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kraze

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Everything posted by kraze

  1. Yeah I liked how he drives the point home that not winning AND not losing the fight is OK as long as you get out alive.
  2. Oh I actually mean making it more like a human WSO. I don't mean giving him a radar eyes, I mean that, say, with the radar we have in F4E - a human crew member in DCS will spot contacts visually first before they even get into a "usable" radar range (which seems to be ~18 nm and less). So what I mean is biasing Jester scans towards the direction of "spots in the sky" because that's literally what I'm doing right now with the 'center' command (which seems to be forcing Jester to keep scanning that spot regardless of where the nose is pointing (naturally within limits of radar), which is sweet, so as I dive - Jester keeps scanning that area above - keep it as is, I assigned that order to a button - much help with Sparrows now). So it's not a comparison with AI, more like giving more "human-like" autonomy to Jester, because a human WSO would totally prioritize that area if a pilot spots some dark dots in there. It's just not as easy communicating "scan 11 o'clock, about 20 degrees up" to Jester. The fact that a 'smarter', more "autonomous" Jester will counter AI's advantage - is what I mean.
  3. Good to know. Is it possible to make Jester behave at least somewhat on par with the general AI? What I mean is - not literally copying it, but simply considering that a human WSO will have a lot less trouble selecting an appropriate "doppler mode" and a scan area, so basically maybe auto-biasing Jester towards where enemies are and their aspect, while still not making it cheat-like.
  4. OK I think I found a way to somewhat improve this situation. If you tell Jester to scan 'center' elevation - he will actually scan the boresight area with a narrowed range - detecting enemies at 15-18 nm and even maintaining a decent STT lock. Unfortunately Sparrows still fail to track for whatever reason and radar cues are all over the place, but at least Jester is working. He is still worse at it than AI F-4s though. I realize it's a dated pulse radar, but I hope it's very WIP and it's the reason the Sparrow tutorial is missing
  5. Eh Marianas work for me because it's all flat sea Jester doesn't see / no contacts appear on radar on land maps with a lot of ground clutter even if you are below the guy and facing upwards so ground clutter isn't at play and your radar cone looks into space basically.
  6. Eh turning off interlock is not a big problem, the bigger problem I notice is that F4E AI planes in my formation easily detect enemy planes and launch sparrows from 15 nm effortlessly, but Jester doesn't detect anything, even if I directly face an enemy in the sky, as apparently AI planes work by the different rules and their radars aren't simulated on par.
  7. I watched a number of tutorial videos on this topic by a number of DCS players and everything seems to work so well for them, but for me Jester never seems to detect anyone on his radar. I tried flying very low with Migs being at 21k feet, so ground clutter wouldn't be at play, and ordering Jester to scan +3500 to +7500 feet up, 10-20k feet, 25 nm narrow, pointing the reticle straight at the enemy planes and pushing context button - no luck. No contacts show up on the radar screen. At best (and this happens VERY rarely) he would detect and report enemies when they are about 8 nm away, but at that point the closure rate is so high - I'd just use heaters. I also tried CAGE mode and pushing the context button while pointing the reticle straight at the enemy - and about 5 seconds down the road Jester would lock something. But whatever he locks up there in the sky - it's not an enemy plane, the circle will take random sizes and RMax will jump all over the place - and Sparrow will never launch. The only time I ever got an enemy with a Sparrow thus far is when I selected a CAGE mode, hit nose-wheel steering for auto-acquisition and then actually got to launch a missile hitting the MiG. So I take it I'm doing something really wrong, because it looks really effortless in videos.
  8. and here I was really thinking I'm that bad of a pilot after 2.8 supposedly made AI planes behave less UFO. Although admittedly YoYos work wonders after the initial merge and I can put that heater reticle almost immediately on the enemy plane after going back from that maneuver - but if I somehow mess that up - an AI MiG will then run very tight circles around me until one of us runs out of fuel.
  9. Yeah I agree, it's pretty bad. However did you try setting the resolution of an actual window on the desktop when you are in VR? E.g. if you desktop resolution is, say 1920x1080 - and there is DCS running in a window which takes, say, 1280x720 pixels - did you input the window resolution as HB UI override resolution?
  10. I'm on Quest Pro and the key is basically to set UI size override to whatever window size is shown on your desktop However I do have another issue. Not only the wheel isn't centered horizontally (which may be fixed by trial and error with an offset), but it also is not centered vertically, so it appears above my center of view, making it unusable with head movement, but at least my HOTAS has enough hats to help with that.
  11. Resolved. Needed to turn motion blur off. Looks like it messes up rendering in VR.
  12. Hi, using recommended force VR force XR flags and running MT DCS exe. When entering the menu in VR everything is fine. I can see it floating right there and 3D hangar is visible with no issues. However upon launching any kind of a mission, even as simple as free flight - I get really hard glitches like having whole 3D world rendered in the top left 1/6th of the screen, but with no cockpit, the rest of the screen is black, however plane's green HUD is visible and leaves traces all over when moving my head around. What can be causing this issue as it happens only during missions? Specs: Win10, i7 10700k, 32 GBs RAM, RTX3090, HP Reverb G2 v2
  13. Hmmm, it appears that after installing different memory - OC settings for the CPU were reset and it had a ceiling of 1.21v versus 1.31v I've had set before for 4.8 GHz. Maybe that's the case. Lemme test.
  14. Overclocking only the CPU, not GPU. 1080Ti is running at a purely stock settings. Had an older driver when I've noticed crashes, updated to the new one - they are still there. As for OC'ing CPU - it was at those settings before and DCS was running stable - the only things that have changed is me not playing DCS for about 4 months and also replacing 8x2 GSkill Ripjaws V 3000 MHz with 16x2 Ripjaws V 3600 MHz
  15. CrashLogs.7z Crashlogs plus event viewer app error report plus mis1.miz - basically I take off from the carrier, fly for about 5 minutes, return to the carrier group and just a few minutes into the CASE I recovery it crashes - every single time i5 9600k @ 4.8 GHz / G.Skill 32 GBs RAM 3600 MHz (stock XMP) / GTX 1080Ti with latest drivers / Win10 x64 on 850 EVO / Game on 860 EVO / no mods whatsoever / did 'clean' and 'repair' - didn't help
  16. Also the plane will end up in the sea if you are using CVN-71/72/73 and don't own Supercarrier DLC
  17. Already divorced so: F/A18C, F16C, AV8B, Supercarrier, Persian Gulf
  18. My experience with DCS began way back in 2015 with A-10C and FC3 and one thing that immediately became apparent is that at least half the time the "replay" of any flight that DCS creates is bugged - sometimes my plane will get shot down when it wasn't, or crash into the ground or the sea even though it never did. But now, 5 years later, the issue seems to be still there. Like in a mission I land my AV8B on Tarawa, but in replay it always ends up in a sea by doing maneuvers I've never done. I understand that this is how it is atm and only have a question - if there any hope to see it fixed anytime soon? Devs had any roadmap to improve the replay? Yes I know that Tacview generated replays are very reliable, but they leave out way too many micro-details (that could help studying tricky CASE2/3 landings and improving myself - for example) that Tacview cannot represent due to them being out of the scope of its scale.
  19. 2020 version is better and more realistic - because the desert looks like desert - without that weird blue tint from 2017 that makes stuff look flat
  20. It is outdated, right now a stable version is 2.5.6, whereas Hornet requirement is 2.5.2
  21. Tried with casually landing into the wind on Tarawa - and immediately noticed the difference. Two good landings out of two tries. It was considerably easier, to a point where I was rolling and using rudder to keep the nose straight to do a sideways landing from hover - and easily dealing with a pendulum effect. Landing into the wind made it that much better than I only now realized I didn't even monitor thrust
  22. Thanks a lot for the tip
  23. Should it be a tailwind or the front wind? Perhaps I'm approaching it way too much as F/A18C carrier landings - e.g. set trim and glide onto the deck using the help of a tailwind - which is now obvious that it is not the way to treat a Harrier. I actually managed to land on (a moving) Tarawa (with a tail wind) from the 6th attempt today, it was terrible compared to how it should've been done, but I've landed in a correct rear area, didn't break anything and managed even to hover for a bit. But what I was doing differently is constantly using a stick for both pitch and roll to counteract any pendulum effect, as well as moving nozzles back and forth to help with the direction of movement - which made the aircraft way more controllable - even if too much work
  24. Sure, here's a quick mission I've setup just to show it, the track is attached. Disregard the less than perfect approach - what I can't wrap my head around is why at sub 30 knots the aircraft completely loses stability (I don't touch the roll axis in any way) and I just have to land it instead of getting it to hover. It's not a ground effect either, same happens at 200 feet above the sea OK, thanks, but it's not that. I can go full 99 degrees to slow an aircraft from 200 to something like 60 knots without losing any stability and then set it to straight 82 and it will be stable at that speed, but the moment it reaches 30 knots - I just completely lose control due to side to side waving and sometimes heavy pitch increase/decrease that is not trimmable. I just don't understand what makes it go wild at low speeds for me, it's not something I introduce because I literally don't touch the roll axis whatsoever. I don't see none of that in literally any tutorial video - and f.e. Spudknocker rolls it hard right away at 4:56 here and it still remains stable: track4.trk
  25. Trying to learn how to land Harrier vertically or at least make it hover with any kind of control. The weight is sub 17000 lbs. The mission has no wind. Getting it down to 200-300 feet while gradually swinging nozzles to 50 degrees until it reaches ~80 knots - and then setting nozzles angle to ~62 and flaps to 62 degrees when at 80 knots, after which I trim to keep witch's hat at horizon level, as well as FPM so my descent rate is no more than 100-150 feet per minute. It's worth noting that I only do very slight left-right adjustments with a stick to keep the aircraft flying in the correct direction, otherwise I control the pitch only with thrust and trim. Then I gradually increase nozzles angle to ~70 degrees until my speed is sub 50 knots and then to ~85 degrees where the air speed drops below 30 knots... ...at which point my aircraft starts to wave from one side to the other uncontrollably with it becoming worse and worse as a speed reaches 10 knots at which point AV8B turns into a complete Yo-Yo and it ends with a crash landing unless I abort. Another note - I do not do any roll adjustments anymore when it's sub 50 knots, leaving it level. When watching other people do it on YouTube - they don't have this kind of shake and stay in control. Again as I've said the mission has no wind. What am I missing?
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