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Wolf4Pm

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Everything posted by Wolf4Pm

  1. Hi @USSR_Rik@[ED]Obi, @JTFF_Gemini has already answered you , is everything all right ? I'm second in command about the JTFF server management. (.miz specialist) The thread status is not "fixed" yet, if you need help or if i can assist you. Please let me know.
  2. Hi @Lord Vader, Thank you for considering the request. I did my best to reproduce the same lighting conditions and point of view between the IRL videos/pictures and DCS screenshots (even the background is similar ). I understand you perfectly and i fully agree with you about cameras shutter speeds, aperture and exposure problems to faithfully represent reality. That's part of the reason why I did my best to get different sources from different countries operating different versions of the F-16C. (like @Carbon715 said with incandescent and led bulbs versions) in order to have a variety of samples, which all together can highlight the reason why i made this topic. If I can help you by providing more data/feedback/image/video analysis please let me know, I'll be happy to help. Thank you for all.
  3. Hi Viper Pilots, According to video's, picture's and a BAF mecanic, the fuselage light in "DIM" mode is too bright in DCS, compared to real life whether by day or night. You will find attached to this message three comparisons in different lightning environments between reference pictures and DCS Fuselage light OFF, DIM and BRT. IRL by day, it's realy hard to know if the fuselage light is "OFF" or "DIM" just by looking at the vertical stabiliser lightning. The best hint to find if it is on or off is to check the fuselage light bulb state. Whether morning or day light, the vertical stabilizer is not illuminated at all with the fuslage light in "DIM" mode, however in "BRT" it is well illuminated. IRL by night it's realy realy hard to notice, it s just like a very faint/dim glow that illuminates the vertical stabilzer, not a spotlight. IN DCS 2.8 : it is realy easy to identify when it's OFF or DIM because the "DIM" lights up too brightly. Conclusion : The "DIM" fuselage light must be reduced so that we can't see it during the day, and at night it must be adjusted to give a very faint glow to the VS. About the "BRT" mode, it's already all good. Note: screenshots have been captured on DCS 2.8.6.41066.1 without any editing or shaders applied. Thanks for the reading, best regards Wolf. You'll find links to videos and website sources below : USAF - Early morning :https://youtu.be/z3uS65hDl-0?t=18 HAF - Late morning : https://youtu.be/aebLmMiF2DU?t=25 USAF - Night : https://youtu.be/PRLChQFbU1E?t=41 RNLAF - Night : https://www.runway28.nl/2017_11_30_EHVK_EN.php
  4. Hi everyone, While waiting for functional TCTS training pod in DCS, to perform Kill Removal Procedures our idea is to shoot live ordonance against each others by setting up all aircrafts in Invicible, the last thing we need is a message declaring which person has been killed. To do that we would like to use the "Unit Hits" Trigger : -> [Once] -> [Unit Hits] -> [Message to ...] Unfortunatly we are facing a problem with this condition (Unit Hits), it looks like there is a problem with it in a specific Dedicated multiplayer server environement. An important thing to note is that the trigger "Unit hits" is working perfectly in any condition as soon as your a playing in SinglePlayer or in a Local Multiplayer Server. When playing on a Dedicated Multiplayer Server, that's only here where we are facing the problem bellow. In multiplater dedicated server (not local server) 1- Player shooter | AI Target "Immortal ON" | Trigger Condition: Unit Hits | Result: Text message NOT received. 2- Player shooter | AI Target "Immortal OFF" | Trigger Condition: Unit Hits | Result: Text message received. 3- Player shooter | Player Target "Immortal ON" | Trigger Condition: Unit Hits | Result: Text message NOT received. 4- Player shooter | Player Target "Immortal OFF" | Trigger Condition: Unit Hits | Result: Text message received. 5- AI shooter | AI Target "Immortal ON" | Trigger Condition: Unit Hits | Result: Text message received. 6- AI shooter | AI Target "Immortal OFF" | Trigger Condition: Unit Hits | Result: Text message received. 7- AI shooter | Player Target "Immortal ON" | Trigger Condition: Unit Hits | Result: Text message received. 8- AI shooter | Player Target "Immortal OFF" | Trigger Condition: Unit Hits | Result: Text message received. Conclusion : "Unit Hits" trigger is not detected and is not registered in the logs only when : + Mission is hosted on multiplater dedicated server. +"Unit hits" trigger is used when a PLAYER is shooting against an immortal AI or an immortal PLAYER. According to the values ahead, it looks like that the event "Unit hits" is not published/broadcasted in DCS code on a dedicated server when a player shoot against an immortal units (AI / Player). Because the "Unit hits" trigger registers well in SinglePlayer or in a Local Multiplayer Server, I don't think the problem comes from the DCS code but from the Dedicated Multiplayer Server that doesn't register all data. You will find linked to this message a test mission .miz that i have made to test every possible situation. (mission is made according to the values in the table above) _________________________________________________________________________________________________________________________________ Bellow you will find not the problem listed above but an improvement idea to the "Unit Hits" Trigger. Aditional Improvement Idea : Get the ability on the ME to get an other "Unit hits" trigger without specific number of hits on dedicated target, by the way, using a "Switched condition" Trigger, at each a time a unit has been hit by something we can have the trigger activated. (not only once) -> [Switched Condition] -> [Unit Hits] -> [Message to ...] (exemple : an information message is displayed everytime a specific immortal aircraft has been hit by something) _________________________________________________________________________________________________________________________________ Best Regards Wolf4Pm and Gemini from the JTFF. This message follows the three previous topics on this subject : Unit Hit - MP Trigger Test.miz
  5. Tiger Flight 4 ship F-16C 79th FS | Wolf4Pm | JTFF F-16C 79th FS | Marco | JTFF (alias Flipper) F-16C 79th FS | Kinder | JTFF F-16C 79th FS | Nardio | JTFF F-16C
  6. A nice update from ED that we could expect is an update on the APQ-159 Radar and display, this would allow us to use AGM-65B Maverick on the F-5E. APQ-159 Radar Display has two integrated modes : - Television mode where it would display the seeker picture from the AGM-65. - Radar mode where it should be the same as the one we currently have in game. Thank's to mattebubben. More informations on this topic :
  7. 79th FS | Wolf4Pm | JTFF F-16C
  8. Hello there, Here is the idea, could it be possible to have an option to manage airports as a kind of FARP. Let me explain. How do a FARP work ? You can have unlimited supply on it, it will not Rearm, Refuel or Repair yourself as long as you don't have a truck to bring you supplies. If you have close to the FARP a fuel truck, the FARP will provide you FUEL. If you have close to the FARP an ammo truck, the FARP will provide you AMMO. Improvement Idea So could it be possible to have an option to activate something similar to this mechanics on airports. For example : You have an airport with unlimited supply on it but it doesn't rearm or refuel you unless you have an Ammo truck and/or a Fuel truck inside of the capture zone of the airport. What's the purpose of doing this ? - It will let the ability to the mission maker whenever he wants to allow or not rearming or refueling on an defined airport. (using late activation truck) - It can improve realism because Fuel or Ammo need to be carried to the aircraft. ("using a truck for example (joke ;D)") - It can become high value target to find and destroy the enemy Ammo/Fuel truck in order to limit the rearming/refueling opponent's capabilities. - This idea is not interfering with the warehouse system already present in game. Finally I recommand to have an option to be able to activate this features to avoid Mission makers to be lost with a new system that they don't understand. Thank you all for taking the time to read this topic. Best Regards Wolf4Pm.
  9. If in the mission editor there is an aircraft group of 4 clients Once in multiplayer there is only the n°1 working and the n°2/3/4 will not work and the game will crash. dcs.log-20191218-203004.zip
  10. Hi all, I am Wolf4Pm, i am the owner of the VFA-1 Wolfpack server, and I would like to know if anyone know how to fix this problem. If we are playing F-18 spawning as cold start in the red coalition, we encounter problem with the Datalink/Position alignement, the datalink is working but it's displaced by 300NM to the north, the only way to see a part of it is to fly the F-18 with the SA page with a scale of 320NM in uncentred view. I think the problem is due to a problem of alignement, because of that the Datalink in the red coalition is almost unusable, we are unable to do navigation with waypoint, no map view, unable to do CCRP and more... As I saw this problem occurs only in Caucasus in the red coalition and with cold start spawn with F-18 and F-14. The F-14 encounters only Navigation Problems, no Datalink Problem. Don't need to ask me if i do alignement at every startup, because the answer is yes.:doh: The thing which is strange is that the problem occurs only in the red coaltion, in the blue one there is no problem at all. If you want to try by yourself, i let you make a multiplayer caucasus mission where you spawn as a cold start in Kutaisi in the red coalition in the F-18, (you have to add SAM site on your mission to be able to see them on the SA page) and let me know if you have the same problem, or just join "VFA-1 Wolfpack Dedicated Server" to have a look of the problem. If anyone have an idea to solve this problem please let me know.:helpsmilie: Best regards Wolf4Pm.
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