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Everything posted by Py
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[MISSING TRACK FILE] AUTO function of MPCD not working
Py replied to borba_eagle's topic in Bugs and Problems
I just tested with a cold start. It doesn't work until you move from the initial position, but then works almost the same as with an air start. The only difference is that it doesn't auto-increment to WP1 when you press AUTO after a cold start, while it does for an air start. Minimal track attached, showing how AUTO doesn't work until you move after a cold start. Just a minor bug, but might as well get it fixed. test_WPT_AUTO.trk -
Apparently the RTX2080 Super will be coming out soon, with better performance but the same price as the RTX2080. I agree keep your current monitor for now, don't get a second. After a while you may decide to go for VR anyway...
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I haven't tried any Virpal products myself, but have heard they are good. The brand doesn't really matter, as long as it has enough buttons and people who have it have said the quality is good. Personally, I prefer to save up and get the best rather than buy something "ok", because I will eventually get sick of the "ok" one and buy the best as well, costing more overall. You'll definitely need a good throttle too, as I've heard the F-16 is very HOTAS integrated. Perhaps you can find a used warthog stick+throttle? You've said you're putting a lot of money into the computer, maybe if you post what you plan on getting people can recommend you alternative parts that may be cheaper. As for modules, it depends on what you are most interested in. Single player or multiplayer or both? Air-air or air-ground or both? The summer sale lasts for another week, so now would be a good time to buy. The F-5 is ok, depending what you want to do with it. Personally I think the F/A-18 is the most interesting at the moment as it is very versatile, but as you said is a bit expensive. The A-10 that someone suggested is good fun (though very slow), but only if you have a good throttle+stick setup with lots of buttons, preferably the warthog ones. Perhaps the AV-8B harrier? It is currently $35 on sale and is good for air-ground but not air-air.
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[MISSING TRACK FILE] AUTO function of MPCD not working
Py replied to borba_eagle's topic in Bugs and Problems
I just tested it out, works perfectly for me. Try the super simple attached mission. All you have to do is press AUTO on the HSI page, for me it then automatically increments to WP1 and boxes SEQ1 and WPT. It increments near/just past each waypoint for me. If it doesn't work for you, maybe DCS needs a repair or a mod is breaking it? Or maybe something is different with a cold/ground start? test_WPT_AUTO.miz -
I did some testing of this on various radar units. Tested various altitudes and speeds so the HARMs had both high and low energies, and came in at both high and low angles. Out of 20 tests it was effective every time. It is much less powerful than before, but seems to still be effective (just less exciting). I found that around half the time it destroys the unit, sometimes not instantly but the unit explodes after a while. The rest of the time it damages the units enough that they stop functioning, even though they are still alive, a "mission kill". This was on clear flat ground. I think it fails sometimes in practice when there are hills and the HARM comes in at a low angle, hitting the ground or trees before it gets to the target.
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Sorry I don't have enough knowledge about pulse doppler radar to answer that. I suspect though, that due to the more complex signal processing that goes on in pulse doppler vs CW, the filtering can better remove unwanted signals such a ground clutter.
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I ran a test with no wind on flat terrain, 2 JSOW A released in TOO mode, first with burst height at 1500 (default), second with burst height 900 (what Wags used in his video). Both did hit the target, but not with the centre of the bomblet pattern. The first was slightly long, with about 2/3 of the pattern past the target. The second was similar, with about 3/4 of the pattern past the target. So both did hit, but not in the centre which is what I would expect. Things to check: Wind, as someone else mentioned. Is the height of your target waypoint correct? If slightly high, bomblets will go long. Was the terrain sloping? If sloping away, bomblets will go long. Mission and track are attached. test_JSOW_A.miz test_JSOW_A.trk
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No I didn't intentionally leave anything out... As long as the dynamic range is large enough to handle the signal, and the noise floor low enough, FFTs are great at separating signals at different frequencies, even if the magnitudes differ by a lot. I don't have experience with high power pulsed radars, only small CW radars, but the same principles apply when talking about this part at least. You are correct that the large ground return causes a problem (large dynamic range of signals), but you design the signal processing chain around the expected signal magnitudes. More modern technology = more processing power/lower noise = better separation of target vs ground clutter.
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I know it's not your exact wish, but just a suggestion for now: You can see each axis (separately) in good detail in the "axis tune" menu in the control settings. It has helped me debug a jittery controller in the past, and shows exactly what DCS is seeing.
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This. Same with the weekly "are we getting an update today?!?!" threads, always posted a few hours before the updates typically come out. Seriously, just stay calm (those people), you'll know soon.
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I have both of those sticks, and while the sidewinder is good for somethings, the warthog is much better for complex planes like the A-10C, F/A-18, and F-16. The force feedback is good for warbirds and helicopters, but when you want to fly precisely eg for A-A refueling or CCIP bombing it has problems. The centering force drops to zero close to the centre and there is a small hardware deadzone that you can't turn off, so there is some wobble in the middle where the stick does nothing. When you need to do a fine adjustment, I find I have to do tiny quick jerks out of the dead zone instead of a smooth adjustment like you can do with the warthog. It is really much more precise to use. The number of buttons is also a problem. With the sidewinder in the F/A-18, I have to quadriple map each button and hat switch (normal plus combo with shift/ctrl/alt) to get enough buttons. With the warthog there are enough buttons to map everything properly, including the ones on the throttle. Basically, get the warthog :) Do you have trackIR (or similar)? That is the most important thing to get, even more important than the stick in my opinion unless you decide to go VR. That's another thing to consider...
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Just for your interest, it actually is! As Beamscanner mentioned, the signal is "downconverted" by mixing it with the original signal eg 10GHz. That results in sum and difference signals, and by low-pass filtering you can get just the difference signal. That gives you a simple low-frequency signal to measure (1.7kHz in the example), which an FFT can do very accurately.
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The radar filters out the ground returns by ignoring anything that is stationary or moving very slowly. When a plane is flying at (or very close to) 90 degrees from your flight path, its relative speed is very low so is filtered out and the radar cannot detect it "in the notch".
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Unfortunately tracks don't seem to show the problem anyway. I recorded a track before when it happened, but when playing back the track the gun sight shows as being in the correct place! I don't know what else we can do to help ED find the bug, as it seems to occur randomly.
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I would think it's just due to the higher air density at lower altitude (more drag). Density is a simple function of temperature and altitude, it can easily be calculated directly. The motor only burns for a few seconds, after that it's all drag slowing the missile down, which is much higher in denser air. Nothing specific to the AIM-120 either, it's the same effect for all missiles.
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It may have been fixed, I used to get this problem quite often but it hasn't happened at all for several months. You can't prove a negative though...
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To see the scoreboard in game, press '
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No that is incorrect, it should attempt to lock 1sec after slewing ceases. You can make it attempt to lock before the 1sec delay by pressing TDC down. The issue is that for some people it doesn't seem to do anything after a delay (it works for me).
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The bug thread was closed because they haven't implemented the dynamic launch zone feature yet. The JSOW has only just been added to DCS, we have to be a bit patient to get all the features.
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For now I think the only solution is either a close range release, or try to loft them slightly. Later on we will get the functionality to set an impact angle and/or direction which is the better solution.
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After entering all coordinates, cycle through all stations selecting PP1 for each. Then launch the first 4 just by using weapon release 4 times, it will cycle through each station automatically (and all will be on PP1 since you set that first). After firing 4, you will be back on the first station again (usually 8) with PP1 selected. So for the second 4, you will need to select PP2 before each release.
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The setting for PP1/PP2 is remembered for each station, so: 1. When entering coordinates for the second group of 4, did you select PP2 EACH TIME you stepped to a new station? 2. Then before launching, did you cycle through each station and set them all back to PP1? 3. When launching the second group, did you select PP2 before EACH pickle? It's kind of fiddly. I would guess your problem is one of those.
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They also work best when dropped from a high altitude, what altitude were you dropping from? I would suggest at least 10,000ft, but up to about 20,000ft is better. That gets the bomb on a nice steep angle for better accuracy.
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Actually this does work, I have had the same problem before. It must be a bug in the radar system modelling that gets reset when you change modes. I haven't been able to find a repeatable way to cause the bug to appear though.
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How about making missions regularly (eg once a week), let a few build up in a stockpile, then start playing from the oldest first? Then you won't remember so clearly what is going to happen. I believe there are also ways to build some randomness into missions, if you use that in combination with making several missions, it should keep things interesting for a while. Hopefully the dynamic campaign will be out in not too long, but I doubt it will be this year.