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FoxxyTrotty

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Everything posted by FoxxyTrotty

  1. *At least it should be* Hey ED, great work on 2.7 - really well deserved all the praise. Thanks from someone who has invested big into this product. So here's an issue with replays that's easy to create, easy to explain - and therefore (hopefully) easy to fix. (I am using VR, but I suspect trackIR might behave the same - someone might be helpful here and check) Take F18 and take the 9x and go into combat vs AIs using the HMCS. Look at them and uncage and fire until they are dead. Now watch your replay... You are free to look around - but I noticed when in the original flight the helmet display got turned on, back in the replay mode, you are now controlling this in the replay. If you move your head from front to off bore and back, you hear the sound feedback from the IR just as if you were flying live. This means, unless you are looking at the exact spot in the sky at the exact times when the original uncage/lock was made, the replay version of the F18 aircraft is going to try and lockup/fire at whatever you, as replay passenger happen to be looking at. The missile therefore isn't going to lock up / kill the enemy aircraft like it did when you were recording, instead if flies off randomly, perhaps looking for the sun, and now the replay is going to start and desync fast. To fix this, the HMCS system needs to record where the pilot was looking at the time of the recording, and keep those array of variables in sync at all times with the replay, and not override those variables with where the replay persons head happens to be looking. The second issue I dont know why or how it happens, just that it has everything to do with flying fast and low. It has plagued DCS for years, and I tried this again yesterday. It unfortunately makes it impossible to record my favourite style of missions (SEAD & WW). This is high speed, low altitude flying, often well below tree top height, taking on SAMs with dumb bombs or rockets etc, (players who just fire standoff weapons with impunity I find very boring). I watch the replay back, I crash into the first or at the very latest, second low level bit of flying and obviously the entire rest of the mission that I thought recorded is now desynced. This is also easy to reproduce, just take a fast jet and keep it around 400-500 knots and pop up and down as if you are trying to line up a shot with SAMs but then diving down quickly, dodging missiles between trees and residential areas and so forth - the replay will have you crash into something, including an open field. anyways thanks again to all over at ED for your efforts - I hope at least the first issue I post here can be easily fixed.
  2. I think that's a bit below the belt. He pre purchased and likely assumed it was coming out with this update.
  3. it sucks you just missed the free trials because you could have tested them. I own every module (except that bi plane). I agree with pretty much everything people have said above. For me the enjoyment of a module is first and foremost how it "feels" and by that i mean the flight model. If anyone here flew the farmer/mig19 in the first few months after release, you will know how badly a flight model can be made where it "runs on rails". Any flight control movements failed to cause a single adverse effect to the rest of the plane. They since half way addressed this. In terms of the better ones, the free TF51 is a great example of the potential of DCS. This is the free civi /trainer version of P51 which flies the same. The Sabre is about as good. The winner is obvious for me, the F14. How can you tell which plane is realistic if you haven't flown the real life counterpart??? I suspect you haven't driven a real life "bugatti veyron" either, but you could tell when you played the arcade racer on your phone, it just didn't "feel right". I did some lecturing in principles of flight back in my time at air cadets where i also did my solo in both powered and gliders. What made this easy for me was understanding the principles of flight. What i really like is attention to detail, the F14 is one of the few modules that has all the forces and effects recreated. We can argue all day exactly how much roll should be induced by standing full rudder at 300kts, the point is, the induced roll force is there, and it "feels right". There's few things about the F14 not to like, but i'll mention them because its really one of the best DCS modules to date, and certainly the best 3rd party module. The aircon sound is too loud. I have my volume sliders all up to default (100) and the internal fan noise is louder than both engines. I disable the air every flight, simply because i dont need the pretend air con, but if they make systems break from overheating, then I will need to leave this on. Second and lastly - Lighting, for a module that got so much right and so well, i can't believe its one of the worst in terms of lights, both internal and external. It used to be good, until DCS updated their graphics, but that was about a year ago now. F14 never did their bit. M2000 - well this was my first "pro" module i bought, back when i started DCS about 4 years back now, when the oculus VR first dropped. It has some cool cluster bombs that work really well in CCIP mode, and has options to carry GBU12-24 that someone (or AI) can buddylase for you. The matras and magics AA are ok in short-medium ranges - before the days of 120C or 9x, the m2000 was something you never wanted to get close to, it was arguably the best. I certainly got more kills (and was killed more) by the magic than Aim9 L/M A10c - well its the best CAS and thats all their is to it. If you like CAS missions then this is it. Target rich environments, dodging SAMs, this is it. Make sure you get the A10 v2 because for the extra few pounds (upgrade) its worth it for the HMD and almost 500 chaff/flare storage (i think 240 of each is default). The harrier is a briliant CAS aircraft as well, and after a LONG time of recieving no love, the last year or so has really seen it mature into one of the better DCS modules. Its also fun to hover and transition between hover/flight. It also has the laser guided rockets now (like a10c v2) and the JDAM/GBU combo bombs. there's modules i'd recommend not to buy, and they are the ones i rarely fly, but that isn't perhaps because they are bad quality modules, but rather the module is based on an aircraft that just has no real place in DCS as it stands. Typically you are going to have ww2, cold war, or modern battle space, and its rare to have people fly the worst modules of the era they are flying in, its a huge minus and i think those modules are just unfortunate. Sure you can create sterile environment in the mission editor and fight your way through a vacum if that's your thing (i know i do it sometimes).
  4. The biggest drain on thrust from engines BY FAR is the bleed (vs the electric generator). The bleed is literally bleeding (who'd have guessed) thrust from 1 (or more) of the stages in the engines. Typically this is used to pressurize anything (cabin/suit etc) as well as provide options for window defog, crossbreed ignition, anti ice for engine cowl and/or LE parts of the wings. Not all aircraft are going to have all these, but going off memory, I know for sure the F18 have bleed switches/dials/levers and i'm almost sure the F16 does. The F14 has some VERY LOUD bleed air in the cockpit (that i like to turn off). Does DCS model extra thrust if you intentionally disable these switches? I don't care how powerful anyone claims these engines to be, if you take out the thrust produced in 1 or 2 stages then you're looking at ~5% - depending on how many stages these engines have. edit: i dont think DCS models anything like the depth here required. there's just too much going on in a multiplayer setting with SAMs and AI aircraft etc, with over a hundred missile types all interacting, for hardware to have time to compute these sorts of depths.
  5. This is the worst part of the super carrier and while adding static objects all over the desk is obviously gonna cause difficulty, having just 3 aircraft (E2, S3b, f18) crash into each other in single player while under AI control is a bit disappointing. I've tried setting up a sort of endless patrol using 4-5 groups (using the refueling land option then after take off cycling waypoint back) and it's like every AI is trying to do it's own thing as if no other object exists in the universe, and If it does, then it's gonna crash into it should their natural paths cross
  6. There is zero point auto throttling the f18 for approach because trimmed for approach when dirty config you are controlling the rate of descent with the throttle, and not the stick. The FCS trims so perfectly for AoA (instead of 1g once gear is down) you can fly the f18 using nothing more than 2 throttles if you want - but regardless of that, if you auto throttle it, your gonna create thrust induced ossilations. This is very different than say f14 that doesn't have a FBW doing this.
  7. In my experience the DCS replays are very good for making short video (eye candy) clips accurately, but add any length, windy weather and complexity into the equation (carrier ops especially) then just expect the first minute of replay to go wrong and it will quickly get worse. I know for sure using VR to manipulate something (say jester or HMD) is worthless and not recorded at all
  8. There's very little noticeable difference (for me at least) but in the f14 it's absolutely massive at slowing the speed. And for the clever dik who's gonna say "that's coz the cat has bigger elevators... LOL" I would like to stick with theme of OP and suggest a small bit of drag would still be nice, you're still sticking a few m^2 worth of drag into the airflow.
  9. This is perhaps an insult, but I can't know. Are you sure you have LoS between yourself and the awacs during the taxi (you mention you lost the link between startup/TO). Another thing to check/rule out - the F14 pilot slot has the Jester command button - try asking jester to "tune datalink -> awacs"... I suggest trying this, coz jester menu will NOT let you choose aircraft in radio/datalink that it has no LOS with (or other issue) - so its worth checking to help narrow it down. Other than that I can't say, i'm sure you'll get the "try without mods" responses, but if your wax is regularly dropping the DL and it works well on other servers, at some point it's worth checking (i mean, could be the link is trying to classify an aircraft that it can't, and tripping the whole thing up, a random guess)
  10. Hi, as post says, during the purchase of this (before it takes you off site to saferpay) there is a 506 error / bad gateway, but a "confirm" button down below that seemingly works and still lets you buy ok. Just a heads up because it makes for a messy, (yet seemingly possible) purchase. About to update and see!
  11. I read the entire thread because, as anyone who's flown into big battles knows, the RWR is almost useless for reasons stated in the OP. As always there is a balance between "realistic Vs classified Vs known vs practicable coding" In my humble opinion, range/signal strength aside, a very useful change would be to reduce the emitters locked radar beam width, and/or reduce the RWRs tolerance to class off-beam (say >3') detection as a spike. I'm am sure there are complex real world examples where a radar lobe reflects off the ground and some other unrelated aircraft got spiked, but this is not going to be simulated, along with every molecule here. I I'd an aircraft at bulls has locked up an aircraft bulls 360 for 50, then a 3rd aircraft, bulls 050 for 100 ideally wouldnt be getting spiked (ideally imho). Can argue all day if it should be 1' wide or 3' or 5' but 90'+ even 180' is a little excessive imo
  12. I have got back from a week away and tried the new F18 radar features in the editor creating a simple mission which included bandits, and I noticed after using AG radar modes EXP1-3 (worked fine btw) after bombing was done and I came back to nav, then switching to AA as bandits came, i couldn't change various radar settings (range&elevation for example). To lock enemy targets i had to mash the undesig button while in AA mode, which seems unrealistic but it worked, as it seems to be a bit of an all seeing eye right now. Also to note - I can still lock up any aircraft, from the ground, even behind me, with radar off, datalink off etc, by pressing and holding NWS while taxing. this has been in f18 since the tws/rws modes were both added. No deal breaker, but a little annoying when the systems are allegidly switched off with WoW. Anyone shed any light on these things. Thanks
  13. you can slew the TGP - you just need to "sensor select" the side of the cockpit you have TGP on and/or Mav (back and forth). It does work, you don't need to totally undesignate, and I agree with you and look forward to the markpoints - the A10c has a much better "workflow" when it comes to blowing stuff up
  14. I just had a go with DCS for first time in a while and did the hornet/night/case 3 recovery training mission. All works nicely, but being a little out of practice I boltered and hearing the words "bolter bolter..." from LSO was my final communication. As i'm coming back around still hearing nothing I raise contact with the ship, and am given a 28 minute expected recovery time, as if it was my first time contacting the ship all over again. Time was 35min past the hour, so it's doubtful marshall was referring to the minutes, unless I was expected to spin and hold for near 50 minutes. I've just been reading through patch notes, and there's nothing I can see with regards to improving radio comms between player and the ship (AI path finding and AI not crashing planes are welcome though). Can we consider ATC on SC handling the bolter a little more gracefully, perhaps follow up instructions that don't make it feel like i'm having to restart the entire set of scripted instructions from afresh. I doubt many players will want to hold another half hour or so in the dark to attempt a second go, even if the tankers make it possible... and on that note, the radio channels need setting up in that mission to the freqs shown in the mission description, i had to tune them myself for assets other than the mother, which is a minor issue. They are shown pre programed into the channels 1-2 left and right. thanks
  15. Since 2.5.6 I have noticed both Huey + Mi8 Governor do not respond to my commands to adjust RPM. Checked HOTAS controls and they are still bound correctly (unlike F14 + m2000 where some commands changed lately) - they just dont do anything. Prior to this it gave about +/- 2% Turbine/Rotor and a noticeable audio change to reflect that. I always like those couple extra RPMs on the rotor when hovering and to lower RPM for cruise, to give that bit extra wiggle room in both situations. Please restore them (havent checked other helos) to former functioning, thx
  16. Having this issue as well - it does seem limited to AI radars thankfully, but still major issue. To the people saying "if you are behind a plane, that is being locked by an enemy, in more or less a straight line" - agreed it makes total sense ur RWR would go off, much like if u stand behind someone at night, and that person is having a torch shone at them - some of that torch light would get to you. But if you are as said, 100+ miles away, and way beyond +/- 10 degrees, it shouldn't be ringing, especialy while you are still on the ground. Please do bump this up the priority tasks, above new releases
  17. Out of interest I tried that suggestion you gave that I've boldly underlined and can confirm with initial testing (~1hr gameplay) that has definitely helped in my case (rift S/Nvidia1080/32gb/SSD) with regards to the issues in this thread. don't wanna jinx anything, but yep so far no issue
  18. I have same issue, 1080, SSD, 32ram and using Oculus tray. Whenever the issue begins (more players seems to make it more frequent, but it can happen anytime) the only "fix" I found, some weeks now, is to tab out the game, wait a few moments, tab back in and usually it's nice and smooth again.
  19. This happens exclusively on multiplayer games. I'm surprised nobody else has mentioned it, or I'm being really dumb... I'll be flying enroute and suddenly a contact appears on radar, not a blip, but a small star symbol. I can move the tdc over it and get some info, it appears to be a slow moving aircraft at various heights. I tried to follow it once, and yet when you get within 1nm, there's nothing to be seen. I'm not sure if it's tracking old missiles that didn't respawn properly or what, but it's kinda weird
  20. What Sabre is telling you is right. If you have warthog type throttles, which is pretty common for US jets, you need to lift them up, over a stop, that changes the engine-fuel flow from "fuel cut off" to "idle". If the throttle can't be lifted, like the x56 hotas, then you need some other switch or keyboard button to toggle the engines between cut/idle during the start sequence.
  21. You can fix this in the air.... Go under 250kts Dump gear and flaps 1 Press takeoff trim (yes, in the air..) Clean up Pitch up issue is resolved. To prevent, always make sure to flaps 1 and takeoff trim before you roll. Also prior takeoff, but after startup etc, if you type Y into chat, ie "hi Billy" then it will reset you FCS, so just press takeoff trim again
  22. I think this problem began around the time the harrier got the jdam. The a10c used to be very easy to get the jdam to hit (you could be throwing it around as you pickle and the thing was still gonna hit). Lately as others, it misses. It does seem related to terrain height somehow, not sure if pressure deviations in dynamic weather factor in here. That being said, I flew the harrier this evening with 6* 38s and 6* gbu12's, and the jdams in To mode hit 100% (and only twice further out did I use target acquisition w/ laser ranging).
  23. I was flying online earlier and fired a harpoon at a patrolling enemy ship via a waypoint from around 10,000ft. I was flying North, the wp was custom created and on hsi appx 30nm ahead of me, missile was instructed to go left to 300' at this point. After firing it, it also began doing a 180. It appeared as if it was trying its best to avoid wp1, so my second shot I fired without wp and it flew fine
  24. I kinda see the problem with the ground/SAM/AI units, but i'm not really sure where to go with it, either ME point or AI coding... for example, take a well thought out/layered SAM site (that isn't in the middle of a flat desert). If you approach it from on high, the S300 will lock you up and fire, so you dive behind a little hill, 50ft is enough if you can fly 20ft happily. The missile self usually self destructs, but certainly can't hit. You pop up again, the s300 locks, and fires. this simple tactic of draining the sam sites involves no use of CM. The reason I mention it, the AI even with 20 missiles, never realises what you are doing and will do this over and over until its got nothing left. A slightly more intelligent AI (again, no idea how to code stuff like this) might fire a couple, realise what you are doing, and not fire anymore at max range, instead waiting for you to move a few miles away from this spot with the hill, and then fire. Still 80-90% of max range, but not 90-100% but getting off from the OP - yes the easiest way to make missions a bit more dynamic (especially for people like me who dont really understand scripting) is to setup in the same mission the enemy a certain way, set group to late activaton. Then repeat this process again, using slightly different positions/unit combinations etc (again its gonna be the same ball park re which base the AI is defending etc) repeat this several times, and no limit to how many combinations. Then the way I do it, set a trigger, mission time = 15 (this allows stuff to settle on load), and set flag1 random 1-10 then have another trigger and it says something like once, flag 1 = 1, activate group OpforSAMgroup1 once, flag 1 = 2, activatg group OpforSAMgroup2 obviously you could have 3 layers of enemies and randomise 3 flags to give more and more combinations, or do somthing like once, flag 1 = 9, activate group OpforSAMgroup1 (and) activate group OpforSAMgroup4 one of my favourite things is to dump 6-7 enemy planes/groups about 50nm at low level, in random positions, all around the outsides of a circle, the centre being enemy base, and all set to late acitvcation, then when a random group gets under 80%, set 2 flags to contonious (1-50) and then when both flags equal 10, activate a random group of planes. This way, even if you're exactly sure you killed 80% of an enemy group, you will have no idea how long it will take the sim, at once per second, to randomly match up 10 twice, when picking 2 numbers 1-50 you also won't know which way they will come from, and as they start low, it should come up as a bit of a suprise. obviously tweaking with the timings to account for how many options/groups you have (the more groups, the bigger the random number, to allow for a randomness in delay, ) edit: you could also add this random delay effect to any other trigger you have going. For example you might have a big circle trigger over an enemy base that once your plane flies into the zone, 2 enemy late activation planes take off from other enemy bases and head towards your main target area - so instead of this happening instantly, even if you add the cold start optin to the planes - you can set that activation of this trigger to set a flag true, and have another continuous trigger check once that flag is true, again to generate a couple random flags over and over. something like flag20, 1-60 and flag 21, 1-20 (as triggers check once per second, this setup would generally trigger once in 20minutes)
  25. i appreciate the work ED has put into DCS, it looks great, and VR got a big bumf in the last major release, colours pop, the night lighting (ok, the heavy clouds still glow up from underside) but all in all the game looks a lot better. Certain aircraft - especially the F14, went from being a bit laggy in VR, to as smooth as the rest. We also we treated to a ton of modules in the last 18 months, probably doubled the game in around that time... and here's the but... more and more simple bugs are getting through every release (by simple, i mean show stoppers that crop up within 10 minutes, like steam client not starting, like carriers not launching, like crash to desktop when you try to start an engine, like p51 engines popping, like your throttle and smoke controlling everyone else's thrust exhaust and smoke in MP... I understand the more complex issue take longer to figure out and correct, the "if you press this, then this, then do that, then press the other, X happens" but i'm on about the simple stuff. Please ease off on the "new module announced" NOTAMs and make 2020 live up to its name and reflect on hindsight for all these bugs that everyone is going on about more than ever. As with a lot of people here, I'm invested into DCS and its not just the money, but the time put into learning it all, practicing everything, especially the community built up around the various servers and such like. These are all assets that many enjoy and if I already see numbers dwindling since the last few weeks and the sad thing was, until then, numbers were some of the highest i'd seen across the board. Please take the money you made with all the modules and sales from last year, and invest into the long-term core sim and stability etc. judging by what people fly now, vs a year ago, I know Waggs wasn't joking when he said it had been a fantastic year. Thanks, we will appreciate it, and in the end the people at ED will depend on it.
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