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Yaga

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Everything posted by Yaga

  1. That's my understanding as well. I've always turned mine on, but the few times I've forgotten with a hot start, DL updates appeared to sync just fine. I haven't seen it confirmed whether it's actually doing something in DCS and the clock shows the correct time when it started in Off from cold. I suppose it's a moot point now.
  2. Is this a cold start instant action? For any hot starts, the jet should spawn fully aligned, MIDS on and with DL working. Campaign could be using an out of date .miz. But iirc power cycling the MIDS switch has always been a surefire way to correct any problems as long as the alignment was done correctly. Try a stored alignment and wait until it is flashing on the HUD, switch to nav quickly (don't linger on the normal alignment position, double click through it) and turn MIDS on afterwards. If it's an old .miz you might see GPS time set to Off in the LST ENT DED page. If you want, turn it on, or don't.
  3. The LST ENT DED page does indeed 'turn on' with GPS time set to On, whereas before it would be Off. Same was true for hot starts and was a recent update. Is there a specific issue you're encountering during startup? Idk if this is the correct behavior, but I haven't noticed any in my starts. GPS time shows correctly when verified against the f10 map clock. I'm not 100% sure GPS time does anything currently, but I could be wrong.
  4. Great post. I didn't know we could use Mbccia's QuadViews with the Pimax OpenXR runtime. With Quadviews sharpening at 70 set in the companion app, are you still sharpening in DCS at .5 as shown in the screenshot? I've been generally unhappy with the results of my own endless tweaking, so I went ahead and copied your settings exactly sans DCS shadows & SSAO/SSLR. I was maintaining 90 fps previously, and still am; however, the image looks and feels better. I could be imagining it, but I'm happy to attribute it to your blend of settings.
  5. If all the switches are turned on and you don't see DLworking, troubleshooting is almost always as simple as cycling MIDS Off/On. I'm in the habit of waiting until after alignment is complete and set to Nav before I turn MIDS on, but I don't think anything breaks if you turn it on before. Again, if it does break, just power cycle it and it should be fine. If that doesn't work, I suspect there may be an issue with your alignment.
  6. You hear the same thing periodically in the F-16C on certain channels, but I'm not sure it works correctly. If you change freq, the static stops, but if you revert to the original freq it doesn't start again, even if you didn't move or change channels quickly. As far as I can tell it's somewhat random. I'm sure it's utterly obnoxious in FC3. Yuck.
  7. Is the bug at least acknowledged internally? Please let us know if they need a track.. Would be nice to get this fixed.
  8. It is the track history maintaining the return for x number of scan cycles. By default the jet has it set to 4. This means you'll see the most recent brick returned plus the bricks returned during the last 4(3?) scan cycles. As they become older they fade out. You can adjust the track history in the CTRL page in the FCR. Options are 1,2,3, or 4. I set it to 1 typically in order to declutter as much as possible. Currently, setting it low has the benefit of getting false contact bricks to go away quicker as well, which is nice. No clue if this is how it is supposed to work, but it is how it works in the current state of our jet.
  9. Make sure you have your special settings gradient and deadzones set per his report prior to running the track. Sent from my Pixel 4 using Tapatalk
  10. Please, elaborate and expand on this explanation a bit. Show us your functional understanding of what you quoted. We'll wait. Sent from my Pixel 4 using Tapatalk
  11. Of course not. That'd be a needlessly stupid design.
  12. The report shows different behavior between hot/cold starts. This is not hardware related.
  13. Issues regularly make it past testing and into release builds. Versions get merged incorrectly. Builds are last minute. Fixable. The parts that work are stable and those that don't aren't. Is this what I'm reading? Is the MP Scoreboard no longer functioning a EA addon module-related feature? When an update makes south-bound launched missiles loft downward instead of lofting upward, that's not really a "complex modern fighter" problem, is it? With a dedicated team on it, I'm sure the pod will be well researched, correctly modelled and not have any inaccuracy persist beyond a reasonable time frame.
  14. I'm not sure I understand why a 0 deadzone would cause A/P to disengage. This input would just be the noise normally filtered out, at worst. If this noise is enough to disengage A/P, it seems like you'd be focused on the jet being unflyable. The A/P tolerates some maneuvering within limits.
  15. Sign ups are now closed. Please refer to the discord for all TACT 24-1 information going forward.
  16. <64>YAGA Red.
  17. Squadron: 64th Aggressors Timezone: 1800z-2200z Aircraft: F-16C, F/A-18C Maps: Cauc, PG, Syria
  18. TACT 24-1 Tactical Air Combat Tournament Tactical Air Combat Tournament, TACT, is an air-to-air competition among DCS squadrons with a high emphasis on PVP. It's designed to run over a couple of months in a championship type format (exact details will depend on the amount of teams that sign up). As many matches as possible will be streamed live. The event has its own discord server, check it out here: https://discord.gg/XdaPsUJ Schedule TACT 24-1 will run late September to early December. The exact schedule will be published after sign ups close. Teams can reschedule their matches based on availability, within reason, and as long as it isn't detrimental to the playoff schedule. Prizes There will be no prizes. We fly for glory! Streams We will try to accommodate as much live streaming of matches as we possibly can. Like past seasons, we will invite several popular streamers that can contribute to bringing TACT alive for the audience. Streamers/Links: TBA Missions There will be a total of 4-5 missions in the event. All missions will have similar distance, layout and weather (e.g. no extreme mountains or overcast). Some missions will be flown in theaters other than Caucasus. Only if both squads can field enough pilots in a given theater can it be chosen. The fall back option is to fly on one of the Caucasus missions. Results submission Match results shall be submitted by the winning team in the TACT discord (results and tacviews). Any disputes will be resolved among team representatives in the TACT discord. Signup The signups will close in 3 weeks, on September 13th 2000z. Sign up with the following format: Squad name, Timezone (typical flying hours), aircraft flown (non binding), Additional DCS maps availability (PG, Syria). See example below: Squadron: 64th Aggressors Timezone: 1800z-2200z Aircraft: F-16C, F/A-18C, F-14B Maps: Cauc, PG, Syria TACT 24-1 Rules TACT RULES LINK Only full fidelity modules are allowed. The match format is a 8 vs 8, best of three rounds air superiority mission. The tournament is open for virtual squadrons only. We recognize that not all squads can field 8 pilots (+ reserves) for every match. If a Team expects to be short on match day they are allowed to recruit up to 2 additional temporary pilots to complete the 8 plane roster. These extra pilots will be known as mercenaries. The mercenaries must not be squad members of a participating team. Mercenaries do not need to be included in the signup. To allow smaller teams to join, teams also have the option to combine into composite teams. A composite team may consist of up to two squads. Example: Squad A of 5 pilots combine with squad B of 4 pilots, to form Team X. Together they can put up at least 8 pilots. Bullseye will be centered between the starting airfields. Surrounding bullseye, there will be an engagement bubble, 90-96 nm in diameter (3 nm warning zone). TACT 24-1 will be run without any AWACS. All aircraft must be within the bubble at least 10 min after the first aircraft enters the bubble. Each round consists of one sortie per pilot. If a pilot lands, he/she cannot take off again*. After being shot down or crashing, the player must leave the server until the round ends. Each round is won if one of the two mission criterias is achieved. i) All of the opposing planes are destroyed ii) if a team has total air superiority in the bubble for 5 min. At least 1 aircraft must land after the mission criteria is reached. To promote combat and active engagements, the remaining pilots must land at the opposing team’s airbase. Returning to one’s own airbase is considered a loss of that aircraft. If a pilot disconnects after match start (“go go go” call), they are considered dead and must leave the server for that round. Weapon restrictions: See rules doc: TACT RULES LINK Jester is allowed, changing planes between rounds is allowed No stream sniping Known DCS bugs and exploits must not be used to gain an advantage. Teams should avoid unfriendly or unsportsmanlike behavior. Not every rule can be explicitly stated and teams should fly to the spirit of the competition. TACT RULES LINK *A quick RTB is allowed before combat has started to resolve INS or payload issues. TEAMS Signups are open! Register before Friday, September 13th, 2024 @ 2000z MISSIONS Here: coming soon
  19. The flashcards @DummyCatz linked are great for demystifying the FLCS, even if our F-16 doesn't agree with them in more than a few spots. One such example is our F-16's stick trim being functional (often required, even) with A/P engaged.
  20. It would make the jet feel more responsive, so i think it would help in a lot of places. Logically, you'd want to set the FLCS threshold and curve for AOA bias so that it keeps the jet just shy of departing.
  21. As I understand it, it means the jet won't let you pull max G as quickly if it results in AOA exceeding a threshold that is set too low in our F-16. In a very general sense, pulling would initially feel more sluggish at lower speeds with a low AOA bias and more twitchy at higher speeds as AOA bias is increased. The FLCS cares about this because stall speed increases in proportion to the square root of load factor.
  22. I believe the Own # bug is fixed as of last update. We have been able to add flight members without needing them to do this first.
  23. Watching this in tacview will easily confirm if this is a gimbal limitation or not. Select the 'relative bearing 3D' measurement line and set the F-16 as object 1, and the target as object 2. @falconzx I agree with you that there is something weird going on when tracking a target while rolling and pulling. I see this behavior every time I loft a shot up and rollover into a dive with the target near the edge. The scan zone azimuth wiggles on the FCR as you roll. If you could post the tacview of the track file you already provided, perhaps @Lord Vader can find the time give this a more critical look.
  24. Charming. Thanks for the heads up. Hopefully they will fix this in the near future. @Lord Vader any updates on this? The original issue was not addressed in the last patch. Thanks,
  25. I am seeing the same.
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