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Myrsnipe

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Everything posted by Myrsnipe

  1. Vendor lock-in is bad and should be avoided like the plague
  2. Not sure how to debug it, but it worked for me, once data is selected I could steer it around with the TDC
  3. Currently doing the navigation mission and the trigger that's supposed to trigger at WP1 at angels 10, NAV mode and gears up isnt triggering. Thankfully there's videos on YouTube where I can learn the rest of the systems. Despite the bug, I'm enjoying these training missions, the short versions is a very very nice addition for repeat practice (case 1 landings...) EDIT: Short mission picks up where the trigger broke
  4. Had 5 attempts at mission 2 now and between the combat director sometimes failing to give me flight clearance and the outpost and roadblock being cleared but dont trigger the hinds or su-24s im starting to feel like this campaign has issues. The awful machine voice is a major detriment, it completely sucks any sense of engagement out of it for me.
  5. Tried Mission 9 this week. All wingmen were bingo at target but delivered payload before they splashed. The two flankers coming over the mountains had not even reached the shores by the time I was on final to land at homebase, they would have made a great surprise if it could be timed better
  6. I had a go at it yesterday, interesting air cover mission, solely due to the aim9 mikes being horrible. The mig29 flight arriving later had me sweating, especially those off boresight fox2s, but using the hills to my advantage it was doable.
  7. The mission went by fast, not much to it than bomb the runway and head home, other than the strela or igla flying up from behind me without tracking properly. The visibility in the snow had me do a second fly over as I missed the angle of the airfield. I also realized why this is such a dangerous task in real life, British pilots doing this in Iraq did not have clean pants coming home, flying predictably straight over the entire airfield is scary stuff..
  8. Going to try the mission 7 later today
  9. Indeed, attacking S-300 sites is now possible without it feeling like a suicide mission, although I can hear the viggen pilots scoff at this..
  10. Thats the crux, upgrades in the sense that the DX12 or Vulcan API is used may not matter much if the underlying engine cant take advantage of it
  11. AR/XR tech is anticipated to grow in the coming years. HMDs are already available on the professional market, mature consumer units fit for flightsim with a real cockpit is for sure available within 3 years. There arent any technical barriers as the simplest options with a greenscreen backdrop is more or less a solved issue and virtual space partition is making great strides, its all a matter of price and maturity at this point. Especially the option of using a greenscreen backdrop can be expected to come very fast as soon as VR headsets incorporate high quality stereoscopic cameras. Making your cockpit with this in mind is not a bad choice
  12. Looks good, thanks for sharing back to the community
  13. The Viper is far from complete, but it is functional and fun in its current state.
  14. A 3060 card is about as powerful as the 1080 was, so keep it in mind when buying older GPUs. The number one issue right now is availability.
  15. I had it happen on me once, straight ahead launch at angels 26 or so, full afterburner. Immediately on missile release the airframe shook and seconds later I started the death roll
  16. Agreed, just 10 more fps can make the difference between barely playable and playable. Honestly I belive the CPU bottleneck is bigger than the GPU bottleneck in this game, i'm not particularly hopefull for any outrageous gains.
  17. So confidence might not be the right word, but lets just first confirm that you know about about input hysteresis. When you press a button that has no hardware level hysteresis measures, there is a moment from when you press the button down until it is completely down where the input value can fluctuate between high/low, as a MCU can do millions of operations per second, if you just read the raw data it can be perceived like you are pressing the button hundreds of times until it stabilizes. To me it looks like you combat this by using a delay, first you delay by 20ms to stabilize on click down and then you delay by 20ms to click release. While the code is delayed nothing else can happen on the MCU, its effectively paused at this moment and given your code it will stay like that until you release the click. So how do you overcome this in code? The solution is generally a statemachine that tracks the buttons logical state (what is seen by the computer the MCU is connected to), the current and previous physical state (the signal sent by the button to the MCU) and a timestamp or cycle counter. So whenever the physical state changes you will set a timestamp or the cycle counter, and only after a certain time or x cycles where the current and previous state has been the same (no hysteresis) you will change the logical state (in other words, when you are confident the signal wont fluctuate). This obviously only works if there is no delay/pause in the code.
  18. I dont really have time at the moment to do a full review of the Arduino code, but it gets a pass for not having any obvious faults and being clean enough. Your method of doing button presses with delay makes me suspect you cant do other actions while this is happening, like press and hold a volume knob and drag to increase/decrease. Using delay to combat input hysteresis isn't really optimal, you should look into other code based techniques such as a confidence counter, to only register the input if the button has been low/high for x cycles.
  19. Preload radius determines how much the game caches on initial load, I have 64gb of ram and set this to max and never ever experience midflight stutters (I have a 2nd computer with similar specs to my main one, but with 16 gb of ram and a platter disk, the game was constantly stuttering to read from disk). Preloading will also increase initial load times, not really noticeable on a ssd but a platter disk I experienced a diff of almost 2 minutes despite having a lower preload radius. An SSD wont improve fps, and you will still get stutters when you need to load, but that stutter will be shorter than with a platter disk. To remove the stutter you need more ram and increase precaching. In the end I think SSDs are a quality of life thing where its hard to go back once you are used to it
  20. I've flown all 6 missions and have some remarks, ill go over mission specific ones first and then general ones ROE is vague and led to confusion. The backdrop had me on toes thinking I could start ww3 if I was to agressive. After flying formation with the su17s for a few minutes one of them managed to get behind me and shot me down. Radio messages from GCI or AWACS should provide updates on ROE developments. If memory serves I got jumped by two su27s on the way back. All in all a tense mission when you fly out in the horrible weather complete in the unknown about whats happening, which is fitting given the scenario. Wingman bingo and ejected over the North sea in the worst weather, rip. This was an unexpected adrenaline pump caused by the 3 wings of su24s, first wing was shot down by ai cap and the others seperated over ~40nm or so. After flying out to deal with one of them I had to ditch tanks and go full afterburner mach 1.6 as that other flight came dangerously close to our base. Trackfile indicated there was a 4th wing but they crashed before any encounters. Wingman bingo at wp2, how he managed to burn trough ~10 000 pounds in that time I dont even.. Loved arriving at the dam just as the rotary crafts came down the valley, very fun flying a heavy viper in pooooor visual conditions feasting on the hips that was threatening the ground forces at the dam, both mi24v's seemed to crash before this on most attempts. Speaking of attempts, attacking the redfor artillery position is suicide, DENSE ZU-23-2 coverage in the valley and a Tunguska(?) made the snakeeyes worthless. Scripted counter artillery was a huge dud, it had no feedback so until I saw the stream of dots coming I thought it was broken, and they didnt hit anything. All the aaa in the valley left me no choice but to just abandon mission, you need to be a better pilot than me to pull that off with iron bombs and that cloud layer. On the way back a pair of parked floggers just sat on an airstrip (senaki kolkhi), im not sure if they are supposed to believe that airbase is friendly or if the mission waypoints casually flies me over an enemy base. Huge moment during this mission was when I was looking up at the skies for the artillery dots and suddenly an igla passed over my left side when I was a bit too sure I was safe from enemy manpads. Also, without dots it would be next to impossible to locate that artillery site. While the previous mission made me think of Finnmark, this mission is what the Norwegian doctrine was all about, destroying every bridge between Russia and all the way until Trondheim if need be. Short and thematic mission, wingman was bingo by wp 3 again tough. Loved how doing target of opportunity attacks against the hips saved ground troops, and how killing the mortar team across the bridge could relieve the recon force. Also loved the F-5 cap, if only we had some Starfighters too... A nice valley run mission, nothing special but still fits well. Exit flightpath over enemy airbase was borderline suicidal tough. Another mission the wingman had no chance to conserve his fuel trough. It's a decent cap mission where fuel management is important and the paltry range of the aim9's against big fast bombers show. Got to down quite a lot of big bombers and dodge sams as I was quite aggressive. Really would have loved to have a GCI/AWACS declaring when I could go off cap. All in all I found these enjoyable and thematic, some of these missions really could have fooled me I was on the Tundra of Finnmark. Theres quite a bit of polish that could be done, but the number one thing I would love to see is just more scripted feedback so I dont fly around making my own decisions unsure of what to do, especially ROE updates in mission 1 and when I can go off station during CAP. AI crashing and running out of fuel, this probably isnt the missions fault, its kinda wonky.
  21. Going to try out these missions this week
  22. Playing in VR on the Q2, the lights are only visible when I'm way too close. At the correct distance I cant see a single pixel of the lights.
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