After playing through 2 campaigns, I only got shot down by AAA once, and it was only because I've given up after a failed mission and did a head-on suicide run. I think it was a pilot kill. Otherwise the most I suffered was single engine power loss, not even a complete shutdown. Meanwhile single hits from that 23 mm will cripple a Shark. It was also my expectation that these two would be roughly similar in this regard. -
HMD sight does not slew Shkval to the correct place in VR only - it can be off by a bit, maybe 1-2 degrees. Sometimes more? It fluctuates. In other words, it desyncs from the HMD. This doesn't seem to happen in 2D, so it can't be intended behavior. Short tracks attached. _NOVR track shows that the green circle is always dead on the yellow HMD dot. In VR, even by moving my head for a few seconds, it desynced so that the yellow dot is on the circumference of the green circle. In practice, it can get even worse than this. I estimate I saw it desynced by 2-3 radii at most. This is very annoying for precise, quick use. BS3_Datalink_Wingmen_Training.miz_29022024_14-57.trk BS3_Datalink_Wingmen_Training.miz_29022024_17-24_NOVR.trk
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Damage Model moreso Time To Disable/Destroy
PawlaczGMD replied to StreakerSix's topic in DCS: Ka-50 Black Shark 3
Some very subjective input: After trialing the Hind, I've found that it is significantly more tanky. Of course both the Hind and BS are almost immune to 7.62, but the Hind is practically immune to 50 cal also. In the Ka-50, I've often suffered serious system damage from tank-mounted MGs. Never in the Hind. Even going to 23mm ZSU, the Hind can tank a lot of it, while the Ka-50 is very quickly destroyed. The Ka-50 also really loves to lose its tail. Suffering any damage above 7.62 caliber very often ends in engine loss, autopilot loss, and/or eventually hydro loss, which will kill you in a minute. Overall, my impression is that the Ka-50 is not very resilient and should avoid any damage above small arms at any cost. I'm not sure it lives up to the armored reputation. Again, these impressions are made in comparison to the Hind. I'm not saying it is bugged or wrong, but the difference is quite stark. -
Yeah, another thing that could mess you up is if you don't disengage the parking brake and are out of trim. The heli will jerk when you take off. I really don't think it's a bug.
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This looks good, I will check it out! I was not aware you could change this globally. I've only used a clear F-5 glass implemented as a cockpit- but it removes all canopy effects, so it feels like you don't have a canopy at all, which looks wrong in a different way. Shame it doesn't pass IC. An example of a good canopy with subtle effects that look nice is the Hind. It might just be newer modules in general.
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I've had similar issues on Pimax Crystal. Using temporal antialiasing has resolved them. You do get some ghosting though - might just as well turn on upscaling.
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reported INU drifts / INU fix problems still?
PawlaczGMD replied to Usagi's topic in Bugs and Problems
I think you have stored alignment and no drift option in the campaign. Just start up without selecting alignment quality - set PVI knob to oper and turn INU on. There should be no countdown as you're already aligned. -
You need some forward cyclic to maintain neutral pitch on takeoff, that's just how the Ka-50 is tuned. Not full forward though, maybe 20% of the range. Make sure your autopilot channels are on? Consider holding down the trim button during takeoff to avoid the AP messing with you.
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IMHO all such effects like cockpit reflections, glare, scratches, should be an option that the player can disable or tune. There is just such a wide spread of quality and function between them, also depending on whether you're using VR and other graphical settings. Some of these effects look good and are welcome, and some look really bad, or don't work correctly. A lot of the older modules simply don't hold up graphically, and look outdated, out of place, or their appearance has changed because of core updates in unintended ways. Off the top of my head, the F-5 cockpit glare makes it impossible to see in VR. Similarly for OP's examples. Glass scratch effects looks bad on many modules, and appears suddenly based on lighting and zoom. In the F-86, if you're facing the light in the wrong way and zoom in, all you see is scratches. Ideally these effects would be implemented in a uniform way across modules, I understand the reasons they're not, but if so, give us the option to turn it off. If the concern is balance or fairness, people who really want to get rid of this can use a modded cockpit with an invisible canopy anyway. The problem with this is the tedium and effort to make or find these mods. I also want to be able to choose the effects that look good and realistic for my setup on a module by module basis. And with different modules having different effects, it's not "fair" anyway.
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This is indicative of the pitot tubes freezing. It will happen on all aircraft in cold weather. I don't have the AH-64, but it must have a pitot heater. Did you turn it on? If yes, then it might be a bug in its implementation.
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As an option - sure! But it doesn't work for everyone, depends on hardware, settings, lighting conditions.
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+1 The current encyclopedia is not very useful. The amount of information, and its format, varies wildly between units, and is overall lacking. Some units have no text entry. For me, the most useful would be information about SAM systems, basics such as whether it is radar or IR, the max range, max missile speed, ceiling, etc. But there are lots of information that would impact gameplay that could be there. Basic aircraft performance metrics, loadouts, armor values for ground units.
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OK, I think this effect was caused either by lack of / insufficient antialiasing, or by the framerate being too low for the Crystal display to cope with. I have switched on FSR, which also mandates TAA, and the weird effect is gone, for the price of some ghosting.
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Did you manage to get reshade working in VR MT? PS I managed to get it working by simply installing the latest version that supports OpenXR, and running in OpenXR. It does make the game look noticeably better! I did however encounter a weird effect, where the game crashes if I try to toggle labels. But I have played without labels for a few hours and it otherwise works well.
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As per the title - I do not see this on the wish list. Self-explanatory.
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Some people have ported them to BS3 and made them work pretty well in current DCS. Look in User Files.
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Only in VR, monitor looks good. I can try taking a video of the lens picture, but the effect is subtle enough that I doubt it would be helpful. It almost looks like Low Framerate Compensation that can show up on some types of screens with low FPS, I will try to see if it is related to framerate. Do you think it's possible? AMD GPU here if it matters. 72 Hz mode in Pimax.
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Yes, I hate all baked-in reflections. They just don't hold up, especially in VR. And so they decrease immersion rather than increase it.
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Have you ever tried turning the engine governors off to get more performance? Would it make you able to kill the engines by being in high ERP for too long?
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Can you jettison rotor blades without ejecting? This is admittedly very niche, but if I am going to do a hard landing and don't want to eject to not destroy the heli, I might want to jettison the rotor blades on touchdown, so that they don't hit the ground if I flip over, etc. This is the first stage of the ejection process. Does anyone know if there is a way to do it?
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Not realistic but we've already crossed that line. Alternatively the LLTV Merkury.
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I second the request to move the "no alignment needed but fixtaking" option into YOUR special options. Fast INS alignment is insufficient for combat use (datalink targets). I don't want to have to align for 15-20 mins of real time, and neither do I want the arcade option of no drift if the server selects it.