

backspace340
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Everything posted by backspace340
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It feels like the switch to OpenXR did something with the number of pixels being pushed - I also noticed my frames were about half post-upgrade from before with SteamVR. I've dropped my PD to 0.7 with no discernable difference in visuals and my frames are back to roughly where they were.
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Just enter it as a new steerpoint? Mark points are for when you want to turn a SPI into a steerpoint. If you know the coords, just make a steerpoint, then you can transmit the steerpoint to your wingman.
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I'm a bit confused about the laser range limitations. I understand own-ship lazing having an 8nm range as simulating the laser getting weaker the further away it is, and so a weak reflection becomes visible when 8nm away from the laser source. But if the JTAC is, say, 1nm away from the target won't that laser reflection be comparitvely much stronger when viewed at 8nm than the one lased from the ownship? I. E. The laser beam and reflection's only travelling 9nm instead of 16nm? So shouldn't we be able to see JTAC designations from much further than we can see our own designations if the JTAC is closer to the target (assuming equal laser power)?
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You're missing the point - it's not that we don't know how or can't be bothered. It's that it doesn't work or it's almost impossible to properly align it even when using the correct procedure and it's something that no other module even has the pain of bothering with. The INS always aligns perfectly, but right now you cannot boresight the Mavs from a cold start. It's broken. Similarly for the HMS alignment in anything that tries to simulate it realistically - it doesn't work in VR, you can't keep your head perfectly still and so it's always a bit off (not to mention the parallax and the way they've made it in some modules, e.g. Apache, means it doesn't even make sense how it boresights). I'm all for going through the procedure, but if it's impossible to boresight from a cold start to an acceptable or realistic level because of issues in how the game is made, what are we even simulating?
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Please god yes, especially because it seems to be all manner of broken from time to time and the only way to get a perfect boresight is to airstart! The Hornet, the A-10 and the Viggen don't have to boresight Mavs in-game, so please give us the option to experience the same level of bliss. That goes for the Apache bore-sighting too (in VR it just plain doesn't work) - all forms of manual boresighting are a complete pain and getting a good boresight seems impossible.
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2.8 loading textures takes a loooooong time.
backspace340 replied to Das Boot's topic in Game Performance Bugs
Try picking a hotstart slot on this mission: https://www.digitalcombatsimulator.com/en/files/3321127/ Reproduces for me every time - takes a while for MPD, external aircraft and ground textures to fill in and become visible. -
Game very slow to start after 2.8
backspace340 replied to Dallas88B's topic in Game Performance Bugs
As others have mentioned, it's SP too but seems to only happen in missions with multiple slots. I can't add tracks, but it reproduces every time for me when running the hunting grounds mission so should be easy to see if you just spawn into any Ah64 hotstart slot on this: https://www.digitalcombatsimulator.com/en/files/3321127/ Worth flagging - it sounds like there's two different issues being discussed. One is long loading before the mission starts, the other is that after clicking fly and entering the cockpit it takes 60-90s to load all textures (even with an M2 SSD). I'm specifically talking about the latter - after loading into a hot start slot on hunting grounds the mfds are blank, the external ground textures are missing (I. E. The ground is see through) and external model textures are missing (I. E. Bits of the chopper are missing) if you go to F2. If you zoom out you can see the textures popping in in chunks. -
I've been experiencing this too and I think it's possibly because the sight's being broken/getting stuck/misaligned by manoeuvring too hard after another ATGM run. I've just re-watched Wags' video and although he kinda skips over it (because he forgets on his first run), I think we need to hit Petrovich down-short after each run (to command him to look out / lock the gimbals) before manoeuvring, otherwise you run the risk of breaking things. Haven't had a chance to test that theory yet, but I suspect that's where the problem is.
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I have found that if I pick the center trimmer option in Special, and then disable all the AP channels, then I can fly and trim just like I do in the Huey. A lot easier to get around without the Autopilot fighting everything. Not sure what Default is meant to do, but it just never seemed to be trimming pitch at all?
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It's the Nose Wheel Steering/Undesignate button, it's not related to the TDC - it's the pinky switch on the stick.
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How does the SD-10 missile compare to the AIM-120C?
backspace340 replied to MobiSev's topic in JF-17 Thunder
ED were skeptical of the CFD performance results when they were first shared. https://forums.eagle.ru/showpost.php?p=2198274&postcount=41 -
You'll notice because the wing snaps - happens at Mach 2.3-2.35 or so.
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People have tested the release version versus what was included in the previous OB, it performs the same.
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Just turn the switch to stored heading alignment (the first position after off) and it'll do a fast alignment. You don't have to do anything else, there's no ME setting or anything.
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To be honest, this whole kerfuffle over SD-10 performance could be solved by Deka providing the evidence they've got for its performance. Heatblur provided a fully referenced CFD paper to explain the performance of the missile they added. Deka haven't provided anything and there's no public information to compare to - the only bit out there is that interview from the designer (which may or may not be true) saying max range at 10km, 1.2 mach shot on a 1.2 mach closing undefending target should be 70km. From what little we've seen, the missile seems to be outperforming that.
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Are they beam riding in real life? Looks like the seeker is in the nose:
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+1 everything you said, but this one in particular. If VOIP isn't on by default, it'll never end up being used. If people don't want to hear it they can opt out, but if you have it off by default then you'll have players that never know it exists. And then you end up in a vicious cycle, where because people aren't on comms, other people don't join comms (or they join and find no one talking / responding so never use it again). It needs to be on by default for this to have a chance of succeeding.
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It reduces down once you bug a target.
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It's worked since the INS was implemented - wait till everything powers up and the MFDs switch on, then stick the INS knob in the first position (in VR so I can't actually read the label - probably ASH/stored heading), and it'll start counting down. Takes 90 seconds till ALIGN starts flashing / RDY flashes on the DED, then stick it in NAV.
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[ALREADY REPORTED]Rearming does not change external tanks
backspace340 replied to raelias's topic in Bugs and Problems
This one affects every module with external tanks, not just the 16. It's been around for years. For now, just punch off your tanks before you land. -
Autopilot Steer Function .. Functional, But...
backspace340 replied to Emmy's topic in DCS: F-16C Viper
Could that be the difference with magnetic declination? It's 7 degrees in Caucasus AFAIK -
In a Q&A with Jabbers , they said they're hoping to add a simple campaign before release. It's probably on Caucasus, can't imagine any module developer setting their only campaign on a map that not everyone has.
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Stored heading is already implemented - set the INS switch to the stored heading position and the INS aligns in 90 seconds.
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The Harrier was 59.99 without the pre-order discount - and it's still being worked on two years after release. It's also a dedicated CAS aircraft, not a multirole. The JF-17 won't be up for pre-order and is launching in a much more complete state - $60 is the floor, but I'd expect $70-$80.