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BarTzi

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About BarTzi

  • Birthday 08/01/1991

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    DCS

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  1. I think Harms also suffer from this, although it's less noticeable.
  2. A few patches ago ED added GPS spoofers to DCS. This time, instead of investing thousands of man hours into making new 3d models, they used existing assets. If GPS spoofers can use existing assets, so can radars. Having those radars, that are already present in the game, as functioning assets, would benefit us greatly.
  3. Interesting. I think it's the role of the server to make sure projectiles (at the very least) are synched between clients. It's important because more long range weapons will be added to DCS in the future, which will make this issue more common.
  4. It's perfectly fine to ask ED for additions. However, you need to remember that the Hornet was released in 2018. By now, new features such as the one you asked for won't be added to the jet, at least not for free.
  5. That's correct. The UFC option is to tell the jet "this bomb should have code X", so if your TGP is set to the wrong code, you will get an indication. The actual code can only be set on the bomb itself by the ground crew.
  6. If done properly, this can be a useful, nice to have feature. However, it has to be well defined, meaning a few things have to be taken into consideration first: 1. Are pilots real entities outside the jets that can be interacted with or killed? 2. Will it require changing the startup animation of most AI jets in the game to include pilots climbing into the cockpit? 3. Some pilots get assistance climbing into the jet and strapping in, will this be added too? 4. What's the initial position of the pilot after spawning? If you think about connecting the briefing room feature and making people walk to the jets, consider the distance to the jet might be large in airbases that are not an aircraft carrier. It's a "game" feature more than a "sim" feature (for this to be a sim feature multiple additions are required to make the walkaround meaningful) , so it has to be built with gameplay in mind.
  7. I noticed a strange change in FPS (sometimes losing over 40 FPS) when Pantsir tries to use the gun to intercept an aerial target. I'm not sure if it's the tracers, the sound effect or the explosion, but something causes strange performance issues when it fires. Track is attached. SA22Gun.trk
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  8. I'd like to use this thread to ask ED to kindly look at the sync issues of long range weapons (Harpoon, Slam, Slam-ER), which are present since the addition of those weapons to the game. The issue: Long range weapons are not synched in multiplayer environment, which will cause the following issues: 1. The flight path of the weapons looks completely different to each player. Only the player that launched the missile will see the accurate flight path via F6. 2. Not all players see the weapons hitting the target. 3. When SLAM/SLAM-ER is used, a hit can only be validated by the data link pod of the user. Other players will see the missile missing the target, but will occasionally see the target explode if it hit. Why does this matter? In a sterile environment, you won't notice most of those issues. However, it has a great impact on missions in which other units interact with those weapons. AI units that interact with those weapons usually try to shoot them down (SAMS or Ships), and this is where the sync matters. Imagine the following scenario: 1. 4 SLAM-ERs are used to strike a pre planned target. 2. Player B sees player A's missile intercepted by an SA-15 on the way. 3. Player A does not see his missile intercepted, because to him, the missile never came close to the SA-15. 4. Player A's missile eventually hit the intended target. 5. From player A's perspective, the SA-15 never fired a single shot. However, player B clearly saw it intercept the missile, which means it used at least one missile to try and intercept. 6. The number of available missiles of the SA-15 is now not synched between clients. The actions of the SAM (launches in this case) were also not synched between players. The following Tacview track shows the same scenario. If you look at it, almost all missiles miss (except the ones launched by me, which perfectly shows the desync), when in reality most of them hit the target. The SA-15 and Pantsir shown in this track, recorded from my POV, essentially launch on phantom missiles that fly over the target area, wasting ammo on nothing. Tacview-20250913-215434-DCS-Client-Syria_Operation_Polaris_v0.1.zip.acmi The flight path of those weapons should be synched in mp, just like A2A missiles. Otherwise, it just causes more randomness down the line. All players should see SAMS doing the exact same things at the exact same time. especially when it comes to launches.
  9. Were there any changes to the mod to adapt to the new thermal map textures?
  10. Tracks are, by definition, not an accurate recreation of the mission. Why? It's because when you play a track you run the mission again with your controller inputs. It means everything that is statistical or random (AI behaviours, flare effectiveness, the effectiveness of evasive manoeuvres, the point in time in which AI shoots at you) is calculated again. Your controller input was recorded in the original mission, which means it does no longer apply to the replay, as it's a completely new mission running again. For example: let's say that at some point in time in the mission you get shot at, and try to avoid getting hit. In the track, nothing guarantees that you will be shot at, since the AI treats it as a completely new mission (yes- your inputs will still be the same as the original mission) . The AI might shoot at you a second earlier, a second later or never shoot you at all, which makes whatever attempt you make to avoid futile. There was never a point in which an air to air engagement track (vs AI) for example, worked fine. Some people claim that the server's track is more accurate, but I beg to differ. It might be called a replay in the main menu, but it was made to reproduce bugs in a controlled environment (short tracks, recorded in SP, to be sent to the devs).
  11. They won't work correctly, ever. They are not made to replay the exact sequence of events in a mission.
  12. It's non functional. The only way to use MIDS is via SRS as a radio
  13. It was never designed with static objects in mind. Place them carefully so the ground crew won't guide you into them.
  14. It's not unlimited, just takes a really long time to get the same effect. Not sure if it's realistic or if it used to be like that.
  15. It's binary if I'm honest. It's either in the map or out of the map. If it's in the map it can't be a satellite texture. It's not the 90's anymore
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