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Everything posted by darkman222
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***TRACKFILE ADDED*** @BIGNEWYtrackfile for this video added 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) To keep it compact, here is the other crazy pipper for the video below again. 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. 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. @BIGNEWYplease move it to the bug report section if you think it belongs there. I want to avoid double posts on that topic.
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Well I may ask the opponents on the server to stay below 350 kts for me, but I guess they wont be that kind and do that. I see, there might be a relation between my own speed and the pipper behavior. What also might come into play like uri_ba mentions, that the pipper would blend to another mode which is probably not implemented yet. In the document he shared, this blending process is mentioned too. Also I know of no other aircraft in DCS that has that limitation. Which leads to the question if the real F16 would have been left off with that limitation, while no other 4th gen fighter has it. Edit: In my second video you can see the pipper go crazy around 450 kts which is defined as the upper bandwidth of the F16 corner speed. I doubt that the pipper is designed unreliable for within corner airspeed. But even if thats the case, it recovers around 530 kts later on, and shows a realistic lead again . So my own speed seems not to be the only factor that causes this behavior.
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Here is another one. I really don't know if that makes any sense at all where the pipper is driving around. Bandit is not doing anything fancy either. In my opinion, that situation, with a reliable pipper would have been perfect valid guns kill on my end, if the pipper decided not to go crazy moments before I could place it over the bandit. Very disappointing experience...
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Have a look at that video. The level 5 gun pipper behaves normal before and after second 23. 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. Why is that happening? Is it because of the "high" speed of 650 knots? Because just seconds later the pipper comes back between the 1G and 9G mark, when I am below 600 knots. That does not make sense to me. Also what I experience from time to time, that the pipper is spastic and bouncing around when trying to shoot on MP from a 6 o clock position. Like it did in the DCS F18 in the early release days. Track file: https://www.dropbox.com/s/939hdy5eci9vhmk/mobettameta's Dogfight Arena v1.21-20210522-162239 gun pipper3.trk?dl=0
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I also found out that some of it was fixed for vR. Did you get the aiming symbology working for the SAMs? And how was the behavior for the "toe break gas pedal"? Pressed half was idle? And release of the toe brake pedal is a full braking vehicle , right? I think I might have found a way via LUA file to assign gas and brake separately on the toe breaks. Like in a "real" car. But I dont have time to try it out in the next week unfortunately.
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I did not want to participate in those discussions any more, but as this thread seems, unlike the other threads about that topic, rather calm and rational, I would like to give my final 50 cents about it. Everybody knows about early access and nobody expects a 100 % complete Viper. But as this game is about competition, what you would want to expect is a module that is competitive, like the real life counterpart. Nobody wants a race car released with 3 wheels, but instead of the engineers addressing that issue as quick as possible, they are working on everything else, but not the obvious issues, leaving the race car behind and inferior. Taking a dogfighter aircraft on a dogfight server, not able to lock on or to turn with other aircraft, it should be comparable with, is rather frustrating. Here are a lot of grown up adult players willing to commit their time, learning an aircraft, but with the F16 its just no fun seeing it break more and more, and not getting fixed. Thus spending less and less time with DCS in general, eventually not buying other modules either. I also dont understand why ED would be surprised about the simulation community's reaction the DCS F16s current state, being the most iconic and performance wise most well known aircraft, that was starring in many other simulations too. And finally, the DCS F16 is the only jet module that currently has a serious "competitor" out there on the market, people are willing to migrate from, to DCS. Why does ED not understand that ED was expected to deliver with the DCS F16. And now ED just does the opposite.
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VR axis in CA finally fixed in 2.7 - thank you ED!
darkman222 replied to darkman222's topic in DCS: Combined Arms
At the moment, its just fun to drive around in vR. As long as the radar or aiming symbology is not propperly displayed, you can just chill out on a MP server drive around and watch other players take off, and distract them dropping colorized flares from your hummer But autoloading a player in an aircraft, I think that wont work in DCS. When you find a server with tatical commander slot its already too much fun in 2D. But imagine that in vR: -
I mean you are even one step further than me. I cant get the hands to work at all in DCS. Can you describe the basic steps you did to get the hands shown and driven by the leap motion module?
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Assign an axis to work like pressing a button
darkman222 replied to darkman222's topic in PC Hardware and Related Software
This is the perfect solution I am looking for. Thank you! And I am almost there I hope. I do this to assign my toe brakes on the rudder to the accelerator pedal in combined arms, because it only has a combo axis for accelerate and brake. So I want to assign the keyboard commands to it. I looked in the keyboard default.lua for the command I want to assign to the joystick which looks like: {combos = {{key = 'W'}}, down = iCommandPlaneUpStart, up = iCommandPlaneUpStop, name = _('Vehicle Accelerate'), category = _('Moving')}, Then I put it in in the joystick.lua like that: {action = iCommandPlaneDownStart, name = _('Vehicle Accelerate'), category = _('Moving')}, It shows up, I can assign the stick, but it does not do anything. Unfortunately it does not look exactly like the code in the F14. I dont know how to deal with the up and down commands, which I assume will be for button press and release. I tried: {combos = {{key = 'W'}}, down = iCommandPlaneUpStart, up = iCommandPlaneUpStop, name = _('Vehicle Accelerate'), category = _('Moving')}, {down = iCommandPlaneUpStart, name = _('Vehicle Accelerate'), category = _('Moving')}, And that breaks it {name = _('Vehicle Accelerate'), category = _('Moving')}, Any Idea? -
Placebo or not. A slight FM change does not help anymore. The F16 needs a complete FM overhaul.
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I no programmer. But as long as you think the FM is saved in a DLL file, seems legit then. I seriously doubt it, just google what a DLL file is for. I would expect it to sit in a LUA file or at least in the FM folder we have for the F16. But just my 50 cents.
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Yes.. When was that mentioned?
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The problem is DCS servers are mostly not set up a realistic way. Because everyone wants to fly a NATO aircraft, and little amount of people want to fly russian jets. So the situation often is NATO vs NATO aircraft. I dont know how complete the F16s IFF is at the moment, but when in close air combat you can press TMS left which gives you (hopefully) a green ring on the radar around the locked on aircraft. Which will disappear quickly and is very hard to see in vR too. But well if the the real F16 is like that, we have to bear with it too I guess. Maybe a mod for a bigger symbol for the IFF return on the MFD could help vR users. But yeah, poor design choice by the engineers.
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Sorry guys to disappoint you. But if you look in the F16 folder you'd see that just a little files got update (like materials, device.lua etc). These files are clearly no files that have something to do with the FM. You can even look in the FM folder and see the files still have the old date.
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VR axis in CA finally fixed in 2.7 - thank you ED!
darkman222 replied to darkman222's topic in DCS: Combined Arms
My guess is they want to avoid all the people jumping in vR now and start complaining about aiming and radar not being fixed in the same run. When they addressed it, and I relly hope ED will, then I think they will list it as update. -
I just checked the benchmarks for your rig and compared it to my previous rig. Before I sold my 5K for a 8KX I had a 2080Ti running the Pimax 5K. Worked very well. So the 2080Ti and the 3070 are quite comparable in the benchmark. I'd say it will work good. Talking about the processor. For single player missions it will be okay. Could cause issues on MP servers. Because DCS is often bottlenecked by the processor before the GPU will limit the performance. In that case you could try 72 Hz mode on the pimax which reduces the requested CPU frame time siginificantly.
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I have a stupid but funny idea. I have Saitek Pro Rudder pedals with toe brakes. And I want to use them to drive tanks and cars in combined arms. I can assign the accelerator axis to one toe break pedal only. But the way it is setup is for joysticks that are in their neutral position at a 50 % (0.5) value. Means I have to find the middle position with the toe break pedal in order not to press the accelerator nor the brakes. If I push that one toe break pedal I assigned fully down I get full acceleration. If I let go it will just do a full breaking with blocking wheels. I was trying to clamp it with the custom curves. but I can only spread out the full range to the custom curve but not clamp it that way that having pressed the break at all equals a 0,5 value which would be no input or a joystick in neutral position. I would like to assign 0% - 50% to one pedal as brake and 50% to 100 % to the other pedal as accelerator pedal. Does someone have an idea how to do that? (I did a nice illustration using my incredible mouse drawing skills )
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I cant even find those servers at the moment. From Germany using open beta.
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As the title says. The vR axis have been fixed without any mention in the changelog. Its just the overlays for the radar and the gunsight / radar aiming that is still off. I dont care if it will just look like an overlayed bitmap in vR with a vignette around. As long as I can jump in an SA15 on a server that supports CA and fire a SAM after the guy who shot me down before I will be satisfied Aiming symbology works on isometric view already (except the radar overlay). Hopefully it will be fixed in first person F1 view too.
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VR axis in CA finally fixed in 2.7 - thank you ED!
darkman222 replied to darkman222's topic in DCS: Combined Arms
They did not manage to fit the radar overlay / HUDs to the vR view though. You can access some of the symbology via the isometric view. But the radar in the SA 15 remains invisible though. Hope that ED will fix the last remaining issue for vR users. Its already way too much fun in vR racing in a Hummer around landing aircraft and firing signal flares. -
Now its getting even weirder. On a carrier selecting the radio commands works by mouse. Starting from an airfield not. Maybe it has something to do with radio frequencies or the radio being off on the airfield or tuned to the wrong station. Or carrier ground grew listens to another channel than the airfield ground crew. I give up. F8 +F1 it is then...