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McRuffen

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Everything posted by McRuffen

  1. I'm not using VR, and my framerate in the previous version was quite bad, but in this newest version is very, very, very much improved. I went TWO steps up on view distance and still I have better FPS than I did previously, especially in Dubai! So thanks for this update, ED!
  2. This sounds reasonable, as this is also the way the Hornet and JF-17 work. The elevation you enter for a steerpoint results in the steerpoint being shown at that elevation, in 3D space, on the HUD.
  3. If the F-16 always displays the steerpoint at ground level, no matter its elevation, the I have two questions: - Does the real F-16 have a worldwide elevation database / map to know the elevation of every possible point in the world, even though it has no moving map? - What is the point of entering elevation? If I enter 20,000 feet elevation for steerpoint 4 and this has no effect whatsoever, why is that parameter present in the DED?
  4. It seems that the graphical representation (box) of a steerpoint on the HUD does not care what the ELEV parameter in STPT page is set to. The steerpoint is always more or less roughly at ground level. Is this a bug? If not, what is the purpose of setting the ELEV parameter for a steerpoint?
  5. I'd love to do an airshow display and be able to record video from the ground and post on YouTube. I'm sure that will encourage more folks to buying the module as well, so I hope this can be fixed.
  6. Thanks for the beautiful afterburner effect! Didn't see that mentioned in the changelog, but it is a welcome change indeed! :thumbup:
  7. When viewing a replay track of my airshow, the plane does things that I didn't do when flying it originally. I did a 15-minute flight, but when I watched the track, the plane flew a different path and crashed (replay of the crash included, if you can see control inputs you'll see control inputs continuing after the crash as I kept flying, as it is only in the replay that the crash happened, not when the replay was recorded). EDIT: I'm sorry, I seem to have saved this post in the "fixed bugs" section, not the "Bugs and problems" section, and I can't seem to delete/repost or move it, so if admins or anyone could please move it to the correct location, I'd be grateful! JF-17 replay not flying the way I did.trk
  8. If the module isn't ready, it isn't ready. It's better to release a working model around not Christmas, than to release a not working model around Christmas.
  9. I'm mostly flying on a closed MP server with two other players. Even if I and one of my buddies fly the F-16, if the third player has the JF-17, my FPS gets worse and worse, after maybe 30-45 minutes of flying. If the third player instead flies the F/A-18, this problem does not occur. So just to clarify, I am in the F-16, and _another_ player is flying the JF-17, and that causes _my_ FPS to drop, eventually to unplayable levels. It never happens if I fly the F-16 and the other players use other aircraft. I don't know if it is related to the DCS crashes, but it does seem like a memory management problem or something similar. EDIT: Just to add that I've bought the JF-17 (and love the plane), in case that affects things when another player is flying the JF-17.
  10. Maybe a memory leak? And then the next (random unrelated) thing that tries to access more memory causes DCS to crash?
  11. I think it looks great in the newest version. The tinted glass makes it feel like I'm sitting under a huge canopy and I love it!
  12. If I have waypoints from the mission editor for the targets, they can be bombed quite quickly in TOO mode: Let's say that waypoints 3,4,5,6,7,8,9 and 10 are targets that are close together so that you want to bomb them all within a short time span. You're carrying 8 JDAMs on double wing pylons. 1. Select TOO mode for all pylons - double check that each and every pylon has TOO mode selected by selecting on and off each single pylon. Selecting TOO for a pylon will cause both bombs on that pylon to be in TOO mode. 2. Deselect all pylons - this will cause the pickle button to drop only one bomb at a time and cycle automatically between waypoints. 3. Have your HSI ready, preferrably without map for better clarity of the button texts. For easier operation you should map the MFD buttons for next waypoint and WPDSG to something easy to reach to be able to press them quickly. 4. Select first target waypoint (wpt 3). Select WPDSG (weapon designate). This designates the currently selected waypoint as a target, causing the first JDAM to aim for this point when being released. 5. Fly towards the waypoint and wait until within drop range for the first bomb on the first target. 6. Pickle (ie. drop the bomb!). 7. Select next waypoint on the HSI. 8. Press WPDSG on the HSI. 9. Pickle. 10. Select next waypoint on the HSI. 11. Press WPDSG on the HSI. 12. Pickle. And so on - repeat steps 10, 11 and 12 until all bombs are dropped, one on each waypoint. Alternatively, with the targeting pod you'd slew to a target, designate with the HOTAS target designation button, pickle, slew to the next, designate, pickle and so on, if you don't have waypoints and wish to drop on targets you see in the TPOD imagery. All 8 bombs can easily be dropped within 10 seconds, and because the bombs dropped last have a shorter and steeper fall, they will arrive first and all bombs will detonate within probably 3 seconds or so.
  13. Beautiful work, Razbam!
  14. As for the black and white HUD view, this was done in Sony Vegas with desaturation and adjustments of brightness and contrast. I saved the playback and played it back twice, one for the external view and one for the HUD view, both times recording it with ShadowPlay. They were then synchronized in Sony Vegas, i cropped the HUD view and added the filters for black and white and brightness and contrast, and placed that video track down in the corner.
  15. For the shake effect, I simply use the TrackIR hat. I place the camera with Ctrl+F11, then lock on to the aircraft with Ctrl-F3, and then my TrackIR creates natural movement.
  16. I did post this in the screenshots and videos thread, but here's a display thing I did:
  17. Here's a video of a Dutch F-16 pulling about 2,5 Gs at 300 kts (potato quality so difficult to read). NOTE: break starts about a minute into the video. So this is much closer to the video Wags did, than the break shown in the OP.
  18. DCS Viper Aerobatic Demo Crank it up! This video shows some of the maneuvering capabilities of the Viper. And the SOUND!!! :D There are many great videos out there with people talking about the F-16, the weapons, the capabilites, but quite few that show aerobatic maneuvers. Watching this makes it quite clear that the Viper's flight model is very good, because it looks so similar to real airshow footage (except that I'm not a professional pilot so my flying may be so-so at times). It's shown the way a spectator on the ground would see it, and has a black-and-white HUD view inserted as well. I did some color enhancement and brightness/contrast adjustments on the HUD view before making it black and white in order for the HUD symbology to be more visible. Other than that everything is straight from DCS without editing. EDIT: And for some reason I cannot get the YouTube tags to work, so just click the link below:
  19. Ok, so if the FLCS doesn't limit G's even though it has data about what stores you have, how can I as a pilot know how many G's I can pull with X amount of bombs, Y% fuel in external tanks and so on? Would I need charts and tables for each possible external stores config and look up in a new spot whenever I drop ordnance or use fuel, or is there a standard max G like "just never exceed 5 Gs with any A/G ordnance or external fuel and you'll survive"?
  20. This Gripen pilot pulls 9G for 10+ seconds at 5:35 into the video: So blacking out almost immediately at anything above 7-7.5G does not seem realistic. Of course G-limits vary from plane to plane as well as from pilot to pilot. In a WW2 fighter without a G-suit, one should not expect the same G tolerance as in an F-16 with G-suit and the reclined seat.
  21. Thanks for the very comprehensive update just a week after F-16 launch! Excellent work guys!!
  22. Well, if a lot of people seem to miss the medium blue on slightly lighter blue text (as opposed to the quite visible join date, post count, location etc), then it could be an idea to maybe add some common signature badge showing ED staff or something like that. But sure, I missed it, and I should have seen it. I do agree on reading the last few pages before asking the same question though. It's just sometimes difficult to sort official update info from random musings of random internet forum users. ;)
  23. Yeah, sorry, I didn't see that. I'll look for that in the future, thanks. :thumbup: Clearer marking would be an advantage, yes.
  24. The challenge is, for those of us who don't know the random usernames of official ED staff, is that it's difficult to know wheter a piece of info like "Friday update this week, if all goes to plan" is official info or some random dude believing it. There's nothing about BIGNEWY from UK with a random cat in the profile picture that shows that he or she is a developer or official ED spokesperson.
  25. I was a bit surprised that some of the very basic airplane stuff was missing. Things that you need just to fly from A to B without worrying about weapons, like: - at least basic ballpark fuel usage - basic texture(s) with roundels in the correct places (like on the loading screens!) - external lights for night flying and realistic looks externally - existing centerline tank and droppable droptanks None of the excellent Wags videos gave a hint at this level of basic airplane features missing, and I think this is where much of the criticism comes from. These are major immersion breakers and the module will be much better when they are addressed. That being said, it is of course early access, and these things will come soon. And I'd much, much rather have this F-16 as-is now and get a fix for some of the more pressing issues in an update soon, than have to wait for the release until they were fixed. Now, we have an F-16 to play with, admittedly rough around the edges but still much better than no F-16! And having worked in software development myself, I can confirm that things don't always go as planned. Deadlines are sometimes missed and bugs show up when you really don't need them to (typically late friday afternoon!). I know you will get it right in time, and I'm happy to play with the F-16 as it is now. Also, we know that it'll only get better and more polished from here, and I have absolutely no doubt that it will be on par with the F/A-18 in quality (which is awesome!), in time. Once the basic airplane features are in place, you have another winner! Lastly, let me shout out to the developer(s) who have created the sounds for the F-16. The Viper's sound set is FANTASTIC!!! The handling is great, the Viper feels real both on the ground and in the air (from a non-pilot's perspective at least). It just looks "so right" when watching replays of my approaches and touch-and-gos. The cockpit graphical design is wonderful, from the seat to the knobs and switches. And the FPS performance is very nice as well, and I haven't had any performance issues. So congratulations to ED on this release, and I can't wait to get updates and improvements in time.:pilotfly:
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