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twistking

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Everything posted by twistking

  1. it's a general problem with all aircraft. unfortunately the blur is a pp effect that renders after the hud is already drawn.
  2. Just to make sure: That radar on your screenshot is not a SON-9!
  3. Yes, there is some "pumping" going on, when you increase distance. I think it's either the sprites scaling or the sprites changing in intensity (on a sprite that has an alpha gradient it's hard to tell the difference). I think you cannot remove the bloom (aka the sprite), because on a SD (standard definition) picture, there is no other way to convey the brightness. I think the sprites would simply have to scale with actual distance and not by a threshold defined by the LOD. It's not rocket sccience and has been done well over a decade ago). Of course the sprite should not be rendered if the light source is occluded (exception would be to have big but very faint sprites rendered even when light is obscured when flying through clouds or fog. but then those sprites should be occluded by geometry).
  4. The Hornet also has different sprites for each LOD. At least you see a jump in brightness on each LOD change. I could imagine that the Hornet's lights 10nm view distance is an engine limitation, but my guess on why the lights don't look nice would be that they are simply missign an art pass. It would not be the first time in dcs... I still have the feeling that ED staff simply never play missions at night...
  5. i think you have to delete the default anti-ship-strike tasking and only add a limited tasking like "attack group" or "attack in zone" or similar. also be sure to have ROE option on "assigned only".
  6. There are no suitable aircraft for "ARA Veinticinco de Mayo" at the moment. Will Razbam also provide AI aircraft to fly from the carrier? It would be useless otherwise.
  7. thanks for the answer. did not know about the shredding of documents. how unfortunate!
  8. Why do you think F-105 would be impossible???
  9. I have the A-10, F-18 and F-16 when it comes to TGP equipped aircraft. Just in case that there might be differences in the implementation. Yes, the MFD brightness is used to set the MFD to a brightness that suits the ambient light the same way you turn your smartphone display brighter when you are out in the sun. It should not have any influence on the signal. Set it up so that it's "appropriate". You also need thsi when you are not dealing with TGP, but have other stuff up on the MFD. Contrast should be the same, only that you don't really have to use it. In real life displays can loose contrast over their lifetime, so it might be good to increase the contrast to compensate for that. Your computer screen has a contrast setting too, but you probably never use it. It is mainly "set and forget" (or "leave it at default and forget"). If the MFD brightness is set up appropriately for the ambient light it would technically be correct to use gain and level to adjust the FLIR image, however in DCS i find it often quicker to just change the MFD brightness. I guess you would not do this in real life. In DCS there isn't that big of a negativ effect of doing it. It's the weird simulation of a screen on a screen... So while it's technical a big difference, in DCS it's not. With the Gain and Auto-Gain i suspect that in real life manual Gain is more useful, since you will encounter more difficult conditions where Auto-Gain will struggle more. In DCS i only found one situation where manual Gain is needed and that is when you have sunlight and cloud-shadows in the same scene and the Auto-Gain exposes for the shadow, while you want to see the sunlit area or vice versa. In these situations part of the images are blown out and get completely white or black since the dnymaic range is not enough. With manual gain you can expose for the area you want. Alternatively you can just zoom in until the Auto-Gain exposes for the area you are looking at. Generally when you have good contrast between targets and landscape auto-gain should work fine. It gets difficult when you have no or low contrast between targets and landscape. In these conditions you could try to play around with manual Gain AND levels to improve the contrast of the whole scene, which might be helpful to see targets a bit easier, but it won't magically increase the contrast between target and background. *edit* to play around wit manual gain, i'd suggest a mission around noon or early afternoon (high sun) and a single layer of clouds. This gives you massive contrast in TV and FLIR and might be good to toy around with manual gain. Start zoomed out and notice how auto-gain changes exposure depending on where you aim at and how some areas are totally over- or udnerexposed, while manual gain gives you full control.
  10. ... disregard
  11. i would not want to use such a feature, but i think it's a very reasonable wish for a realistic flight sim to have such realistic features as an option. also when we have a dynamic campaign, there will be more stuff to do while on the ground (mission planning, strategic decisions maybe), so a longer pause for rearm/refuel might feel less like a burden. some day we will maybe have animated ground crew working on the jet making it a bit less boring to wait a little longer... also turn-around times could be a tactical factor: maybe certain loadouts take longer, maybe certain aricraft do, maybe certain airfields have higher skilled ground crew etc. ... so this would be low priority for me at the moment, but imagining a possible future with a super high fidelity dynamic campaign, i think it makes a lot of sense.
  12. In the F-16 they somehow are. It's a weird system, where different lights can have different "roles". I still find it confusing tbh. ...
  13. You are correct about Gain. It's basically signal amplification. Level should be brightness of the signal basically. Note that increasing Gain is not the same as increasing signal brightness/Level. If you have an image processing software like photoshop you can think of Gain as "Exposure" and Level as "Brightness". If you are not familiar with image science, maybe just read about Exposure and Brightness or play around with Exposure vs Brightness in any image software... Contrast is just that. Contrast. I think the contrast value is the contrast for the screen (MFD) and does not change the signal itself. Brightness should be brightness of the screen (MFD). If you think in photoshop terms, "Brightness" would then be equivalent to changing your actual monitor brightness instead of changing the image file... *edit* These aspects can be a bit weird, because if you think about it, you have a simulation of a virtual signal on a virtual screen (MFD) on a physical screen (your monitor or VR headset). In DCS you really only need (MFD) Brightness to change the virtual display for night or day flying. So when the sun sets, put the brightness down, so you are not blinded (and vice versa). If you want to optimize the FLIR picture you can use manual Gain, but i rarely do that. It's only really needed when auto-gain struggles in some high contrast situations. You could then further fine tune with Level to avoid signal clipping. I never use contrast, because i believe this is only a setting for the screen - not for the signal. Would have to check about that next time i fly. Which module are you flying by the way (there might be small differences between different modules)? *edit2* random google search for exposure vs brightness (gain vs level): https://www.youtube.com/watch?v=Cs72Ksja0vk haven't watched it, but i'm sure it's fine.
  14. interstingly, the hornet's ext lights are sufficiently bright (probably too bright at some distances) and can be seen for 10nm, which is still not enough but make them "usable" at least. unfortunately they have other issues: at some distances they sprites do look ugly, at some distances they look too bright, because the sprites don't scale correctly and don't reduce brightness gradually. also they change harshly with each lod-change.
  15. Ok. I see. Thanks. I can't agree however with ext lights working fine. Have you actually used them in Multiplayer? They are barely visible after some hundred feet and completely vanish after 1nm, while they should be visible for 25-50nm...
  16. I only found one photo of the light, but it was from an F-16 which had the parabrake package below the rudder. Are you sure that "our" F-16 would also feature that light? If so we should get the pitchforks ready: Would seem like a big oversight then... Of course the IR lights are also much desired, but i understand that implementing these might need some improvment to the Night Vision Effect first...
  17. Covert mode would be IR-only lights for NV Goggles, correct? What's the tail position light though?
  18. this option is for non-vr only. to set resolution in vr you have to use pixel density, which you'll find in the vr-options i believe...
  19. maybe check all functions related to "combines arms". i think there are some checkboxes with the units that determine if the unit can be controlled through combined arms (not sure if this is only for ground units or also for ac). also try changing the player aircraft from "player" to "client" and vice versa to see if this changes anything. i think there are also game-master related options int he ME, where you can assign game-master slots or make every player game-master. i never payed attention to the waypoints in f10 map, so these are just some educated guesses...
  20. Did you use Firecan or DogEar Radar for the ZU-23? You just have to put them into the same group. That's all...
  21. another way would be to make the migs "start on ramp cold" and set "uncontrolled". then create a task "start" in the preplanned tasks area of the unit. then make trigger: Once -> Group in zone or whatever you want -> AI task push "start (Migs)" This way they will be spawned in already, but will be sitting on the ramp visibly until triggered.
  22. i haven't tested yet, but putting SON-9 in a group with S-60 should be enough to give radar direction to the guns...
  23. you could directly tigger an AI push task from a radio trigger. the push task could be a SEAD task or a "switch waypoint task"...
  24. i don't think this has anything at all to do with DCS.
  25. really?
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