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musolo

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Everything posted by musolo

  1. Вот линк к скину : https://www.digitalcombatsimulator.com/en/files/3317685/ Вот такой получился.
  2. Hi guys! Wonder what is the difference between J-11A RKL-609 ECM Pod and Su-27 L005 ECM pod? Googling it didn`t help. Are their jamming differences if there are any modeled in DCS at all? Are there any advantages ? Or its just different 3d model and name.
  3. Yes that`s the beauty of this upgrade. It is just a skin. No code is involed. Texture that turns stock Flanker`s Datalink into much more informative device. Its like turning a spyglass into a sniper scope with all reticles, mil dots helper markings etc.) Attempt to get closer to picture on modern Flankers MFDs. That is as close as you can get to them SA wise. You can fly with this cockpit skin on any server that allows custom textures. But there is only one server that makes most out of stock Flankers in bringing them as close as possible to their modern latest versions. Server name is EXERCISE RED FLAG. Su-33 is brought up to T-10M/11 russian Flanker and J-15 Chinese Flanker versions by automatically rearming them with missiles those versions can carry. So there are 2 modern verions of that airframe you can fly there. Same goes for base Su-27(T-10) version. It has Chinese J-11B and Russian T-10BM reincarnations present on the server. You don`t need any mods to fly them there. Server is IC protected. You connect with your clean client, occupy desired slot and your jet is turned into a modernized beast) Server equips all slots with latest and srongest loadouts comprised of missiles that vanilla DCS has to offer. And those loadouts upgrades combined with this datalink upgrade will give you unique experience in DCS withought need of any mods whatsoever) This is T-10M/11 (Su-35) that i`m flying there). R-33 is a substitude for R-37, R-77 is a substitude for R-77-1. But man is this DIY Su-35 a damn beast))). R-33 does the job atacking targets up to 90km away. R-27ET gets the ones that got through to 45km distance. And R-77 takes care of the rest that somehow managed to get closer than 25km.
  4. Wonder why F-15E flyable mod has same number of AA weapon stations as F15C? Is it possible to increase number of available AA missiles pylons?
  5. I get it when they turn blind eye for less vital things. But there is nothing that compares to this TTI line importance in BVR fight. Direct misrepresentation of combat potential of last generation of Soviet fighter jets is what we have here. And its fixable, its doable. i`ve been told by @Chizh in Russian branch of the forum about missing tone from heat seeking missiles on Flankrums that -" it`s not that crucial" and "that they will implement it when they will do clickable versions". Ok. If you say so). But what about this TTI indication? There is nothing more crucial than this line that Flankrums have been deprived of. Would you be so kind man and finally tell us what`s up this that feauture? Will it be implemented for FC3 soviet fighters or not? You `ve told me that docks will have the final say in such requests. And tone thing wasn`t that important. Well this time it is the MOST important thing out there. And you`ve been presented with docs as you demanded for such inquiries. So what`s its gonna be?
  6. You`re digressing man) all those things you say are nice and all, but this TTI thing that "Flankrums" are missing is one main thing that would make them know for sure when is the right time to brake lock when usung Fox2. Thus no to commit extra seconds to target and getting splashed coz of that. This indication alone is a BIGGEST factor in combat efficiency and survivability for those "Flankrums". Not to mention Fox3 missile that makes this TTI line flashing when missile goes active. Hope it is clear now why absence of this TTI indication line on the HUD is the most grave hinder for soviet gen4 pilots in Air to Air combat. Hence they are significantly impaired due to this ridiculous "feauture complete" nonsence. Аnd this begs the question - Was that initial intent or trivial negligence?
  7. In this case they can man) It`s Su-27SK declassified document we are talking about here that contains this info. Check the first page of this thread, there is a link to a digitalized PDF version. You can copy text and google translate it.
  8. i`m not talking about the way to calculate distance with screen space obvoiusly) I was answering question about adjusting line length to a different screen resolutions(which are only few cases anyway) So you can make initial length of this line to be displayed on HUD and go alone well with any from given resolutions of the screen full HD, 4K etc. Read it again slowly) My main point however was that it can be done without disrupting existing code for the plane(if thats the reason preventing them from doing this). By adding extra script that would do the thing you said by itself by reading needed closure parameters between missile and target locked by player`s jet radar in STT mode. Call it FlankrumTTI manager if you will)
  9. What exactly do you find silly? That they are very clear about the feauture complete state of feauture incomplete product? That members of the forum are being told by ED representatives counless times that documentation is the one and only deciding factor feauture implementation wise? And when being presented with these docs and asked to implement not all but just a couple of feautures that are vital for combat survival of jet just ignoring them?) imagine yourself in their shues and ask yourself how silly you`d look in that case.
  10. So much for "Our dream is to offer the most authentic and realistic simulation of military aircraft"
  11. That`s where screen space parameters come in. There are ways man) I suggested approach. A draft algorithm implementations of which are slightly vary due to specifics of any given game engine. But overall approach is preferable in case you don`t want to reorganize airplane`s existing code base. You just hook to some of the public events? params etc. and use those as anchor points for your UI 'slider". It`s similar nature to that of a health bar in other games if you want me to over generalize the nature of this matter.
  12. It`s based on range between players plane or pylon or missile and target plane at the moment of the launch. And after that this value is converted into percentage and interpolated into amount of pixels of the horizontal TTI line. Than as percentage of the launch distance is decreasing so does the percentage of the line length (which comes to amount of the pixels along X axis) Read carefully what is written in the post and several posts behind. Look at the pictures given in the topic before LOLing. Otherwise you`ll look silly as you do now. And Eagle`s TTI scale operates pixels too, though implementation that leads to that might be different. Its a UI thing in ALL games. I`m in gamedev for 10 years now. Trust me)
  13. And we are not talking about some minor missing stuff here. TTI indicator is a most vital thing in the bvr engagement for Flankers and Fulcrums. Nobody saying ED has to mimic all subsistems and inner workings involved in this TTI indicator line functionality. Just take the ray cast value between player`s missile and its locked target at the moment of the launch then store and convert it as 100% of the horizontal TTI line length(100 pixels for example), then feed the closing range number between missile on its way to target and interpolate this reducing value percentage to the percentage of the length of this line on the HUD. That way it will work for every missile on the list. Simple solution to this issue. It does not have to be coded inside Flanker or Fulcrum main chunk of code. It can be done separately and slapped on the HUD as a patch independent from previously constructed code base. And will not depend on jets code) One extra lua script that will take care of this issue @Chizh @uboats This approach shoud do the trick guys. Please at least try it.
  14. Eagle`s vertical scan is not working properly allmost every other time. Combat feauture that is to be the most reliable among all other F-15 radar mods. That said Soviet Flankers And Fulcrums are the only Russian jets available in DCS whereas bluefor has 3 very potent clickable jets that are constantly improved.
  15. Given that i`ve been told by Chizh that they need documental evidence to proceed on a any given issue this looks like its not too far fetched conclusion.
  16. Here is photo of poster in flight school - yet another evidence of TTI scale but for SU-33 that has the same HUD as Su-27.
  17. There is a datalink skin that lets you know distance to all contacts, their speed and altitude. It is made Chinese J-11,J-15 style. Russian style skin is on the way too. https://www.digitalcombatsimulator.com/en/files/3313799/ Here is the video about this upraded datalink usage: Hoe it will be useful to Flanker gangsters)
  18. These are pictures of real Russian and Chinese upgrades to Flanker Datalink
  19. Most of the damage to Flanker combat efficiency is due to time till missile impact thing missing on the HUD. It`s difficult to overestimate the importance of this parameter when using Fox3 missiles. It becomes indispensable when using Fox2 missiles.
  20. Это риторический вопрос?) Есть апгрейд ИПВ текстурный который позволяет определять расстояние до отображаемых целей(с погрешностью +- в пару-тройку километров), а так же их высоту(погрешность +- 500м-1км) и скорость (погрешность +- 100 кмч). Ссылка на скин: https://www.digitalcombatsimulator.com/en/files/3313799/
  21. Here is digital version you can translate http://virtpilot.org/files/lib/book891.pdf
  22. So much stuff is missing in DCS Flanker HUD! Its crazy.
  23. @uboatsHave you seen this document? that Cmptohocah is talking about? @ЧижА вот по ИЛС Документ. Here`s the page screen:
  24. Hmm there is another thing missing there - smaller "targeting " circle that appears to serve similar purpose as targeting dot on F15 HUD.
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