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andyn

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Everything posted by andyn

  1. Seen on FiAF Hornets, . No indication whether it's a C or D model, though. Someone claimed that it is an alignment indicator and should be overlaid with the one projected on the eye. From a UX standpoint having an indicator for the other seat on the HUD and not the helmet makes little sense.
  2. Being able to keep cockpit textures on high while dropping the external ones to medium or low would help somewhat, too. Quick googling tells me that at least a few people have been asking it for for years.
  3. At least on the predecessor, the , the line type indicated one of the three supported frequency bands (Older and newer Fan Song and Low Blow), and there were some indicator lights to further refine that information. Gun radars were seen on the lowest band with an additional triple-A warning light; aircraft radars showed up on the highest SA-3 band with two lights indicating either a gunsight ranging or an "all-weather" modern radar. It definitely required some operator skill, but the signal environment was rather simple back then, too. I believe the threat classification capability of ALR-45 to be somewhere between APR-25 and the later ALR-67. That video is seriously worth watching if you're ever wondered how RWR systems work.
  4. I'm affected by this, too. Currently hitting F10 in multiplayer is basically playing Russian roulette with SteamVR. At no point does DCS or SteamVR crash; SteamVR just apparently throws in the towel when the game can't draw frames fast enough and stops rendering to the HMD, which goes black. WMR headtracking stays on, the desktop mirror stays on and DCS continues to run at a slideshow-like frame rates until it is shut down manually. I actually finished one desperate JDAM strike in multiplayer with goggles on my forehead when VR stopped working at the ingress point Frame rates tend to go down over longer multiplayer sessions with multiple respawns and the game has to be restarted at regular intervals to prevent this issue from happening. Usually the Windows task manager shows VRServer.exe eating some 70 % of GPU while DCS only gets 30ish %, when the normal ratio at game startup is like 10:90. Relevant specs are 2070 Super with 8 GB VRAM, 32 GB system RAM, i10600K, HP Reverb, 1.0 PD, 150 % SS. Only the builtin SteamVR left eye mirror that can't be disabled is on.
  5. Currently this mod is the only way to get a playable framerate in Incirlik during night time. During daytime there are no problems whatsoever; apparently it's the lighting that kills the frame rate. Too bad that it still hasn't been backported to the base game so multiplayer is out of the question.
  6. Great work! I just downloaded the source code package and I'm planning on taking a peek at it over the weekend. Your mod seems to be the most complete open source EFM example that's out there.
  7. No, GP is right. The rocket ballistics had been changed earlier and they always fell long and you had to aim short.
  8. Nobody reads the web site just for fun. Personally I visit it only after making a purchase in Steam in order to refresh the license list. (And if people really did visit it, we'd be seeing tons of complaints from the countless VR users because the embedded Vimeo player nags the user for WebVR permissions even when there is no VR content on the page). There's something called a risk assesment matrix. While the consequences are currently major, the likelihood is close to zero. The user will have to intentionally modify default settings, change them to a specific value and not read what a popup says. I'd classify the overall impact as rather low. Next openbeta should be out in a few days so basically everyone who runs the installer and repair utility manually will get the fix on Wednesday at latest.
  9. Another me too post here. I still believe that your stick quality is top notch. The problem is that a Hornet grip can't be used for flying more complex planes such as the Viper or Hog, but you can use a TM Warthog, VPC T-50CM2 or VKB MCG to fly anything.
  10. It used to be. Someone probably got their hands on proper documentation in between.
  11. Go to TAC->SA->SENSR and enable RWR in the top row. Also make sure your ALR is on (rightmost button just below the MPCD).
  12. The radar is still in the works so I believe missing UX features will be added later.
  13. As everyone should know, the Hornet comes with an option that allows the player to toggle between two different modes of slewing imaging seeker Maverick missiles. AFAIK the mode has been added because of deficiencies in slew sticks in various HOTAS products. However, simultaneously slewing and pressing the TDC hat is difficult even with the famous Delta Sim slew mod. I feel that the unrealistic setting actually makes slewing harder than it already is in realistic mode. The basic problem is that even after setting large enough deadzones it is too easy to accidentally bump the TDC stick, and I don't have any motor impairments. Normally with the radar and SA formats this is not an issue, as small inputs have a negligible impact on the cursor. The main problem is that Mavericks ground stabilize the moment the cursor is slewed, and I constantly find myself having to mash the cage key to recenter the seeker. Even then, recentering often stops halfway because of new inputs to the stick. How do you cope with it? Should a single TDC depression be required to uncage & ground stabilize the seeker before any slew inputs are accepted?
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