

SirJ
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despite the parking lots beeing displayed as factory buildings google says the distance from the threshold to the first building (see picture) is about 540m. given the 2.5° glideslope the building shall have a hight above 23m (540m*sin(2.5°)=23.5m) - which is quite tall and way to big for a building quite close to the runway...also you can see on google earth that there is no building directly on the center line...
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gey guys. Today I wanted to approach Ramat David and found a house directly in front of runway 27. maybe you can fix it for the next release. thanks! btw. the roof of the house looks incredible!
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[NEED TRACK REPLAY]Steerpoint wrongly displayed in HUD
SirJ replied to SirJ's topic in Bugs and Problems
to satisfy the process here is my track. But it looks like the mentioned problems above :thumbup: It also doen't change the steerpoints - the coordinates stay the same, it looks like it creates some kind of offset for everywaypoint... Thanks! f16_changed WP after A2G.trk -
If you have two engines, the sfc does not change. You have twice the consumption, but also twice as much thrust, so looking at the sfc it crosses out: sfc = FUEL_FLOW / THRUST = 2x FUEL_FLOW / 2x THRUST. You have to multiply the sfc with the thrust to get the fuel consumption, since you want compare the consumption to the fuel available: FUEL_CONSUMPTION / FUEL_AVAIL = TIME I never tried to fly the viper without any bags, but with bags it has longer flying time compared to the hornet. Viper has less fuel bus also is way lighter, has less drag and one engines consumes less fuel than two...
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hey guys, any ideas what is happening here? After A/G engagement the steerpoint is waaay off in the HUD as seen in the screenshot below. All the best!
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I tried this before on my 9600K... The clock speeds were higher, but the gains with less cores close to yours - it showed no real advantage with this little of improvements... "Results": 1-3 cores showed - although higher clocks - LESS performance - through loading very noticeable and having firefox, chrome or windows ( ;) ) running at the same time gave noticeable dips in fps...1 core no chance, 2 cores were barely playable... Comparing 4 to 6 cores I only loose 100MHz (4.7 vs. 4.6 GHz) show no noticeable difference in fps with slightly longer loading times... Not that detailed but it shows where we are going... That said, bumping up RAM from 2666MHz to 3400 MHz gave a massive boost in avg and low fps! Also clocking up from 4.1 to 4.6 another but not as much as the RAM...
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you can also hover your tdc on the setting you want to change and TDC depress...Works for bars, azimuth, RWS,TWS etc...
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Regarding different frequencies, the F18 radar gets different results for MED and HI-settings...
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ED recently released the auto lase function...I got confused as well but here is what works for me: - A2G-Mode, Master Arm on - set laser codes (remember AGM65E use 1111 as default), - arm laster switch, - tgp on target, - move SCS to mav-page (should automaticly slave seeker to target) - press and hold weapon release (takes two seconds) (no need to trigger the laser as it is automatic)
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Moin, I don't know how those fix points, to fix the parked AC, are called...But there are too many of them...Looks like the texture is not cropped... best regards
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I ovserved following between two AI hornets: After the landing the first hornet tayies towards parking and pushes back into the elevator position, while infringing the deck... Anyways the approaching hornet continues to land. Any ideas?
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My TGP turns to 6 o'clock position when applying the FOV button - any idea why?
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on the stannis the hornet drops at the ramp quite a lot - perhaps due to inversed ground effect? this does nooch happen on SC...it somehow feels way easier to bring the bird down
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Hey guys, I tried to fight a JF-17 AI in a 1v1. Hence the SD-10 has top speed and a quide good guidance I tried to employ some AIM-120C's which got 75% of the way quite good with a SST-lock, but at the time they go active and I go defencive, they bleed all their energy changing from mid-trajectory guidance to onboard radar (turning left, right at >20° AOA before taking the same course as before). So: Is there a way to tune my own AMRAAM guidance as a duplicated weapon (of course not MP-able)? This could be my Corona-Stay-At-Home-And-Learn-Some-Stuff-Project... Thanks and stay safe
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I found it usefull in cluttered environments - you get better handling and better precision compared to CCIP
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Have you tried to use reshade as AA solution? It gave me good result on a 27" 1440p display - even with less fps impact
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Any ideas on the clouds from the cover picture on the DCS webpage? Are those a preview or photoshopped? best regards source: https://www.digitalcombatsimulator.com/upload/iblock/1c1/bf109.jpg
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Hi Brian, what resolution do you use? Try reducing the resolution (e.g. 1080p to 720p or 1440p to 1080p or even further) in fullscreen mode - when the fps do not change dramaticly the gpu is not you bottleneck. as always high cpu clocking is key to higher fps. but also higher ram freq's are a huge factor (popping mine from 2400--> 3200 gets me 30% increase!!)
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I never used DCS BIOS but did some stuff with Arduino and X-Plane. Did you use any Arduino Serial Output or Display to monitor the Arduino inputs? Most of the time it was a problem with my Arduino internal calculations rather than the interface to X-Plane
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hey guys, any idea how to fix the inability of the cockpit to block sunlight, so it does not illuminate the pit "from the inside"?
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are you able to counter trim the pod? imo the trim increments are to big to get it counteracted
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It looks like there is a misconseption in the vid. - the total width of the cockpit is 15° --so 2x 7,5°. that makes a lotmore sense compared with the 20° mark
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same problem here - also with the gun
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although it is open source you will not be able to use this nvidia driver feature w/ an AMD card - thus not compatible...
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they are. but you have to keep the search area of the radar in mind to find the ship when the detection starts...