Jump to content

Von Thrud

Members
  • Posts

    74
  • Joined

  • Last visited

Posts posted by Von Thrud

  1. Mods,

    Might want to seperate this out into a couple of threads or attach to other existing ones.

    OP says TADS

    I reference PNVS 

    Vid above reference timestamp for googles however around 06.39 there is some FLIR imagery in IHADSS for PNVS in the back seat however I am not sure whether it's VR or flatscreen 

    cheers

     

  2. @BIGNEWY

     

    This can be replicated easily and I think it is both  VR head tracking issue and rendering overhead issue

    Scenario 1 - empty mission - symptoms worse with mission "load"

    HMD Render : Right eye only

    Turn on PNVS to Pilot Line of sight, PNVS FLIR overlay noticeable jerky in playback and quite offputting for night ops - hold head still so it is just the video playing - is smoother
    Turn PNVS to fixed, playback quality is now smooth

    Scenarion 2

    HMD Render : Both eye

    same setup as above.   

    Playback when slaved to pilot helmet line of sight is much better and mostly playable but noticeably jerky compared to when you switch the pnvs mode to FXD

    note: I am running open XR which has improved FPS considerably (ie 60)  in the apache during daytime, just night under PNVS is the problem

    System I7 11700K / 64GB ram / 3080ti / NVME dedicated drive for DCS


    The problem is made worse with FLIR slaved to pilot head movement and single eye FLIR render mode selected, the opposite smooths it out.

    In actual mission with stuff happening PNVS FLIR / PLOS mode fps drops by up to 30%

    Thanks

     

    Thrud

    pnvs test- med txt - right eye.trk pnvs test- med txt - both eyes.trk

  3. Hi Flappie, 

     

    Here's a dot miz file containing a brief ATIS script and the audio files. ATIS is tuned for 249.950 at Tabqa, jump in the hornet and listen to PRI.

     

    The ATIS audio takes a few seconds to stream in as it is set on a TIME MORE condition (2 seconds). 

     

    Change the time to outside of 00:00:00 to 02:59:59 and ATIS works, inside that time windows the ATIS script errors - missing weather string or something per Apples report.

     

    Cheers

     

    Thrud

    syria_env,mission.weather_error.miz

    • Like 1
  4. pasted from Discord:

     

    need

    1. to be able clean up and remove from the game and memory dead / destroy unts.. example... I have dynamically respawning training range, but it fills up with dead carcasses quickly, need core ME feature that I can scipt to that removes dead units from the map..........

     

    2 to be able to pick up troops from the ground, via transport unit (ship , helo, apc , truck , plane ) unload them at another zone, then give them orders such as move to frontlines, patrol in zone etc

     

    [10:38] Thrud: 3. the editor needs alot of the static structures to move over into being UNITS though I believe quite a few need a "dead" state model

     

    [10:46] Thrud: I use MOOSE to have AI and humans getting taskings, such CSAR, A2G, SEAD, BAI and A2A missions, I use the functional artillery to automate intelligently arty, I use Air to Air dispatchers for persistent randomised and sometime sneaky enemy CAPS, I use DETECTION and DESIGNATE often just to name a few... moose has so much excellent stuff ... ...honestly PIKEY is the man... lets not forget SKYNET IADS based on MIST... also excellent ! Moose has filled out my missions and breathed in life until dynamic campaigns arrive in the future and probably still will after they do

     

    [10:50] Thrud: Unless the super carrier gets its extra radio channels anytime soon, a check box to disable either Marshall, Tower or LSO in the editor would be good on the DCS side so we can fill in the blanks with the excellent airboss script

     

    [10:51] Thrud: Can an artist make a range circle bomb target and the suspended strafe target like in the 476th range group targets, so we dont need to add mods to the game as will as moose RANGE scripting to get the full effect

  5. Here is my research and images on the problem... I agree. the FLIR rendering is either way to bright for white or black hot depending on the mode. It is overly bright, unuseable at night and not getting better. It has existed for several patches now sadly. I hope it does not have to wait for the new flir rendering systems. There is no real world correlation with FLIR as it is in DCS currently.. https://forums.eagle.ru/showthread.php?p=4389772#post4389772

  6. Did a test in latest OB / Repaired / Shaders deleted / Latest NVIDIA driver with regards to readability of in cockpit displays in aircraft with map displays and optical / IR viewing systems. To demonstrate the difference in the in cockpit display and the exported view of the same display.

     

    First image is DCS using both my monitors as one screen (no export ) using windows extended display. The top half of the A-10C MFCD is my 40inch phillips 4k screen and the bottom half is my dell 22inch touch (just image a line the horizontally through the a10c MFCD screen - just cant see it) there is a little difference in glare due to the 2 monitors being different, but still pretty close

     

    Second image is when I am using DCS multimonitor support to export the A10c cockpit screens to my dell 22inch - and the difference is significant - this is what I have been ranting about.

     

    This issue affects the primary monitor TAD display, and TGP output in BHOT / WHOT modes

     

    This is from the A10c instant action mission night flight. cheers.. hope you guys get this one fixed.

     

    Third image is from the Harrier in a custom night mission, showing the map and NavFLir views including through the HUD. once again the glare washout to the primary monitor is significant, but the export to the second monitor is just fine

     

    Fourth image is hornet at night, with MAV-F on left DDI, AMPCD is ok (not shown) and ground map suffers the same glare issue. also demonstrated is the export font and line issue specific to the hornet (a display issue still ) export display, extremely blurry. A problem which does not exist in the other aircraft.

     

    Fifth image show Mav F looking at different terrain, interestingly mountains and grass can be seen, distant terrain has limited visibility or none on primary display and is easily viewable on the export mav display. TGP glare washout suffer the same fate has the other jets prior.

     

    Sixth image is viper, showing TGP glare, bug otherwise dim exports as per other reports. So no idea what is going on here

    425706710_extendedscreenbothmonitors.thumb.jpg.3176eab5b4afb9a80796672275490ddc.jpg

    1750068097_primarydisplaywithexportstosecondmonitor.thumb.jpg.044a6712b77877615773ee946a1fa1c6.jpg

    1193594286_harrierprimarywithexportsglareissue.thumb.png.d740344ac19618417d1f260e60bfc055.png

    1833202481_HORNETprimarywithexportsglareissue.thumb.jpg.6254a4be1c7dc341b70604262b1ab5fb.jpg

    1017822491_HORNETprimarywithexportsglareissue2.thumb.jpg.08d9e866a978dd7df3d6b4d263196dad.jpg

    977704991_VIPERprimarywithexportsglareissue.thumb.jpg.1f76fb3a2232a3697b7a8f411ecb952e.jpg

    dcs.log

  7. Tried, those setting only change the grade of brightness not the glaring contrast effect which makes viewing hard. Def a change from 2.5.5. What I didnot supply / show was the export to my second monitor for helios and those screens dont have the glow / glare effect, but still have the new contrast issue from 2.5.5 to 2.5.6

  8. Since 2.5.6 Especially BHOT modes of the Litening for the hornet and warthog are excessively bright and washed out... the contrast is as bad in WHOT but less of the screen is blindingly white. 1080ti, phillips 4k 40 inch monitor, 32 gigs ram. m2 sata i7 7700 4.5ghz.

     

    images attached

     

    Is this a new feature or is this a result of 2.5.6 lighting changes ? any fixes or workarounds or wait for a fix.

     

    IS it reported.

     

    Do you need more info.?

     

    Thanks

    3415359_HORNETBHOT.thumb.jpg.62edfd2883e89ee65d4ecf94b85d2e12.jpg

    1305505261_HORNETWHOT-1.thumb.jpg.bd861ab8a1be8d74002428f702d0e301.jpg

    1814806486_HORNETWHOT-2.thumb.jpg.42f1e250011b5a980d8f4bdb161e7ec9.jpg

    1067952335_A10CBHOT.thumb.jpg.53509cc4d1c0561fecb6e62953ab4c26.jpg

    929600295_A10CWHOT.thumb.jpg.56db9c1ec2913e879a184d46e2f4b206.jpg

  9. Requesting / supporting any notion for the following:

     

    1. Polygon zones / rectangular / square / elliptical zone drawing tools

     

    2. Report on / act on contacts detected that only exist in a zone or out of a zone

     

    3. AWACS detection tied to zone

     

    4. Pre-bake zone names for detection i.e "Kill Box 1A" (lame transformers reference), "Downtown" and the like or what ever any real AWACS / GCI folk can suggest for a name list of detection boxes.

     

    5. GCI / ground based radar for Blue side that can be era specific (ww2, korea, vietnam, modern) - probably add era's for red side as well

  10. I have purchased the super carrier module for myself, but I support the notion that it should be able to be mission editor placeable and setup for use in either general multiplayer missions or single players mission for legitimate owners of the module.

     

    Currently Mission creators can place aircraft modules that they do not own to create more inclusive missions, same should go for the new carrier module.

     

    I do not endorse the super carrier module should be free to play only free to place (in M.E.)

  11. made them myself !

     

    -- ** NEW-Thrud!!
    {	down = sms_commands.LaserSw,					up = sms_commands.LaserSw,						cockpit_device_id = devices.SMS,				value_down =  1.0,	value_up = 0.0,	name = _('LASER - ARM else OFF'),										category = {_('Special For Joystick'), _('Left Auxiliary Console')}},
    							category = {_('Special For Joystick'), _('Left Auxiliary Console')}},
    {	down = control_commands.StoresConfig_ITER,		up = control_commands.StoresConfig_ITER,		cockpit_device_id = devices.CONTROL_INTERFACE,	value_down =  0.0,	value_up = 1.0,	name = _('STORES CONFIG - CAT I else CAT 3'),								category = {_('Special For Joystick'), _('Left Auxiliary Console')}},
    						category = {_('Special For Joystick'), _('Left Auxiliary Console')}},

     

     

    append this to the special for joysticks section in your default lua in \DCS World OpenBeta\Mods\aircraft\F-16C\Input\F-16C\joystick

     

    you may need to comment out using -- like I have for the following lines

     

    --{	down = control_commands.ApPitchAlt_EXT,			up = control_commands.ApPitchAlt_EXT,			cockpit_device_id = devices.CONTROL_INTERFACE,	value_down =  1.0,	value_up = 0.0,	name = _('Autopilot PITCH Switch - ALT HOLD'),		category = {_('Instrument Panel'), _('FLCS')}},
    --{	down = control_commands.ApPitchAlt_EXT,															cockpit_device_id = devices.CONTROL_INTERFACE,	value_down = -1.0,					name = _('Autopilot PITCH Switch - A/P OFF'),		category = {_('Instrument Panel'), _('FLCS')}},
    --{	down = control_commands.ApPitchAtt_EXT,			up = control_commands.ApPitchAtt_EXT,			cockpit_device_id = devices.CONTROL_INTERFACE,	value_down = -1.0,	value_up = 0.0,	name = _('Autopilot PITCH Switch - ATT HOLD'),		category = {_('Instrument Panel'), _('FLCS')}},

     

    in the misc section

×
×
  • Create New...