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Posts posted by Callsign JoNay
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I noticed this is still "Checking" status a week later. Any luck reproducing on your end?
Here's another video I made to demonstrate the probe light bug:
Points of interest are:
04:35
09:23
14:15
However, I included the full video of all three ramp starts in case something is noticed in my startup procedure that might be triggering the probe light bug.
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This is true for nav lights as well. I'm so tired of closing in on the TACAN of a tanker at night and it's nav lights are invisible until I get close enough (0.5 miles) to render the highest LOD model.
I've heard real life pilots on youtube tell stories about how they can see a person smoking a cigarette from miles away, and how the entire Milky Way and orbiting satellites are visible with NVGs, and we can't see AB or nav lights of another aircraft until we're about to collide with them.
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I forgot how truly terrible youtube compression is and how bad night missions look.
Here's a direct link to the video file if it helps:
https://www.dropbox.com/s/6q2jnwh5aqzbyyb/Probe%20Light%20Text%20Side%20By%20Side%2002.mp4?dl=0
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F/A-18C AAR probe light will sometimes not project illumination onto the tanker/basket even though the external view of the aircraft shows the light to be on. Seems to only project illumination about 50% of the time when I attempt AAR with a KC-135, (and 0% of the time with the S-3B).
Persian Gulf
Single Player
My own mission created in mission editor.
Specs:
DCS Open Beta 2.5.5.431
GTX 1080 Founders, i7, 16 gigs, 4k
Video:
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I think we've established that it's not a day vs night issue. The light itself works as intended. It's just that some 3D models, (S-3B Viking), don't reflect the light, which sucks because it's the only carrier based tanker in the sim, to my knowledge. I guess it's NVGs for me until the S-3 model is updated. -_-
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Well, I figured out the problem. The probe light does not work on the basket of the S-3 Viking. Probe light works just fine on the baskets of the KC-135.
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Probably because your external lights were off, as he said in his post.
My lights are definitely on, 100%. And I can see the probe light turning on in the external view, but there is no illumination on the carrier deck when I'm parked and nothing illuminates the basket of the S-3 as you can see in my pictures.
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No - Here is a screenshot I took now. You can clearly see the light is strong enough to blind you if you don't take the gain of the NVG down or remove them completely. You can also see it using F2 view. You have to have your external lights on for it to work.
Why does it look so different than the NVG screenshot I posted on page 2? My basket is not illuminated at all.
You're on the most current build?
Edit: Can you share a non NVG screenshot too? I have a feeling the basket will be visible in your sim.
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I think it's just a general DCS lighting problem
I don't think so. My taxi light works just fine.
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Ya, my perception is that somewhere in the last update or 2 the light from the F-18 probe that shined on the basket seems to have scaled back significantly.
Significantly as in zero? I haven't noticed any light on my basket at all.
I didn't realize this was a thing that used to work in previous builds. Maybe I should report this as a bug?
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Yeah, I just did another round of testing and I don't see any illumination on the basket at all.
Tried it with internal lights set to night and NVG mode, as per AG-51_Razor's suggestion, no
noticeable difference. What am I missing, guys?
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I could be wrong about this but I do be liege that if you select the NVG position on the switch over on the right hand consol, that light is disabled. The switch I am referring to is a 3 position sw on the outboard side of the RH consol, slightly forward of the canopy switch.
Are you talking about the switch on the interior lighting panel? Maybe that's why I'm not seeing the probe light. I'll do more testing, thanks.
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It's implemented now? Seriously? I'm on the latest build and I can't see the basket at all at night. Using NVGs is the only way I've refueled at night so far. I'm not being blinded by anything like others are saying.
Does the light turn on automatically with the probe extension, or is there another step involved?
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These are Rhinos but here's a video of the AAR light in action.
And updates on when/if this is coming to DCS?
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You don't need limited visibility for CASE II. Just set broken or overcast with cloud base between the CASE II and CASE III limits, and you'll get a realistic CASE II scenario.
Yes, I have an overcast set at ~1500 feet, but I don't love the perfect visibility beneath the cloud layer. Would prefer some degree of visibility limitation beneath the cloud layer at 5-7 miles to complete the Case-2 conditions.
I don't see why the graphics engine wouldn't be capable of pushing the fog back. Was hoping it was a simple UI oversight that could be bypassed with a lua edit, but maybe not. :(
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I've had the same problem, trying to do the same thing (Case 2 Carrier approach).
I just set it to 3.5 miles (the legal minimum is 5 statute miles) and run the pattern below authorized minimums, once you're in the pattern you don't get more than 2sm from the carrier anyways..
..it made me realize the limitations of the weather engine in combat simulators.
That's what I've been doing too, but I was hoping there was a work around to set it up legit.
It's disappointing that we have this simulator with amazing naval ops, but it's incapable of setting up Case-2 weather conditions. :(
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Push the slider to right in the mission editor. Et Viola. Problem solved. :D
Pushing it all the way to the right only gives you 20,000 feet visibility, which as I have said twice now, is only about 3.5 NM. I'm trying to increase the fog visibility beyond what the max slider is capable of without turning off fog completely.
I'm looking for a way to set 35-40,000 feet visibility for fog.
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If I'm not mistaken, that number is your visibility in the fog, so how far you can see. The lower the number, the worst your visibility, so if you set it to 300m, you can see only up to 300m and the fog covers stuff after that.
Seems like this would work for you, unless I misunderstood what you're trying to achieve.
Yeah, I'm trying to increase the visibility, not decrease it. Currently the maximum visibility distance with fog enabled is a little over 3 NM, which is not very far. I'm looking for about 5-7 NM visibility.
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Hi guys,
I'm wondering if there is a lua file somewhere responsible for fog parameters. As of now I seem to be limited to a max visibility distance of 20,000 ft horizontal in the mission editor. That's about 3.5 NM which doesn't suit my needs.
I'm trying to set up Case-2 conditions in the mission editor and I want to set a fog visibility of 6 or 7 miles, (so about 40,000 feet give or take would be nice).
Is this possible?
JoNay
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Hello everyone,
Am I the only one who does not see any stars in the sky in the Persian Gulf theater?
(Apologies if this has been posted before, I'm terrible with inter forum search functions.)
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Callsign JoNay, did you fix it?
Negative, Ghostrider. Still hoping someone can help. :(
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Thanks. I fly in 4K with a 100 degree FOV and it's hard to read my opponent's mach and altitude at a glance. I'm pretty sure it wouldn't be that hard in real life and I would like to adjust it to give me more realistic readability.
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Anybody know which lua I need to edit to make this text a little bit bigger? (It's the Mach and alt of a locked radar contact.)
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NVG Afterburner Render Distance
in Object Bugs
Posted
Here's a video of a pilot telling a story about how he could see commercial nav lights from 100 miles away with his NVGs. I would think AB would be visible from the same distances, maybe farther.
Timestamp- 36:42