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Everything posted by darkman222
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As I can save time starting up the F16, how would I know that I can use stored INS align? I read that it can be set as an option in mission editor. Where is that option? If I fly on a public server I would bring the replay file in the mission editor and check if the slot I select has it set. Then I'd know next time.
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Reset CCRP target designator on waypoint after moving it?
darkman222 replied to darkman222's topic in DCS: F-16C Viper
I never thought of it but yes, as long as you have a target pod installed you have the CZ cursor zero option. But in that case I dont have a target pod. Can this be accessed from somewhere else? -
Is there a way to reset the target designator box to the waypoint in CCRP if you have moved it? Because if it is offset for one waypoint, it will be offset for all the other waypoints too. And bringing it back to the initial waypoint still creates a different offset for all the other waypoints. I know that behavior is correct for the F16 but it can happen very quick that you'd accidentally touch the radar cursor mini stick on the trottle and mess up the position of the CCRP target designator. So can the designator be reset somehow? Video for illustration:
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@Xavven Thanks that was the solution. I thought the F16 SMS computer was smart enough to determine if there is enough bombs available for the requested amount of ripples. But obviously does not. Dont know if that will happen in a real F16 too. Like you said. When I was using pairs the F16 ran out of bombs to complete the ripple. I did it for demonstration purpose in my video with only 2 bombs loaded but setting the ripple to 9 bombs. Which is exactly the outcome to expect as long as the F16 does not compensate for the pilot error. And like @=52d= Skipsaid. Only an uneven number will hit the target dead in center. The only question that remains is if the F16 will compensate for that pilot error in real life or not.
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So this is weird. My CCRP target is the runway crossing. It was done every time in autopilot with the same steerpoint. So it was not poor flying on my side One single bomb in CCRP hits the crossing. One pair hits the crossing too. Rippling single bombs and the middle bomb hits the crossing. So its 50 % hits towards the runway start and 50 % towards the runway end. If I do the same run rippling pairs it seem to favor the runway start. The middle pair of bombs hit before the crossing. So 70 % of the bombs favor the runway start. Watch the video. Same result with a spacing of 500 ft and 900 ft. Why is that happening? Zipped Trackfiles: https://www.dropbox.com/s/kk1zvbdiuf2ml70/20210701_f16_bombing.rar?dl=0 So the initial assumption that there is a difference between MK82 and CBU97 is wrong. Because I think the difference was the ripple in single and pair.
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I was not wondering about the precision, but how the logic behind rippling bombs work. Yesterday I did a quick test run and for some reason again the the middle bombs of the ripple hit the target. I have to test it one more time with single and pair. I was in a hurry yesterday. So imagine you want to cover a whole runway with bombs. You'd need to know where to place the target when rippling bombs with a big amount of space in between.
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Okay, I said it more than once. This is one of the greatest server ever. And I am a frequent guest. But WHY do we have that annoying AI Mig29 in missile area. Its the only AI aircraft that is permanent on that PvP server. It is no fun to fight, because it just flies loops around you. It does not obey normal laws of physics. It can fly those loops infinitely. It defends missiles with 6 flares. And it is always there to annoy you when you fight against a human player. And if you fly late at night with only few people online, worst case just one opponent in missile area, the Mig29 always gives a disadvantage for blue in missile area. Can we please please please get rid of it, or at least make it spawnable and not permanent, or give blue side the same annoying Mig, so they can fight each other and leave human players alone? Thank you so much in advance!
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ED seems to be going for something like that. On MP shot down pilots are shown on the map. I crashed with an F16 durning landing and ejected. I was just curious and took a Hummer with the combined arms module. The aircraft was gone as I left the slot. But I could drive to my former ejected pilot, and again, I could kinda pick him up with the hummer. Does not look like a comfortable ride on the hood of the hummer though.
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Latest open beta. Yes. I dont want to cause confusion here. Maybe I did something wrong intially. So I will have to try it a third time. My inital run was with a spacing of 300 ft. This time I wanted to push it to the limits with a spacing of 900 ft. The difference to the first run was I did not use pair but single instead. I will create a mission based on what you suggested. Also I will try if pair and single makes a difference. The only thing that I really want to know at that point if someone knows what would be the correct result to expect? Last bomb of the ripple hits the target, or the middle one, or the first one. Does someone know?
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I created a new test mission. And tried under identical conditions. Now MK82 and CBU97 are rippled in a way that the last bomb hits the CCRP target. All the other ones will drop in a line leading towards the target. I dont know what that was last time I tried it. Is there an option in SMS page I might have activated accidentally? So that made the ripple being centered around the CCRP target.
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I did a bomb run with CBU 97 and MK82. Each with a spacing of 500 ft. In CCRP mode. And I realized that with MK82 the last bomb hits the CCRP target. The other ones explode in a line leading towards the CCRP Target. When I did the same with CBU 97 I saw them spread out in a nice cicle around the the target. Where does that inconsistency come from and how can the pilot differentiate between the two approaches? I am pretty sure I did a good bombing run as the target/waypoint was pre-planned and not moving. See the tacview screenshot:
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The 8kx runs best at 75 Hz. Strobing could become an issue if you are sensible for it. I can run at 75 HZ with my 3090 smoothly. But like I always tell, the bottleneck will be CPU frame times on multiplayer or complex missions. I have a ryzen 9 5900 and on a crowded server I am glad if I can keep the headset running 60 Hz. I am in contact with the pimax engineers and I have an improved firmware, I think its already out for public, that smoothes the 60 hz strobing out kind of. Its not gone but its acceptable. I am not sure why the higher resolution has such a huge impact on CPU frame times though. But at the current state of DCS and available hardware, forget about playing at 90 Hz on a multiplayer server.
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In steam vr you just set it to the native resolution. Thats enough for the 8kx. Fiddle with the quality settings. I feel that higher settings dont give much more quality compared to the costs in performance. You can turn on fixed foveated rendering in pitool. Altough you dont have eye tracking it will just render the boarders of the image in smaller resolution. I cant get a sharp image of these areas anyway due to the lenses blurring it already. Peripheral vision is awesome. Especially for air to air refuelling. You look in front out of the cockpit steer the jet and in the peripheral vision you have the tanker.
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@BIGNEWYHere is another video, hopefully this time with a working track file. The frame counter shows the time in the track file from start of the track file. 3 parts, separated by half a second black. 1st part: I am sitting right behind the bandit, but the level 5 pipper just does crazy nonsense. This is really embarassing because in every other DCS fighter it would have been a perfect kill. 2nd part: Other people claimed it could be that the pipper does not work correctly due to a too high speed. In that part I am at 350 kts CAS which is the perfect operating airspeed for the gun. But the pipper just disappears. 3rd part: You see the bandit pushing the nose down. He did not roll before, so he does maybe -2 G. And the pipper turns upside down goes up the HUD maybe for -7 G. Note: All this happened in one session of just 6 minutes dogfighting. Trackfile: https://www.dropbox.com/s/fu7ilpwfnivp9ip/JustDogFight_Caucasus_v2.7b-20210618-005755f16 how to hit anything.trk?dl=0
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Thats what I am showing in my video. The cubes demo app works almost perfect with my Pimax HMD and leap motion set. Maybe ED cant just use their code due to copy rights or license issues?!
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Same here 5900x and 3090. Smart smoothing is not the best choice for DCS. The Pimax one is awful and the steam VR one does not work with the pimax. As far as I know. But even with a good smart smoothing like the one from Oculus its just fake and feels wrong. My best choice is to go to 60 Hz mode on the Pimax and no smart smoothing. The best illustration for that is: Take the Hornet. Activate the HMCS, HUD for the helmet. Look 90 degrees outside and see the numbers blur and jump. Wont happen without smoothing. Just real frames are the real deal.
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I have tested it with the Pimax and their leap motion module. I would say it is very very experimental in DCS at the moment. Although it works pretty solid in the leap motion demo apps. First, you dont know when you actually will push a button. There seems to be a threshold in distance which makes you push a button when close enough. Secondly, it is very unprecise. You see me accidentally putting the dobber switch around. But I doubt you would be able to use the dobber switch that way. Third it does not seem to work on the consoles down to your left and right. Fourth it does not have collision detection. You can see the ray go through the ICP panel to the MFD on the right. After that you can see me trying the leap motion blocks demo with the same headset and tracking device. If DCS would not use the legacy "controller approach" with the rays that are projected from your fists but use the actual leap motion skeletal tracking it would be percise enough to push buttons for sure. In the demo you can also pick up blocks and throw them. This works kinda ookey but we dont need that in DCS obviously. Also turning around wont break the tracking like DCS does at the moment. I think I heard the guys at leap motion did a huge improvement with their algorithm, which was used for the blocks demo maybe? Not sure if DCS still relies on the old code. But if we get that skeletal tracking working in DCS I think that would be the real deal.
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Yeah, very experimental. For the Pimax at least. You fist bump every switch the laserpointer projected from your fist touches. But its a start. But the demo apps you can use to check out leap motion are far more solid. Dont know why ED could not just implement their code though.
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Not exactly. FOV is set to normal and you'd better use low visual setting where possible. You wont see a major difference to higher settings anyway in VR. And dont try to fly on too crowded servers because thats going to kill your FPS due to CPU frame times not GPU limitation. 2D is very forgiving for stutters, but in VR its an immersion breaker.
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You mean 8KX ? I have one. The 3090 is great for it. It wont be the bottleneck in your system though. It will be your processor. I also have a Ryzen 9 5900x. For unknown reasons for me higher resolutions also need a higher CPU speed. Flying on a MP server with more than 6 aircraft the same time will bottleneck even my Ryzen 9. So the 3090 could render the image fast enogh, but the processor would limit the frame rate though.
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As my post was not moved to the bug section, I have to start a new thread about it here. Sorry for the double post. Original post was in the general F16 Forum: Trackfile for this video here: https://www.dropbox.com/s/iibpqwjmknsvyzb/mobettameta's Dogfight Arena v1.20-20210520-002317 gun pipper1.trk?dl=0 This happens at 26:50 min in the track file (counting from track file start) The level 5 pipper drifts away, goes crazy, then disappears. Trackfile: https://www.dropbox.com/s/939hdy5eci9vhmk/mobettameta's Dogfight Arena v1.21-20210522-162239 gun pipper3.trk?dl=0 Happens at 4:54 mins in the track file. The level 5 gun pipper behaves normal before and after second 23 in the video. But if you check second 23 you see the bandit pulls maybe 3 or 4 G but the pipper goes crazy, like it wants to lead for 20 G. The bandit is another F16. So he cant paddle or do anything to cheat by over g-ing. Hence he can pull just 9 Gs but the pipper falls way below the minus symbol which stands for a target manovering with 9Gs. These are not just 2 exceptions where the pipper fails. I have couple more of these, but the ones I posted are the most obvious ones that something seems to be off.
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reported Path Finding Broken (2.7) (track attached)
darkman222 replied to key_stroked's topic in Bugs and Problems
CA units still stop for no reason. Sometimes going off the street even stops tanks. If you'd add a new path for them to follow, they start moving for a minute then stop again. The path is shown correctly with the yellow line though. -
I was playing on the kirks hangar MP server. I picked a T72 drove around and found a shot down pilot from my own coaliton. I did not want to drive over him intentionally, I swear But now he is stuck to my tank. Is that a bug? Or can I bring him somewhere safe that way?
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When are they going to fix the interface/gunsight in VR?
darkman222 replied to oscar19681's topic in DCS: Combined Arms
Patience my friend. They just fixed vR in general in the last update. And did not even mention that.