

fudabidu
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Everything posted by fudabidu
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The FCR is about to loose lock and it's showing you the last known location of the target.
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When it's ready there will be an announcement and/or a tutorial video on Wag's channel. That's how things work around here. Asking questions like this is a total waste of time and only clogs up the forums. CCRP works really well once you understand its current quirks. All necessary information here on the forum. Do your research or stick to a different plane.
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Hawk4me I packed a bunch of 65Ds yesterday and they slaved to the TPOD perfectly. What's missing is the BS feature on the MAV WPN page. What's your source for being able to ripple 6 MAVs? IIRC you can only select individual stations, not weapons, so you'd only be able to ripple 2 at any time (since we don't have inboard 65s).
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Slightly different RDR Cursor issue
fudabidu replied to Tmac's topic in Controller Questions and Bugs
In the CCP select both "Button & Axis emulation" and "Apply/disable Windows axes states". Make sure axes 9 + 10 are not being used. This should take care of the axes. In Foxy create a new joystick file and paste this line: USE ALL_DIRECTX_BUTTONS Save and send to joystick (F12). This will set the joystick buttons to the default mapping, which SHOULD correspond to the default DCS bindings. If not, you'll have to remap your buttons in DCS. It's a bit annoying but you'll never have to do it again as the Cougar will remember the last joystick file. The DGFT / MRM switch has two "special for joystick" bindings which should work as intended with the physical switch. The "normal" bindings would require you to map the center position as well, which would require a few lines of code in Foxy. -
It's actually very consistent. If your plane spawns without any waypoints the TGP will be messed up until you do the HUD SOI crap. Add a single waypoint in the mission editor and it will work. Some server owners/mission makers still haven't figured that out and that's why you see inconsistent TGP behavior.
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Rudder trim might actually be a good idea. The pedals are spring loaded and mechanically independent. If you combine 2 pedals into 1 rudder axis you basically have a self-centering axis, similar to a twist stick. This is what rudder trim is great for. After trimming you just need to lift your feet. Without it you'd need to hold the pedal in the exact position all the time, which is much easier when using proper rudder pedals or a rotating knob. The Ka-50 rudder can be really sensitive, even in heading hold mode. Another advantage would be curve settings. Once trimmed you'll have more precision when making small adjustments.
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What was your range and the weather like? Got a mission file or track? The Shkval tracking range is artificially limited to about 12km. Clouds, rain/snow, fog and time of day will reduce this limit further. There is a Shkval filter setting to adjust for different weather conditions, but in DCS it does nothing. There is nothing you can do about it except getting closer or tracking the target manually. ED, Nineline, whoever ... it's been almost 10 years now. Don't you think it's about time to acknowledge the Shkval's shortcomings and do something about it?
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Take off - spam stand off weapons - land - repeat
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Seriously, why didn't you mention that from the start? You want help, but you're not providing any useful information. All we know is that two people are experiencing massive FPS drops under the given circumstances. One is in VR, the other isn't. The one without has 32gb of RAM. This is not enough to work with and it took an entire page to even get this far. Please provide all useful information and don't make us ask for everything. It may speed up the process and there will be a lot less speculation.
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You don't have much experience with the Shkval, do you? 1. The range at which it can lock onto targets gets artificially limited by weather and time of day. An aircraft can be perfectly visible against the sky and within 7km, but you can't lock it because of that dumb limitation. 2. Without range information from the laser the Shkval sometimes starts drifting out of control. You either somehow deal with it or constantly waste precious laser durability. Wouldn't need the laser if the Shkval just tracked based on contrast. 3. The tracking box size is completely useless at this point. With contrast lock you could increase its size and potentially lock onto an area to observe it. Ties in with #2 4. Everything is perfectly visible on the Shkval, because the Shkval doesn't render any shadows or precipitation. No, the Shkval doesn't work perfectly. It works okay 90% of the time, but the remaining 10% are really getting annoying 11 years later. Sure, contrast lock will introduce new problems, but at least it should make the Shkval more consistent. If I have to press a few more buttons to make it work, so be it. Still better than having to reposition just because in that exact spot the Shkval starts drifting for no good reason.
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And I'm a bit displeased by the fact that you haven't mention VR anywhere! I was testing on a flat screen because it's what I and most other people use. Since I couldn't replicate the issue I had to speculate and I've indeed seen different PCs having similar sounding issues before. People who can't properly tweak their settings are actually fairly common (just look at the constant complains about 'lag' on AO) Had you mentioned VR (or at least provided the video from the start) I wouldn't even bothered testing, because it might very well be a VR exclusive issue. It wouldn't be the first one in the Viper I hear about. So, maybe you want to add some details like the HMD used, the GPU and driver version, maybe some system specs. VR is still young and those things might be good to know. more information = less speculation
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GoPro-like microphones aren't exactly professional audio equipment. They usually struggle with loud noises, low frequencies and resonant frequencies. Also, in both videos the cameras are mounted, so they will pick up vibrations you normally wouldn't hear in the cockpit. And finally the direction of the microphone plays a huge roll and the setup seen in the videos obviously doesn't replicate the location of the pilots' ears. We've just started recording the audio and it's already vastly different from what you'd be hearing with your own ears. If you've ever seen concert footage recorded with a phone you probably get the idea. Post processing can only do so much. If you haven't recorded the low frequencies properly you can't restore them. Similarly if you have unwanted noise you can't cut it out. You can mitigate those issues, but you can't completely fix them. So, no. Both videos are not an accurate representation of the sounds in the cockpit. This should be obvious since both videos sound pretty much completely different.
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Can we please stop asking about every single feature that's not implemented yet? I'd rather have mods check bug reports rather than repeating the same thing over and over: "later in early access". No wonder some threads get no response for weeks if there is so much nonsense to dig through. Subscribe to the newsletter and Wag's YT channel and you'll know then it's 'ready' for an OB release.
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I tested Incirlik 23 and Beirut 03 and the only stuttering I had was during my turn to final as the TGP swept across the horizon. I only have 16gb RAM and relatively high settings, so that's to be expected. However, final approach and touch down were perfectly smooth, even when looking straight at the city of Beirut. Only (probably unrelated) freeze I got was after landing when I received a text only message from ATC and it didn't even last a second. Maybe you and your friend need to revise your graphics settings for Syria. If my 'potato PC' can handle it I don't know what else it's supposed to be. And just for completeness my testing setup: Singleplayer, air start on downwind, TGP active on the right MFD and in A-A, NAV master mode, default time/weather, no mods.
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If you've been a DCS customer for 6 years you should know about early access and how long development can take. The Viper was VERY clearly released as an early access / work in progress module. IIRC ED even stated they'd be focusing on the Hornet first, so they can develop new tech and eventually port it to the Viper where applicable. Hornet is still WIP after more than 2 years btw. If you expect a fully developed DCS module (or any other piece of software), don't buy into early access. It's 2020 and this should be common sense by now.
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Your PC is having issues loading stuff in the distance...probably In AA mode the TGP will look straight ahead, so during landing it will point towards the sky. Nothing to see or load up there, so performance stays good. When the nose comes down and the TGP is looking at the ground, everything within 40 miles needs to be loaded in for the TGP. Until the loading is complete DCS will freeze, or 'lag' as many people like to call it. DCS and your swap file should be on an SSD and you want at least 16gigs of RAM. Even then too high settings can fill up your memory, resulting in noticable performance drop when anything needs to be loaded in.
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Altitude hold in autohover - can't make it work
fudabidu replied to VC's topic in DCS: Ka-50 Black Shark
No, the AP can't compensate for wind on its own. You either properly trim the aircraft so it's within the AP authority limit or it starts drifting/turning. I tried with 15ms crosswind and the helicopter didn't turn a bit. I tried ALT HOLD in a hover (same 15ms crosswind) and after about 4 minutes I noticed the helicopter rising slightly and stabilizing at the wrong altitude. Could have been the result of time acceleration, but I was impatient. Happened in both BARO and RDR. -
I'm sure some of you would make good use of them, but I already see dozens of lone wolves spamming stand-off weapons, because that's all they know how to do. More (mostly) useless teammates chasing easy kills. I can wait.
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uncage switch same as enable switch
fudabidu replied to Prophet_f15's topic in Controller Questions and Bugs
Go into control options and press ESC. If it doesn't show you the binding then you deleted it by accident. :D -
Do you still have the original sensor? (see picture) If so, that's probably your issue. These sensors are notoriously bad and I had to replace mine at least once every year. It would always start with some minor jitter and eventually I'd get large 'blind spots' in the axis. It's just gonna get worse over time. Since the problem is well known there are some people offering replacements. I'm very happy with the ones from MTWsims (drop in, calibrate, done), however they are shipping from Germany. You could try moving the sensor and fixing it in place with a thin piece of cardboard. MAYBE you find a spot that works better, but it's not going to last.
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Deployment Campaign Issue after Patch to Stable
fudabidu replied to aleader's topic in DCS: Ka-50 Black Shark
Sorry to tell you, but ED seemingly doesn't give a shit about old content. The Ka-50 was released over 10 years ago and it never got updated since. Remember the big 2.5 update with the (marginal) update to Caucasus? It broke the very first mission in the "Deployment" campaign. The Mi-24 you're supposed to follow regularly gets stuck on terrain, because the waypoints weren't updated. Same for a later mission where you rely on Mi-24s to do an attack run which just doesn't work. Nobody tested this and the unofficial campaign patch was never implemented. If you can't sell it, don't work on it. ED at its finest! -
S-8KOM = HEAT warhead Effective against many APCs and most air defense units. Usually requires a direct hit, so they are best fired in (accurate) bursts to increase hit probability. Splash damage is minimal. S-8OFP2 = HE fragmentation warhead Effective against infantry and unarmored targets. Larger splash damage. Generally ineffective against any armor. Shorter range compared to KOM. So, if you're just going up against 'soft' targets, pick the OFP2. For everything else pick KOM. You can always bridge the gap with your 30mm cannon.
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Do NOT use rockets in a hover!! It's a very bad habit. Rockets have a fair bit of of recoil. The autopilot can't compensate for it fast enough accurately and neither can you. If you're firing a medium burst only the first pair of rockets will be somewhat accurate and given the inaccuracy and lack of splash damage it won't do a whole lot. The best way to employ rockets accurately is in a shallow dive, because the forward velocity combined with the dive will stabilize your helicopter significantly. Even when firing a medium burst the nose should barely pitch. I would provide some numbers but I just have a feeling for it by now. Sorry. 200kph seems to be a good start though. Plenty of energy for evasive maneuvers and you're still far away from overspeed. When done correctly you can put a medium burst (10 rockets total) right on target at 2.5km. That's enough to out-range all ZSU-23-2s in the game (2.4km engagement range) and your airspeed will make evading return fire easy. Practice for an hour and you'll see ;) Regarding the heading hold: Hold trim, align pipper with the target vertically, release trim. Don't worry about minor deviations. The heading hold AP will try to maintain the last commanded heading (when you released the trim) and in turn your rudder inputs will be slightly smoother. And don't bother with the "auto turn" feature in this case. It only cares about where your nose is pointing, not where the pipper is at. It can make aiming unnecessarily complicated.
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Audio files have recently been encrypted, so you can't change the sound files. The Su-25 voice is still from Lock On, which didn't have the Ka-50 back then. Even if you could switch to the Su-25 voice you'd be missing a lot of samples (eg anything related to hovering or datalink). They probably couldn't get hold of the original voice actor, so the re-recorded everything for the Black Shark. Same with the A-10C just a few years later.
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Check the attached table taken from the manual. Contains all the info you need. Just take the exact unit(s) mentioned, place them within 150m of the FARP center (when in doubt: ruler tool) and it will work.