

toilet2000
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Everything posted by toilet2000
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TDC designator moves too fast/jumps on HUD This bug is described in this thread: https://forums.eagle.ru/showthread.php?t=212633 Basically, the TDC when assigned to the HUD jumps around instead of moving slowly. That, and it moves way faster than when the TDC is assigned to the radar. This happens with the TDC bound to an axis. I don't know if it happens when bound to keys.
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I've set a curve to make it possible to use the axis TDC for the AA radar. The TDC movement speed on the radar display is fine (not too fast) using this curve. But if I try to designate using the HUD (TDC on HUD when in AUTO A/G release mode), the TDC moves wayyyyy too fast and in a stuttering way. It makes target designation using TDC on HUD almost impossible using an axis. Steps to reproduce: 1. Assign axis to TDC (not mouse axis) 2. Set curve that works well for radar designation (on the ATTACK RADAR page of the DDIs) 3. Now use said curve but with AUTO HUD designation, i.e. designate approximate position using the velocity vector (and pressing TDC Depress) and try to move the TDC to a more precise position. The TDC will just start flying off way too fast in the direction of the axis.
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Waypoints number on DATA page from AMPCD don't change
toilet2000 replied to borba_eagle's topic in Bugs and Problems
I've got the same behaviour and it's surely a bug. It's just the waypoint number shown that doesn't change, the data does. If you open the HSI on one of the DDIs, you'll see the real waypoint number and it changes accordingly. -
F/A-18 night capabilities - how good are they?
toilet2000 replied to nickos86's topic in DCS: F/A-18C
It’ll be way better than the Harrier/A-10C. Terrain avoidance radar, TFR, ATFLIR (which includes both the targeting pod AND a navflir on the mount, projectable on the HUD like the Harrier), ground moving target track radar, ground mapping and synthetic aperture radar... The capabilities of the Hornet at night will be far better than what we have known before in DCS. -
That's expected behavior in MP. Because of engine limitation, the BK90 acts like a bomb in MP. The new implementation they have been working with ED on should "fix" this and make MP and SP consistent.
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There's already a Bas90 like system in DCS. You can create a roadbase that you can ask to relocate. You can rearm and refuel at those bases.
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HUD sights issue when attacking ground targets with gunpods
toilet2000 replied to Dirkan's topic in Bugs and Problems
I've got the exact same issue that I reported in another thread, but got no answer. Your video demonstrates it perfectly. Even when the sight isn't jumping around or disappearing, it's simply not working (fixed at a certain angle and not moving as it should). -
I have the same question!
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Just some stuff I've discovered: For some reason, none of the bombing modes of the Viggen work, but this happens only when playing TTI (on PG). Any other mission on PG is fine. When spawning on the Stennis with an F-18, the F10 map does not show anything (super zoomed in on a part of the ocean, without the ability to zoom out). This happens to both me and a friend playing in COOP.
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The Viggen can (and should in any normal situation when using a compatible delivery mode) use AGR-esque ranging. The fin appearing on the HUD indicates slant range calculation. This aleviates the need for accurate target baro altitude. In fact, you don’t need any more target info. You know the slant range (hyp of the triangle), you know your dive angle, you can compute accurate elevation info with that. I’m almost certain the FA-18C uses the same kind of processing. If AGR is not available, it falls back to a balt/ralt altitude assumption. If so, you can manually designate a target point, either from waypoint (coordinates and elevation data of the waypoint entered) or from any other sensor (ATFLIR for example). CCIP computation will then be based on the elevation. This last method is currently not functional in DCS, as designating a target makes CCIP mode automaically change to AUTO. It should not though.
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Missing bombing symbology and release cue
toilet2000 replied to toilet2000's topic in Bugs and Problems
Alright, so I've got more info. The bombing modes do not work in the Through The Inferno mission, for some reason (this mission : https://www.digitalcombatsimulator.com/en/files/3300558/). They do work in a quick missions created in the ME editor... One other thing: the AKAN gunpods symbology is not working either. The sight jumps up and down constantly (this happens in any mission, not just Through The Inferno). -
Is it possible to double some of the aircraft so we can fly in COOP the same airframe from the same airbase? I haven't checked but would this be possible maybe to edit in the ME?
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Missing bombing symbology and release cue
toilet2000 replied to toilet2000's topic in Bugs and Problems
Well, the target-ring following barometric altitudes make sense, thanks for the info. I've had this "floating above/below" error before, but this time though, it's off to the side and always to the same side, not depending on heading. For example, coming from north, I see the target-ring about 500m/1000m right of the target (east of the actual target). Coming from south, it's the same distance, but right again (west of the actual target this time). But that's honestly not the biggest problem. I'm quite familiar with the Viggen's bombing modes and I've used them extensively before (I understand how designation happens with the aiming dot). The "basic symbology" is present (aiming dot, the two parallel vertical lines on the sides of the dot), but on designation, all the other symbology is absent (no horizontal range line, no "release" cue with flashing range line and wings appearing, no flight director circle, nothing). All of this was present before 2.5.2. But all the "basic" symbology is still there (not under the HUD). I'll try to save a track of this when I'll get home, I think it'll be a lot easier to see. Thanks! :) -
In both Plan and Dyk mode, I’m unable to get the normal bombing symbology. I do get the designation point and waypoint indicator (the circle, although it is off by quite a bit) and the "release range" vertical bars, but no actual distance (the horizontal line) nor any release cue or flight director... This was working fine on 2.5.1. I’m on Persian Gulf, if that matters. Didn’t have the time to test this on Caucasus.
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Four Additional Flaming Cliffs Aircraft
toilet2000 replied to Vampyre's topic in DCS: Flaming Cliffs
C'mon guys. Don't hit the messenger. We're not happy with what ED decided to do, but that's not NineLine's fault. He has just shared with us the little he knows about FC4. -
I'm pretty sure the monocular NVGs in VR is a feature. It's way easier to use the cockpit this way. Normally, pilots would peak under the NVGs when looking at the cockpit, but you could not do that in VR before.
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IRL you can peek under the goggles to look at your instruments and use the MFDs. How it is now makes it possible to read the cockpit with NVGs on, which is what RL should be. Monocular NVGs do exist though: https://outdoorempire.com/wp-content/uploads/2017/01/monocular-NVG-AN-PVS-14.jpg I don't think it was "more realistic before", in fact it was probably less realistic because of how every single cockpit interaction except looking at the HUD required removing the NVGs.
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Please at least keep this as a toggle feature. It's wayyyyyyy better than not being able to peek underneath the NVGs.
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NVG is not rendering on the right eye in VR
toilet2000 replied to aledmb's topic in Bugs and Problems
I’m pretty sure this is voluntary, and it’s a lot better how it is now. It’s a monocular NVG (single eye), letting you see in the dark while at the same time see your instruments (NVG are always set to focus at infinity when flying, so the cockpit will be blurry like it is right now through NVGs). Before we had to remove the NVGs to look at the instruments (because you can’t peek under it in VR like you can in 2D). -
I've updated my post with your issues and some other I found on the forum. I'm trying to keep an up-to-date list of issues.
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Yeah, I've seen that too. I guess it's the way they found to "repair" the EP sight in VR. For some reason in VR, moving your head back when looking at the sight would zoom it, but since the resolution is not that great, you couldn't see anything anyway. Lots of people complained about it. I just hope they will resolve these issues some day, but right now it's usable this way anyway :) I'll add it to the list of issues I have compiled.
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Yeah, it seems to do that for other types of "waypoints" too. I've had this problem on several occasions when using the radar to update a position (ie the waypoint being updated to a different position than the designation cross). I'll add it to the list of issues I've compiled on this forum section.
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The Gazelle Minigun mouse control does not work in VR. Following the exact procedure described in the text file does not work in VR. Basically, the mouse cursor disappear when double-clicking the mouse wheel, but moving the mouse (even after single-clicking the mouse wheel) does nothing. One other thing is that the camera is badly placed in VR. It's right over the gun just in front of the holographic sight. It should be exactly where the gunner head is placed. Lastly, the holographic sight uses a static texture, where it should in fact use a sight picture that acts a bit like a HUD (the sight is projected at infinity).
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Hi! While enjoying this awesomely made Viggen, I encountered some small issues here and there and thought it'd a good idea to let you guys know. Here's the list: - Radar brightness knob does not adjust brightness in BScope (or even the Nav symbology that shows up when going to TILS landing nav mode). - At full mil power, there's a clear "reset" of the sound loop for the engine. - In SPA mode, the radar stick movement are inverted (moving the radar cross up actually moves it down) - As of 2.5.1, the target indicator circle is still not on target in ANF mode (bombing or BK90), it's well below/closer than the actual target. Launching a BK90 confirms the coordinates are good (hit the intended target, not the one shown under the indicator ring on the HUD) - As of 2.5.1, in level (Bomb plan) release mode, there's still issues with release sometimes only dropping a single bomb or not dropping at all any bombs. They all drop together when the trigger is let go (which I guess is not what it is supposed to be, if the drop is canceled by the aiming computer, I guess it should not release at all, let alone when releasing the trigger). - Sometime after inputting the 9099 code, the CK37 panel becomes unresponsive until it is flip from input to output and then input again. EDIT: - Oh, and there's a "missile" launching sound when releasing BK90s. It's even in your demo of the new BK90 effects. - RR Bombing mode in A2 radar mode (B-Scope) does not work. The symbology is not what is shown in the manual (straight line, but it is instead the same as in A1) and does not work (does not move when it should since it's in A2 mode). - Kneeboard maps are not textured. - Custom kneeboard images are not possible without an added script like the other modules. - I don't know if this is normal, but the HUD indications disappear when pitching up or down past a certain angle. - EP sight is no longer collimated (possible temporary fix for VR problems?). See: https://forums.eagle.ru/showthread.php?t=207669 - Radar designated/updated waypoints are not where the radar cross was when pressing TV. Happens on BX8 and other waypoints. See: comment below and https://forums.eagle.ru/showthread.php?t=207409 Reported by Eldur: I could try and get some videos/screenshot if necessary, or send any useful info, just ask! :) Thanks!