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toutenglisse

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Everything posted by toutenglisse

  1. On the fly, I can see that you use same name for groupName functions and unitName function. Be sure to use unitName for mist.getUnitSkill().
  2. For what I can see yes - I mean the AI helo does land exactly on the FARP icon. Has to be tested what happens with a group of AI helos.
  3. I also had it. I figured out that my link was old and in fact directed to forums.eagle.ru, and "for a reason" this day it was not available from my IP. I then reached forum from digitalcombatsimulator website (that link to forum.dcs.world) and all was good. So I just updated my link in favorites.
  4. Hi, you have 2 problems here with your FARP : some tires are directly on the "runway", and makes landing impossible and helo re-route (I removed I think 4 of them to free it), and then the high structure (antenna) is too close to FARP and makes the helo to fail and retry on final (I moved it enough to allow landing). EDIT : for the tires issue, just move the FARP icon so it is centered on a square pattern of tires.
  5. Hi, I would second @some1 advice about wake turbulence. And regarding cpu cores usage I know that you can get a completely different picture if you use a monitoring software with more frequent data recording (example every 0.1 sec instead of 1 sec). I have seen a barely 50% used core (with 1 sec) in fact hitting 100% several times/sec this way. And it is probably still not the real picture. Gpu datas are much less bind to records frequency (practically not at all, idk why). Also it is possible that you can't see where the culprit/limitation is with any tools, I've had the case.
  6. Yes it is this one. If you spawn a unit using "Bowman" type, you get the FDDM Grad, new name for same unit.
  7. Yes I looked closer too and I think you are right. The sound I called "ground impacts" is in fact supersonic bullets shockwave. Placing the view point at right places makes it obvious. Edit : And I agree with you the sounds in DCS are of a very high quality and are one of many points that dramatically improved with years.
  8. I hear no gun sound playing your track. What you call gun sound, is in fact ground impacts sound (another bug imo, described just below). When I reproduce the same scene I can hear the gun sound just after the impacts. But there is another issue in both your track and my own test : there are 2 impacts sounds : ground impacts (just before visual impacts) and target impacts (same time than visuals).
  9. It took a C4 blast at mission start
  10. Hi, some ground textures are reflecting light, like grass airfield and forest substract. Picture attached, FWIW the airfield is Argentan and reflecting issue doesn't seem related to season (I see the same in summer or automn).
  11. For WIW there is already blood in some cases.
  12. My firt wish (I already asked in a thread) is to get gun's projectiles to be visible on TADS Flir (and not visible with eyesight or TV) like in real life. But as many simple requests the answer is probably much more complex. So I'd like to request to have an unrealistic (I expect a negative answer and 'not realistic' tag...but I have to ask) Tracers option. This should be easy if agreed because it's the setting for 30mm gun of the usual AH-64A / AH-64D AI in DCS. I tried, as we can no longer modify shells lua, to see with TADS what old AH-64A tracers look like, and I like it very much. Pictures attached. I'd really like to play with it. Not realistic when using HMD as sight, looking through canopy, but I find much more realistic when aiming with TADS Flir.
  13. FWIW, distance doesn't work (never returns true with radar detection) with "Controller.isTargetDetected" function (bug !?), but does work with "Controller.getDetectedTargets" function (distance become true - known - when radar detection range allows to know it).
  14. For what I know there is no such thing in scripting functions. It is possible to achieve that with a missile launch on them, also with a radar detection (but only by AI, not by Player), but not with a radar lock. EDIT : should be possible to have a "workaround" by cumulating radar detection and distance to unit (but again would only work with blue AI, not Player), that would represent a similar status to radar lock/missile lock.
  15. Hi, I did a quick 2d test and I see different things, with my settings. (My screen is 75hz gsync-comp and at first I had no fps drop - VR friendly settings... - , so increased ingame what is available, forest and scenery, and got fps drop from 75 to 69-70 when TGP+Mav are on) Fps drop happend at the same time than GPU increasing usage (70% to 99%). Usage also increased on 3 out of 4 cores (about 40% to 60-70%. the other core was always between 50 and 60%). The thing I found curious on your video was the object count. On my side it is very stable and goes from 340 to 580 (with TGP+Mav). On your side it goes from 350 to a blinking 350 and I don't know what other merged number.
  16. Your issue (and also mine as I used to think like you) is that "time more than" is not "at that time", and it means that this condition is true from "the time" and after that, just waiting for random to be reached (eval. 1/s) to do the action. If you want a rondom evaluation at a precize time only you need other condition (example "mission start", only true at mission start, or, less simple, time > 10s - activate flag / time 1s since flag - deactivate flag / flag true and rondom - message) 100%
  17. Yes it should be : I tried to turn off mouse and aim cursor with HMD only, and it's very hard, sometimes impossible for me to reach buttons that are very close to pilot, on left or right console. Having option to totally unlink cursor from HMD (using only mouse), that I personnaly wish for my usage comfort, is doable, and it already exists in 2 cases : when you open radio menu the cursor is unlinked from HMD, and same thing when in DCS menu (any). In other case the cursor is strictly linked to HMD only (reconnaissance mode with red cross to designate visible targets that makes allied AI aware of them). Not talking about how it is done in other VR sims of course.
  18. Hi, I don't know why but on my side a quick test show the SR antenna rising up at mission start and radar is active after 1 minute (on red state) - miz attached for you to test if different on your side. test-sa11-site-radars.miz
  19. Apart from this bug (short/reverse) that will be fixed soon, new effect of belouga (visuals + effectiveness) is awesome
  20. On (bad) pictures attached it is visible that the red cross of "Reco mode" is not collimated. pictures are from "both eyes" VR mirror. (on Hornet one, I'm sighting the Shooter, and on Apache one, I'm sighting far control tower. Red cross is too much left for right eye, and too much right for left eye, so in VR you see two red crosses when focussing on your target)
  21. Not a simple one... The task is actually working this way with Helos : the helo does land to embark, and immediately takes off when soldiers are on board, whatever the options you choose. (imo task is wip...) The workaround works because it takes time to cold start, and the embark task is active, so the soldiers, if nearby, have time to embark, but if they come from far enough the cold start helos will take off and than land to embark soldiers.
  22. Yes, it is visible in DCS cockpit and in RL pictures (actual aircraft or boeing simulator, in DCS VR pilot view you can lift up/lean to see CP/G body, then try to see the TADS you will easily see it leaning to the left from CP/G's head, but not to the right). You can also see it from these pictures (num 5 & 6, even if pictures are not necessarily 100% on centerline) :
  23. I agree the CP/G view (both VR and 2D) is displaced to the left but that is "normal", because it center the view better relative to TADS than if the view was centered relative to seat (TADS would be at left). Both seats stand on the right of the centerline. For Pilot the view can be centered relative to seat because screens also are, but CP/G 3 screens are centered relative to center line, so it is better for view to be displaced to left relative to seat.
  24. After a quick test after OB patch : Yes it is fixed... but to be clear what was inverted (hot vehicles) is fixed but what was OK (flames/smoke) is now inverted... EDIT : That is for "old" flir (ex hornet) - new flir seems OK.
  25. Yes the Spitfire radio is not working, it is reported here (maybe it can be repaired with the next patch, to be announced ?) : EDIT : fixed now.
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