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fudabidu

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Everything posted by fudabidu

  1. Would you mind elaborating what's going on with your automatic trimmer script? If you use GlovePIE to deal with the trimming, what do you need the in-game reset for? Also, the in-game trimmer sets parameters for the autopilot on top of re-setting the stick center, so you should really be using that if you want to fly properly.
  2. This is the intended behavior. The numeric value will ONLY show up when - you're in navigation mode (Shkval caged) and - the INS system is active and warmed up The INS takes power from the generators not the battery. So it will take around 2-3 minutes after startup for the speed indication to appear on the HUD. Also note the numeric value is your ground speed, not your indicated airspeed. The latter is important to watch to avoid things like a rotor clash. For that you still have the scale with your max speed being marked.
  3. What's happening is the autopilot temporarily disengaging when you press the trimmer button. Let's say you've trimmed the nose down 5° for forward flight and you want to come to a hover. As you pull up the nose to slow down the AP will still try to maintain that -5° pitch and basically negate some of your input (up to 10%). Pressing the trimmer will disable the AP and in turn the 10% nose down input it was applying, causing the nose to jump. This is what's often reffered to as "fighting the trim/AP" and applies to all AP channels (however altitude hold works with a handle on the collective, not the trimmer on the stick) To avoid that try getting into the habit of holding the trimmer until you're done maneuvering. That's the way of doing it and you'll find the AP to be much more cooperative.
  4. "then your AP is essentially off, so clicking the trimmer isn't going to do anything" - That's not correct. The trimmer button has 2 functions: - setting the attitude for the AP - actually trimming the cyclic (rotors) The latter will still work with the autopilot completely disabled.
  5. I'm not looking for Helios or anything! I know people will suggest that. I'm looking for an app that: - renders avionics (A-10C CDU, Ka-50 PVI-800, Hornet UFC) internally (no rendering/streaming of video to my phone, because of performance) - uses export.lua to gather relevant information from the sim - is interactive, allowing me to push buttons on my phone to interact with DCS https://forums.eagle.ru/showthread.php?p=2052197#post2052197 This is exactly what I'm looking for but it's from 2014 and has been abandoned since then, so it won't support the Hornet UFC or any future modules (ie. F-16 UFC/ICP)
  6. There is a boresight mode that can be activated on the targeting control panel (one of the switches on the bottom). In boresight you have to hold down the 'lock target' button and your gun/rocket reticle will be adjusted for range. Uses the laser so make sure that's on and keep in mind holding for too long may burn out your laser very quickly. Also in this mode the Shkval can not be used.
  7. I spent hours tweaking the curves and it didn't help, but I think I figured out the problem ... which is kinda hard to explain. In short: the Shkval doesn't directly use the curves you set in the options, but has an additional layer. Around the center it has its own deadzone and beyond that it starts with a minimum speed (which is still way to fast). Hard to explain, but you can try this to see for yourself: Reset the curves and only adjust the saturation to like 70%. Now go into the sim and take note how much you have to move the stick for the Shkval to slew at all. Get back into the options and apply a curve as well. You'll have to move the stick further for the Shkval to start slewing, but when it does the speed will be the same. Makes sense? I'm using a TM Cougar and the microstick is still in almost perfect condition. Using it in any other module is perfectly smooth without adjusting the axis settings. It's not a hardware issue, it's how the Shkval slew axes are coded. Hope they finally fix that for BS3.
  8. Here are a few I can think of right now: - cockpit shadows have holes (cockpit 3D model has no polygons facing outwards in order to cast shadows) - illumination on most buttons is broken. AP channels, Datalink, PVI - light from the Shkval bleeds into the HUD, despite the glareshield. Especially bad with NVGs - the ABRIS brightness knob changes opacity of every individual "MAP layer" (over a black background), not actually adjusting the brightness of the display - the rotating anti-collision light illuminates the cockpit (should never illuminate the cockpit because of its position, just ignore for cockpit light calculation; same with all other own external lights) - illumination rockets don't illuminate We're all eager to see how "Black Shark 3" is coming along. After 10 years this is really exciting.
  9. Before restarting the engine you should put the corresponding fuel cutoff lever (left side, big red handles) into the closed position. Once the engine reaches 1900 RPM (gauge right of the ABRIS) put it back into the open position. If the cutoff is left open during startup there is a slim chance the engine will be flooded with fuel and it will not restart without doing a crank start first. Doing a crank start is easy, but you'd basically be starting the engine 2 more times before you're able to take off.
  10. Here is what's happening: In cold and/or inclement weather the engines take longer to spool up, but the autostart timing never changes. What happens is the autostart is engaging the "right fuel cutoff lever" too early and the engine won't ignite. It will be stuck around 1900 RPM and eventually spool down again. That's the entire problem. Adding a few seconds of delay might solve the issue, but I wouldn't expect that to be "fixed" before "Black Shark 3" comes out. Maybe you can edit a LUA file to fix it yourself. Quick word on weather: "Many" server hosts / mission designers set the weather to be very cold, because it improves performance of jet aircraft (generally speaking). They probably don't know or care that it causes problems with the Ka-50, which AFAIK is the only module having a problem like that. (So much for deliberately breaking autostart) Anyways, you'll have to manually restart the engine which takes less than 2 minutes. If you're doing it properly (as you should) and run into the same issue again you have to do a "crank start" first by flipping the corresponding switch on the engine starter panel.
  11. I've permanently assigned DCS to cores 0 & 1 and assigned everything else that might run in parallel with DCS to 2 & 3 (TS, SRS, TIR, Winamp..). I'm just running an i5 @3.3 and an R9 380, so your milage may vary, but I gained about 20% FPS just by doing that. This is with 1.5, but the 2-core limitation is still in place with 2.x, so it's worth a shot until this limit finally goes.
  12. How long have we been waiting for 2.5 again? Nobody wants a broken 2.5 and I'd give them another year if they need it.
  13. "E:\DCS World\bin\DCS_updater.exe" update @openbeta yes ... it does something Get SAR airborne
  14. Hey guys, since the 33 is officially still beta, here a few things considering refueling to fix for ya: - HUD remains in AAR mode until the probe actually retracts, preventing the use of any NAV mode - AAR autopilot will ONLY hold altitude properly when engines are in idle - deactivating FBW does not deactivate the AAR autopilot Otherwise liking it just like the 27. Gonna practice a few more traps now :pilotfly:
  15. Hey, could we please add "Improved internal lighting" and "Shkval contrast acquisition logic"? I'm still waiting for this to be fixed ... no, I'm waiting for an official response that these issues are even being acknowledged. If you don't want us to fly this thing efficiently when the sun sets, you might as well just kick us out of the game at the appropriate time of day.
  16. In DCS the Shkval doesn't work with contrast, but with assumed light level. The assumption is made based on atmospheric conditions and time of day. You can have the sun in the back, clearly illuminating any targets and still don't get a lock. It's worse with air targets that are clearly silhouetted against the sky. It's really dumb to put it mildly, but the lack of feedback on my recent thread about similar issues tells me nobody at ED gives a crap about the Ka-50. In terms of "[Ka-50] missing half of the capabilities": The Ka-50 we got is prototype #12, not a production model.
  17. Would it be possible to possible to buy a bundle, keep one module and gift the other to another person? I totally missed the summer sale, looking at NTTR, but already got the A-10C. 40$ is a great price, considering NTTR alone would be 50$
  18. Don't think image analysis is gonna be an option for a while, if ever. DCS just checks if there is a live object under the 'cursor' and then applies its magic visibility-formula to determine if you can lock or not. All EO and IR sights work that way as far as I can tell. I'd be happy if choppers and planes would be treated slightly differently, assuming they are not landed. If silhouetted against the sky, the target is at higher altitude than the player. When a ray is cast from the Shkval through the target, it shouldn't hit terrain for another X km (based on atmospheric conditions like fog) ... Point is: you can come up with a set of rules to determine if a target is clearly visible or not. Mainpanel_init.lua was the file I was thinking about. I'm gonna test your values but it doesn't solve the problem. I've looked at that cockpit so much, little details like that jump at me and damn the HUD illumination can jump very well :P If only there was "omni-shadow" that could be used instead (hint!). Since the illumination range is limited, it wouldn't eat into performance terribly. Also, the new integrity check would probably block this change and I'm not planning on playing on servers where somebody could fire AIM-120s with nuclear warheads. Edit: was able to log in to a server with IC. I've heard about people getting kicked off for "tainted client" late, will see if that happens as well. If not, it's an improvement, but would still like an omni-shadow.
  19. Guys, micromanaging the laser works wonders. My record is 5 sorties, average 20 minutes between engagements, all Vikhrs expended + several gun and rocket attacks (with range finding). Then I took a break and did something else :P The trick is simply turning off the laser if you don't need it. This includes the 5-6 seconds after the missile has already hit its target. If you want range information, you only need like 2 seconds to read off the number, but the laser will fire for up to 8 seconds ... that's another 6 seconds wasted. The switch is right above the collective, making it easy to access even in the real thing, so mapping it to your HOTAS isn't a terrible crime against realism.
  20. Hi, I've been a virtual Ka-50 vet for many years and I'm still not bored by it, as I push it more and more towards its limits. Almost 8 years after my first flight I'm looking more closely at night operations and that's where I'm a little bit disappointed about the fact that certain things haven't been addressed since the initial release. 1 - Shkval A2A tracking The Shkval is supposed to track based on contrast, but it's impossible to acquire a target from more than ~6km during sunset, even if there is a lot of contrast between the target and the sky. In DCS the Shkval doesn't seem to care about contrast at all, instead it has a max range based on time of day, or more accurately height of the sun (so it works 'as intended' during all seasons). This is acceptable for ground units (as they can be tracked rather easily manually) but when a plane or chopper is clearly silhouetted against the sky, it's not. This is really aggravating when the AI doesn't seem to have this kind of problem, especially when you're low to the ground, where spotting you would be really difficult. 2 - Cockpit illumination I'll be linking to a dedicated imgur album here since it's easier than explaining. http://imgur.com/a/KloAq I looked through some LUA files and found every screen has an omni-light attached to it. If those would at least cast a shadow, it would get rid of the HUD problem when using NVGs. 3 - ABRIS brightness I should have taken a screenshot of this as well, but I sadly didn't remember until now. Adjusting the brightness will not change the brightness, but the opacity of every individual element. It simply shouldn't be like this and it can make reading the ABRIS difficult when elements start overlapping. If the ABRIS is rendered to a texture, which is then displayed in cockpit, it shouldn't be hard to adjust the brightness of that texture instead. Alternatively, you could put a black square on top of everything else and have the brightness knob only affect this square. These are literally the only complaints I have with this module. As far as I understand it these shortcomings are the results of technical limitations back in the day. Hardware has improved since then and I think it's time to give the Black Shark the final polish it deserves.
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