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Everything posted by Notso
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[NO BUG] G limited maneuvering and video stutter issue
Notso replied to Notso's topic in Bugs and Problems
I tried it with the CAT I/III switch in both positions. same result. -
[NO BUG] G limited maneuvering and video stutter issue
Notso replied to Notso's topic in Bugs and Problems
Hopefully with Track attached. So it seems to be happening roughly every other time I load DCS. I created a basic SP mission just to practice on the NTTR range similar to the instant mission I referred to above. Loadout was 6xMK82 air, 6xCBU-87, 2x120C, 2x9x Basically when its happening, anything below 400kts Cal limits the G to about 3.5g with full aft stick and the G maxes out and doesn't increase until you go above 400. Above 400 kts C, the nose then progressively stutters as it seems to hunt for the G loading. This happens whether its a level turn or vertical turn or any combo thereof. As the speed gets higher, like around 450C with the stick full aft, then the nose pumping becomes huge and the reading rapidly oscillating between 4-6+ Gs. Again its as if I was pumping the stick full deflection very rapidly in a PIO. But the stick is being held full aft and not moving it. Mods, if you can tell me how to turn on the red stick and throttle indication window to show commanded position, I can try to replicate this again so you can see what's happening with the flight controls. After seeing this, I exited the mission back to desktop, reloaded it and the next time it ran fine with no abbynormal issues that I could see. The 3rd time I ran it, it was back to the stuttering exactly as before. Weird Edit to add: Crap! The TRK file size is 5.13mb, just over the attachment limit :mad: -
[NO BUG] G limited maneuvering and video stutter issue
Notso replied to Notso's topic in Bugs and Problems
Hopefully with Track attached. So it seems to be happening roughly every other time I load DCS. I created a basic SP mission just to practice on the NTTR range similar to the instant mission I referred to above. Loadout was 6xMK82 air, 6xCBU-87, 2x120C, 2x9x Basically when its happening, anything below 400kts Cal limits the G to about 3.5g with full aft stick and the G maxes out and doesn't increase until you go above 400. Above 400 kts C, the nose then progressively stutters as it seems to hunt for the G loading. This happens whether its a level turn or vertical turn or any combo thereof. As the speed gets higher, like around 450C with the stick full aft, then the nose pumping becomes huge and the reading rapidly oscillating between 4-6+ Gs. Again its as if I was pumping the stick full deflection very rapidly in a PIO. But the stick is being held full aft and not moving it. Mods, if you can tell me how to turn on the red stick and throttle indication window to show commanded position, I can try to replicate this again so you can see what's happening with the flight controls. After seeing this, I exited the mission back to desktop, reloaded it and the next time it ran fine with no abbynormal issues that I could see. The 3rd time I ran it, it was back to the stuttering exactly as before. Weird -
I had a really weird issue yesterday while flying the "unguided bombs" instant mission on the F-16. It was probably my 3rd or 4th run through as I was practicing with various SMS settings, dive angles, etc. Somewhere about about halfway through, I noticed I could not pull more than about 2.5 to 3gs anywhere below about 400 KIAS. At about 350kts on the roll in from about 4000AGL, with the stick full aft - I was lucky to get 2.5gs. I thought I must have accidently hit a button that limited the Gs but there is no such thing that I'm aware of. I continued to fly and try to maneuver to see what was going on. Even doing level turns at 350kts at 1000AGL should have been pretty close to corner velocity but I was getting 3gs max. Frame rate at this point was still smooth, although I still can't figure out how to display FPS in VR yet. If I increased the airspeed to above 400kts, When I did a max G level turn - it went crazy. The nose would move quickly up and down with the G reading moving rapidly between 3 to 6.5g as if I was rapidly pumping the stick. But the stick ws back in my lap the whole time without moving it. I exited and then reloaded the same mission and the next time it flew normally. Normal 4-5 G smooth roll in for a dive bomb. Full max G to 7.5-8G was fine. I played this for a bit and then exited and reloaded the same instant mission. Again, about halfway through, it started the same behavior again. This time, I flew back to Nellis from the Range and noticed that my frame rate was really stuttering as soon as I got anywhere near the 3D buildings in the Vegas area. My video settings are exactly the same as always - no changes - that has always worked fine and had smooth frame rates on the Hornet and other modules even when flying over the Vegas strip or over Dubai in the PG modules. I'm going to try again and see if I can replicate it and I'll try to remember to save a track this time :doh: Edit to add: Flying this through Steam if that makes any difference.
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Yeah, the Sniper pod is definitely better, although the Lightening is no slouch. Both are a quantum leap above the old LANTIRN TGP and from what I've been told both are better than the old ATFLIR on the earlier Hornets. The main issue the Lightening pod has was that if you are doing a continuous 360 deg circle around a target with the Pod pointed at that spot on the ground (such as a CAS Wheel), after a few circles the pod would suddenly unwind itself and the camera would spin violently. I was told by an avionics tech it was because the cables to the camera assemble in the turret could only twist so much before it had to unwind itself. The problem was it alway happened at inopportune times. Somehow the SNIPER solved this issue. But overall the optics and the tracking and everything in the SNIPER was much improved. I think except for some Guard units, the LIGHTENING was always meant to be a stopgap until SNIPER was in full production.
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That's excellent advice re the public servers. I am NOT attracted at all to that sort of free play "anything goes" sort of stuff. It would bug the living crap out of me more than likely. OTOH, the carefully planned and scripted private server spaces would be massively time consuming to do it right, so that becomes obviously quite restrictive on time and the ability to coordinate various players who might have day jobs too. Also, I am probably using the term "doctrine" incorrectly here. TTPs are probably more descriptive. TTPs can be both generic across multiple platforms as well as aircraft specific, even sometimes configuration specific (i.e. Block 30 vs blk 50/52 viper). I have seen electronic copies of F-16 and A-10 UNCLASS 3-3 manuals floating around but nothing similar for the Hornet.
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A couple of addendums to the above obs.... The more I fly the Viper module, the better I like it. -- The "feel" (shake, rumble, etc) during High G turns seems more realistic now the more I do it. -- The AB response seems VERY slow. I watch the nozzle move from 0 to 40% and its slow to open. Not sure how a GE-129 motor is supposed to react. Maybe that's correct in how the DEEC programs it. I also would expect the nozzle to open quite a bit more in full AB. -- As others have said, the MPDs are dark and VERY hard to read. They are practically unusable unless I VR zoom in on them. -- I like the radar mech over the Hornet. The ability to bump the top/bottom of the scope to change range or bump the sides to change azimuth scan is what I expect. I'm shocked the Hornet doesn't have the same ability. I find the Hornet radar mech with HOTAS to be very clunky. -- I find the SMS page far more intuitive and easier to use than the Hornet Stores page. Maybe its because the F-16 is still a WIP and there are a lot of features not yet implemented. But stuff like setting up bomb ripple and interval seems more intuitive on the Viper. Overall, still loving the new module. Still LOTS to learn.
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Sorry, I was probably not as clear as I could have been. I was trying to say, I understand those things IRL, but applying them to the DCS sim with the constraints of VR cockpit management and specific platform systems that I'm not as familiar with as the actual employment doctrine itself. IOW, how best to apply that doctrine to the specific platform within the simulation constraints. I guess what I'm trying to say is how much did you feel like you had to master every aspect of the jet's systems and weapons in DCS while in SP before you went online to dive into MP? Or did many of you go right to MP after a short bit and just made mistakes and learned along the way? Thanks.
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We have AI Wingmen - Why not AI Flight Leads??
Notso replied to Notso's topic in Aircraft AI Bugs (Non-Combined Arms)
I was trying to be a bit sarcastic and tongue in cheek making fun of flight leads IRL who turn suddenly, don't maintain speed and are not clear on the target plan. It's rare, but it happens. Sorry, sometimes subtle humor is hard to convey through written words sometimes. -
Yep, you are correct. Sorry, I clicked on the wrong thing. :doh:
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Estimated time of completion. No idea what the I stands for. I will check out the Razbam forum, thanks!
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Yep, I noticed the same last night when I was flying the F-16. It appeared the Minhad TCN was somewhere in Oman.
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REALLY?? Sweet! Thanks. Any idea on an ETIC?
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I was reading through WAG's product development announcement sticky about the planned development of the F-16 Module. I thought all the Block 50s had the AN/AAQ-33 Sniper Pod by 2007? Although it was likely unit specific as there were still a lot of Lightening Pods in various units throughout the USAF around then. It was probably unit specific. Not a big deal, I was just curious. ED probably made the decision to stick with Lightening since they had already implemented it in the Hornet and there is no sense in starting all over again with two different sensor tracks. Make sense.
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Ok, so despite all my efforts to resist, I broke down and bought the F-16 Module the other day. And just when I was starting to be somewhat proficient in the Hornet. Damn it! Seriously, though.... 1st impression is really good. It's certainly not perfect, but I wasn't expecting it to be. I really wanted to just take it for a spin around the block and see how it looked. There are some things I really like about it and I am pretty confident that once all the systems are modeled and it becomes more mature, it will be outstanding. Pros: - Cockpit is nicely modeled and the ergonomic and UFC is more intuitive and easier to use IMHO than the Hornet. - There are already more instant and training missions to jump right into than the Hornet to practice with. - Love the bowless canopy - There seems to be more HOTAS-able items with the F-16 stick than the F-18 stick. I have both TM sticks and switch back and forth depending on which module I'm flying. I might have to get the Thrustmaster Cougar throttle now to have the correct throttle HOTAS for the F-16. Cons (maybe) - Obviously lots of WIP items that are not functional. I'm trying to be patient ;-) - The drag model seems a bit optimistic. Even with 2 bags, bombs and missiles - it didn't want to slow down very quickly. Not sure if that's normal. I would expect that for sure with a clean jet, but not one in that draggy a configuration. - When pulling Gs at Med Altitude (15K) and high-ish AOA - I would expect there to be more rumble and burble from the wings than there is. It is distinctively there in the Hornet and you can see it shudder and shake when it gets slow but much less so in the Viper. Again, not sure if that's normal due to HAL actually flying the jet. - Roll and pitch rates (mostly roll) are not as "snappy" as I remember or would expect. I've got my axis curves set to 0 and deadzone set to 2 just like Wags had in his excellent video. Its not slow, just not as fast as I would have expected. Although in fairness I think that was with two tanks, so I'll go try it clean and see if there is a difference. There should be. None of the above is criticism in the slightest, just observations. Especially as most stuff is WIP. I can't wait for it to get to a mature state. I hope the parallel development with the Hornet means they feed off each other and both progress faster. My dilemma now is which one to concentrate on. Do I fly the Viper now and learn it while its being developed or do I park the F-16 for now and continue with the Hornet since the systems and mission aspects are much more mature and then pick up the Viper again in a year or so? Hmmmm....... Well done ED, well done. Now get this damn thing finished! :smilewink:
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I think the F-15E would be the ideal next DCS module once the F-16 gets to a mature state. It's become (and continues to be) the iconic workhorse of the USAF for the last 30 years. Its got all the bells and whistles.... JHMCS, SDB, Sniper pod, TFR, NAV/FLIR pods, APG-73 (OR APG-82 AESA) A/A, A/G and SAR radar, the added complexity of a two seat multirole fighter, etc. I would definitely buy it.
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We have AI Wingmen - Why not AI Flight Leads??
Notso replied to Notso's topic in Aircraft AI Bugs (Non-Combined Arms)
And that different than real life.... how??? :lol: -
That video needs a soundtrack :music_whistling::
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We have AI Wingmen - Why not AI Flight Leads??
Notso replied to Notso's topic in Aircraft AI Bugs (Non-Combined Arms)
Fair point. I agree that the AI would have to improve dramatically for that to be of benefit. Its a nice thought though.... -
That was hopefully my next step soon. Any ones in particular you would recommend?
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One of the things I've been pondering on as I learn DCS and learning to fly a couple of the different platforms ((Hog and Hornet at present) is why not have the ability to have the AI be the flight lead and the player/client be the wingman in order to learn and progress through the various modules. ESPECIALLY the training modules. IRL, this is how training goes for a young pilot's first several years. I would think this would be invaluable in DCS so a new player could follow an "excellent" AI lead around, see the sequence of events, hear the radio calls, see when things are supposed to happen. It would also give one the ability to practice formation skills by flying on the wing of a "flight lead" including formation T/O, landing, enroute, etc. It would also be great to see a mission employment scenario by following someone around that is programed to do the correct actions. I would think this would be awesome for getting ready to do some cooperative MP missions without looking dumb in front of real people. Any thoughts on this? Has this ever been discussed among the ED Dev team as a possibility?
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A UAV is a video game??? That could not be further from the truth.
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Hi all, I'm sure this question has been asked before here (or similar varieties thereof) so I apologize for asking again..... but does anyone have a good roadmap to properly learn and enjoy a particular module to not only get the most of out it enjoyment-wise but also to be able to properly employ the "weapon system" to its full potential? For instance, after initially starting out on the A-10C, I'm not trying to concentrate on the Hornet. The general flying and basic employment doctrine are good to go. A 30DB is a 30DB delivery. A MK-82 is a Mk-82. A crank, notch, skate, drag, etc. maneuver is the same regardless of platform with minor variations. But what I'm struggling with how to put that all together to make it work IN THAT PLATFORM. I've read Chuck's guides, as well as the NATOPS which is very basic and system heavy as expected. The Youtube videos are mostly excellent, but usually address the mechanics of a single system or how to do a specific procedure as a standalone. But I've not seen much out there on how best to fly missions end to end. Of course that's all in the real classified MCM 3-1s, but there are seem to be some stuff out there such as the 476 vFG "DCS-izd" A-10 3-3 TTP manual. Is there anything like that floating around for the Hornet? Or for the Viper yet? But the two real questions I'm asking are: 1) How did you go about learning the TTPs (tactics, techniques and procedures) for the platform and how did you go about practicing them? 2) How much SP flying did you do (or recommend doing) before dipping your toe into Multi-player? Are there many folks out there that do MP training missions for newbies? I feel like I'm at a point now where I'm starting to hit a steep wall on the learning curve and not making the best use of my limited time in the seat. So any tips or lessons learned would be greatly appreciated. Huge thanks in advance!
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Elegant. I like it.
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Your poll didn't include current or former military pilots or aircrew. That would have been interesting to see how many of those sorts are here as well.