

Hawkeye_UK
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Hi YoYo, Just for clarity as in you replying to the guy above saying about US crews, image 1 and 3 are defo RAF lads and helmets (image 3 is clearly lads from 30 Sqn from memory), not sure about the other could be the OTU, it's definately a training flight though as that is defo UK terrain below them. Your last image im skeptical on, don't think its real world the picture looks too professional (re focus lenght/clarity etc) and the terrain through the window doesn't look real world, looks sim as a heads up. Plus again most crew's wear gloves when airborne, not all before the other guy jumps in, but certainly depending on mission set. Certainly it would be normal for RAF crews to be wearing gloves when airborne its just part of the kit even during training flights. But image 2 yea thats US crews clearly, with helmets. You also have to remember with the US, its not just the air force, guard have a large component of crews for people looking at released images etc etc. All i wanted to do was to correct the record from the first comment, which was very inaccurate, especially for combat.
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Crews from Cannon and Hurlburt are very familiar with wearing helmets, agree there is no need to go back and forth, just highlighting its not just a British thing, as i said depends very much on the mission set and AO. I think it will be down the list however on dev priorities given its a combat sim.....
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Simply not true my friend that Herc pilots don't wear helmets. Depends, night time operations under NOD's or in hostile AO's and mission set they wear helmets, and the guys in the back. The very fact they are down low in small arms fire engagement and frag zones not to mention you need to have a helmet on to mount NOD's. Peacetime daytime flying is different and in peacetime yea sure units will fly just with bose headsets etc in the states. Note the trailer was done on the Afgan map, the herc is flown more than just US crews lol. RAF crews flew with helmets daytime and nightime during the Herrick years. To note British crews wear helmets whilst peacetime flying in the UK. It would be misleading to say the USAF crews didnt, because they did wear helmets, depends very much on their role, where they were operating from in Afgan/Iraq, the squadron and mission.
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without using any other third party app or having to insert files into a saved games folder, please explain how waypoints set either in the mission editor or mission planner tool would then give leg distance, bearing of each waypoint and this be loaded into the kneeboard prior to takeoff, and easily available during play? If you read my post, you will note time and also VR considerations. Note personally i use open kneeboard and also have a drawing pad/stylus that can write into that directly - however most players will not. This is not about what i want, but what is better for the module and players in general with simple improvements. This is about getting basic information calculations into the kneeboard from the off, which is easy for a PC to do if you have known GPS positions. Having the bearing, and distance to the next waypoint as part of the kneeboard would be invaluable. It was then a logical progression to have a speed table to calculate times on the fly in a vertical column, or even two columns would make sense. Again i do that myself and have experience, but this is about making it more realistic and helpful to the majority. It wouldnt be too much of a push to have a base fuel calculation either for each waypoint.
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Heatblur, hope this finds you all well ! Many thanks for taking my recomendations with the flight computer last year, I note on revisiting them recently it is far superior to use with the clickable values. I have another request, which "should" be relatively straight forward, or certainly for you guys. The large joy of this module is to be able to navigate correctly to target and is critical for its attack runs. I note in reality a good few hours preflight would be designated to route selection, map making and cutting, choosing the nav points from the terrain profiles and then working back from target for good offsets/nav fixes and final IP's to begin attack runs. So that from this a kneeboard can be made with the drawn legs with timings, heading, dangers etc etc. However at present, especially in VR it is very problematic for this information to be calculated and referenced. Given that the game engine stores in GPS format (a joy) there are formula's out there that will calculate a magnetic heading and distance from point A to point B. Given that we can plan a route in the mission editor, or indeed from the F10 map - can we in the back end populate this into the kneeboard. It would be a quantum shift in ease/reality especially for those of us that cannot say spend an hour planning the "mission" first and measuring marking legs with distance and bearing. So with the time players have they could concentrate on route selection, but then the "donkey work" would be completed and be able to referenced inflight. It also stops us having to reference the F10 (which in itself is a cheat mode) during "flight". This could really be represented on one page (an additional bonus would be for it to be split in addition onto the map pages within the kneeboard itself). It would be a huge help for either single crew flight, or for a nav alike that flies in VR. It would be most beneficial for just about every single phantom player that really wants to play with the module in the spirit of true gen 3 aviation. It would with this data then be very simple to have to additional boxes on right hand side, that you could select airspeeds, say 420, 480, 540 (ideally starting at 360 in clicklable 20 knot increments to say 600) that would then populate a time for that leg. This is bare bones, currently i tend to use 450, 480 (8 miles a minute) and finally 540 for attack runs (9 miles a min) as it gives easy timing on the fly. PS Note to map developers - when you build a map start putting in the aerial masts that are shown on pilot charts, every time a new map comes out i end up populating it with around 40+ of them lol as they make great VRP's.
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Flight Instrument Brightness Control Knob - Needs reworking
Hawkeye_UK replied to Hawkeye_UK's topic in Bugs & Problems
Thanks Zabuzard for the reply, apologies for the time taken to respond I did have the basic knowledge from the dash 1 and have read the manual, i think i may have had an issue with a joystick asiz reversal (Aka was going 100 at the min setting, but then fading to zero again at the top point, or the max Night setting if that makes sense) but also on reflection didnt explain myself too well in what i was experience in the game with the lack of control of the lighting, i will revisit as ive been to bed since lol. I should have referenced the side dials as was trying to control the HSI and airspeed lighting separately and all i could get to work was the rear aft dial just to the right of the white flood switch. Thanks for the clarity however, i will check its as per your brief. -
We need to get past this copy paste response Bignewy - I wouldn't post a message if i had Mod's running or if i'd not already done a repair to test first. Not everything needs a log or track file. The issue is not my PC, or mods, or anything else apart from game resolution (i normally fly in VR so dont have monitor setup at 1440 as pointless). If the weapons table is too long to display in 1080, then you cannot select the weapons on the bottom of the weapons table (aks GBU10, 24,MK84 Air etc) You can test this yourself on the F4 module with station 2 and 8. The issue is very much an ED issue, not Heatblur, as Heatblur themselves have indicated in the above response. DCS needs to have a scrollbar in the weaspons table, as pure and simple as that. Please submit to the dev team.
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What about having it on a special weapons adapter then it would appear at the top of the list in station 2 and 8 ? Or having a template (that is selectable no matter what role the aircraft is configured to in the mission editor) that appears in the list so could select a loadout that says has 4 x GBU 10 and a centreline Fuel Tank? The player could then select and change the outer pylons if they wanted additional fuel tanks etc? Seems a win possibly? EDIT - OK so i did change my 2D to 1440 and can now see the list - can now select. That's so dumb though @ ED
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Oh good lord - yea so im in VR, pimax crystal original version with eye tracking. I've also not been able to select in 2D which i will have set to a 1080p (given i only fly in VR but sometimes boot into 2D just to work on the mission editor etc) So what we are saying they are there but because the list goes to the bottom of the screen that we cannot select , wow that is dumb played DCS since lomac days and never knew this was an issue - @BIGNEWY @NineLine This needs to be looked at, this is a real issue and a massive limitation, especially as the amount of weapons increase.
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investigating Mission 01 - Raven 402 does not disconnect from the tanker
Hawkeye_UK replied to MrNelz's topic in Bugs & Problems
Problem still exists, mission 1 Cajun will not leave the tanker until full, perhaps set him to unlimited fuel and just get the player to refuel? Meanwhile your sat in formation burning fuel that you don't have. -
Yep i've just had this also, passing down from FL30 and passing around 18k ish (sorry no track was just on a fam session with the module again). Jester called it out, was like yikes what.
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Guys, Dial on front dash above the bomb fuse selector that controls "Flight Instrument Brightness" works opposite, as in the more you turn up the dial it decreases the lights (generally blue ones on say a2a pylons and CL link etc). This is with either axis command or just using the mouse. Also it seems like the full range of the brightness is limited to about 5% of the bottom of the dial. Please can you review when get chance. Thanks.
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Guys, Back from a break and just looking at the F4 again, i note that the GBU10's are no longer available to load onto station 2 and 8 for some reason? If in any doubt if you review the dash one (5-35 of the Feb79 manual widely available and used as one of your sources no doubt) for the weapons table you will see they can be mounted on all hardpoints except the centre station. Note station 2 and 8 could also take the GBU11 (an older 3000lb class weapon). Please can you enter this back in as its quite limiting at present as taking GBU10 means you cannot select wingtanks. It also limits other loadout capabilities. Thanks
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Dawger as per my earlier post in this thread, about 4 above my reply to you, was until they sort out having an adiabatic lapse rate modelled its not really going to work. I think we both understand the met. As an interim, the ability to set "local" fog within various regions of the map would at least be something. My point being the implementation of weather in DCS is poor at present.
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Yea i'l just put this bluntly, that's absolute nonsense depending where in the world your operating. I'm guessing your rather extensive experience does not include the UK or Europe.....It can be very localised and a reason why our main airbases often have a satelite divert, some can be literally 15 miles away and clear from back in the day when there was no tacan approach/ILS. We have alot of river systems and relief variation, and as you will be aware these are primary factors.
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Yep but the point is why bring in a new weather setting without the basic grasp of adiabatic lapse rate, or at least have a cheat mode to be able to set it around an airfield without using triggers. The ability to not be able to set local variations in fog at different parts of the map at the same time, is poor and "half a job"
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Guys, Title say's it all, a tad frustrating that you would map all the circuit breaker switches, yet leave out the buttons that are used constantly, being all the MFD's and CDU. I do wonder when writing out the development map how this would ever get higher priority, it literally makes zero sense or logic. Please can you have one of the coder's get on this please, im guessing this cannot be too big of a job that we dont have to wait another 6 months.
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@F18mech Same problem as you, cannot get my head around the local dimming, its now on a slider in pimax play, with a number - what value should it be set too not get the nighttime horrible light saturation? Thank you!
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Guys i have read up, and still confused about the local dimming option, which is now a slider. On the Pimax Crystal (original) i have the same issues at night, almost like looking through into a foogy cockpit, gamma at 1.5 in game, brightness at 0.90 in pimax play. I have local dimming set to 0.999 as believe this to be the best setting?> Can someone explain how do i get my blacks to be black at night in the cockpit and not suffer the horrible looking light blurred and over saturation (in plain english also and idiot proof as i need both lol)
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known issue City night lights unrealistic
Hawkeye_UK replied to -Scrat-'s topic in Bugs and Problems
Pimax crystal original ( so eye tracking - quad views etc) i have Gamma always on 1.5, never more than 1.6. Headset brightness 0.90, dimming level 0.9999 (although i note i've had some odd looking light blurs inside cockpit and saturation issues on night mission last night so need to look at that (note not iraq map as not flying on it at present) -
I could be wrong but i rather suspect this will fall within ED's parameters. I could be wrong but i believe that the IR signature was never really resolved or implemented, this is evenident on so many things on all the map's, i rather think they just use a "image filter" and for certain units have added in different image parts. But terrain has never been looked at as far as i can see (or buildings, or tree's etc etc or anything that makes the landscape)
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F-5E Remastered FPS issue after the last patch?
Hawkeye_UK replied to FZG_Immel's topic in Bugs and Problems
@BIGNEWY @NineLine Guys i note we are 3 pages in, on what is a relaunch module and no response or acknowledgement as yet on this game breaking issue with the F5E remastered. Whatever code adjustments that were completed for the Christmas patch literally in terms of FPS performance broke the module. Also copying you in @Chizh as i note important threads are not alwasy being fed directly back to where they need to be. Many thanks hope you all have a good festive break, I'm guessing this could be the reason for this not being answered (re the Bignewy/Nineline) however just an idea perhaps post something saying we are on a break until after the New Year (or equally if your working to Eastern Orthodox holidays next month) -
F-5E Remastered FPS issue after the last patch?
Hawkeye_UK replied to FZG_Immel's topic in Bugs and Problems
I came purely to the forums to look for this issue, ran the F5 when the remaster patch launched at the beginning of December. All seemed ok (well except some visual's that I thought would be better such as night time dial illumination etc) Last night was the first time i have had chance to test the latest Christmas patch. The performance is shocking since they launched less than a month ago, a 30% drop in FPS and spikes in frame times. I don't know what ED have done but they have literally killed the FPS and i would go as far as saying its now unflyable in VR. Note i am not a noob, yes i have cleaned out all shaders, done a slow repair and no mod's installed. Running same drivers for PC and window's for both patches. ED have clearly dropped the proverbial ball here, my question is how do such obvious issues get past testing - once again i am minded to think that the testing, is not to a standard acceptable for what is now a "stable" branch.