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Everything posted by timothyboss
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If your not on your drop line at a constant rate at the time of release in AUTO then you can always correct the bombs fall by manually boxing "trig" and squeeze the trigger which will manually turn on the laser. Helps update the trajectory of the falling bomb. Next on the overflight of your target... Take a look at your FLIR and watch the position of the diamond in the FLIR as you fly over and you will see that your now trailing your target VS leading your target. You can always slew your FLIR around to keep updating the impact point. Something advantageous of the LGB vs GPS. 10 seconds from TTI is a lot of fall time for corrected flight.
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I am having really good success with this. I9700, RTX 2080S, 16 GB RAM. HP G1. Textures High Water high Vis range low Heat blur off Shadows high MSAA 2x SSAA off SSLR off Bokeh Dirt & flare Sliders all mid range Ground shadows off. Canopy and MFD statics on. Big kicker PD = .5 Steam SS 250% The visual quality is that of shadows off, PD 1.0, MSAA 2x. Difference is by using Steam SS I am able to get really good frames with no stuttering by having shadows on high. The test was the Syria free flight. Pretty pleased. Motion smoothing enabled in Steam GUI. I overclocked my GPU with Nvidia performance Auto Tune. Next to come: fine tune the SS value to maximize use. See if MSAA 4x will offer better visuals with SS turned down. Once visuals are about as good as comfortable with no noticeable changes from settings I will increase vis range or heat blur to see if it adds value or kills performance. ***Update. MSAA at 4x and Steam SS at 200% is great visually, but performance takes a hit. I like MSAA at 2x and Steam SS at 250% so far.
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I have a 2080 super, i9700 and 16GB RAM HP G1. One thing the guides always do to make the game better, run smooth etc is mess with NVIDIA panel settings. Last night I defaulted them all to original recommended settings. With the exception to max power and always selecting my GPU (not auto select). In game I turned off MSAA. In steam I have in game SS set to 180%. I have textures to high, shadows to high, vis range to low, static reflections in and PD set to .7. In the steam "default.vrsettings" file I commented // out the "motion vector smoothing" line to allow the steam VR app to take control of changes. I now have motiin smoothing on "enable" and I could not be more pleased. Although MSAA 2x just looks amazing in quality for line sharpening and colors I just dont like the shutters and lag time. To anyone debating utilizing steam to SS and having issues double check NVIDIA and try without no MSAA.
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Hey DCS team. While your waiting to release the ability to flight plan i.e. plan missions with coordinates, Pre Planned, loadouts for single and multiplayer missions is there a way you can temporarily explain how it is done, or maybe allow a KML file, maybe even a JSON file to be uploaded as an option? I really liked the snapshot progress click hereI found in a thread, but would like to be able to plan with less in game preflight i e punch in a ton of coordinates. I have created something of sorts to help with fuel planning https://sites.google.com/view/fa-18c-flight-planner/home . My planner helps with fuel planning and loadout trim planning, but still does nothing for in game autonomous use. I do know that a couple files like the GeoJSON or KML might be able to eliminate some of the time struggle if incorporated. Thanks for your time.
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Lol.....VR needs work.
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Same. No matter what settings I play with. Even all on low or off. Syria is just a very busy map and a great one to benchmark new settings.
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9700, 2080S, SSD, 16Gb RAM, HP G1. I notice in all maps that as soon as I am below 12,000 ish feet I get frame drops to the 30s and more stuttering. With the same settings in 2.5 I did not have this happen. In a very dense location of course it is expected to get some FPS loss. I do notice that I can turn shadows to high with better multiplayer experiences overall. Current state settings: Left side Textures. High Gnd textures. Low Water. High Vis RNG. Low Shadows. High (previous. OFF) Heat blur. Off MSAA. 2x All else in this column off or low. Right side. Mid range slider for all. Ground shadows. Off GC illumination. Off PD. 1.0 Tac view. Disable recording MFD and Canopy reflections. Static Mirrors, Pilot and stick. Hidden In heavy missions below 12k it's stuttering and near 30 FPS. Above 12k its great. Shadows set to off make it normal again but I can play now with shadows on high with better results. Overall I would say the game performs better, but once below 12k feet something noticeably falls apart. The 2 new sliders for forest density and scenery detail seem to have little effect on FPS, but to seem to limit scenery building population. Maybe this needs to be set to 0.0 or .1 for a better effect. Seems like vis range of low is about the same draw distance that 12k feet might cause scenery population resulting in lower FPS and stuttering.?
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@r_vandenbroek Try now. I have to tune the fuel a little more, but the fuel changes with 1000 ft altitude increments and also will change in a climb or descent based on the next waypoint. I removed the iterative calculations and traced back all the circular references to isolate the issues. Thanks again for your feedback.
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See if it is only when loiter is checked.
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I do see something I dont like though. Will provide feedback.
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Hmm. let me take a look. Might be a data validation error. I am able to select a loiter altitude and time in minutes. A specific waypoint you having issues with? @r_vandenbroek The altitude has a drop down for selection or you can type in the cell in values of 100, i.e. 100, 1100, 15300.
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@r_vandenbroek you should be good to go. I had to fix an error that occurred while OVRD was checked in conjunction with LOITER. All GTG, have fun.
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Thats right. If you want to loiter check minutes and select the desired minutes of loiter. Check endurance and you will loiter with best fuel / MACH in mind. Maybe in a future update I will address the leg time plus loiter on arrival with calculated fuel. Thanks for bringing that up. Its top of the to do list. See changes marked with Version 10. Updated!!! See Version 10 release. @r_vandenbroek
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I moved away from Microsoft excel and made the planner exclusively Google Sheets. For the sole reason, free, many people I fly with have Google accounts and the iterative calculations functioned better with error handling. Sign in with Google, make a copy and enjoy the planners full potential. I regularly tune and update this to meet the needs of users and simplicity. The website is really for demo, but works as advertised in the standalone too. I would like to see the new Google Sites utilize a wider embed area. With a wide sheet, it causes irritating scroll bars. The native locale is US. The coordinates and some other cells will be confused by commas and periods in the wrong place. Sorry you are having a bad standalone experience, but the best way to utilize this is with Google Sheets and to do that you will need a Google account. Thanks for the great feedback and check out the new updates regularly.
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Thanks. Any and all feedback is welcome. Continuous improvement is the goal.
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Site Link Updated: https://sites.google.com/view/fa-18c-flight-planner/home Latest Updates: -JSOW / TALD / HARM Flight profiles. - Coordinate entry in majority of formats. - From standalone version (downloaded copy) follow steps on download page to export kneeboard DAY/ NIGHT as PDF and mission JSON as .txt to your Google Drive. - Added many NTTR NAVAIDS to drop-down 56-59 waypoints. - Reworked fuel consumption to better match DCS fuel consumption. - Created a "How-To" video (needs update) TO DO's: - Import weapon information as it is selected via drop-down in loadouts as a pop-up comment or notice. - Better implement coordinate mapping to be used with Google Earth or Google My Maps. (i.e. .KML exports to see visual flight plan in Google Earth). Right now I use Combat Flight to import a .miz and then export a .KML to use in Google Earth Web for best visual snapshot for briefs. - User requested add-ons. May 2023 Addons: -KML exported from CombatFlight should be passed through Google Earth Web to add or delete items. Export that updated KML and save it to a Google Drive acct. Share the link and submit the form on the planner website in link above. The KML data will be visible on Google Map. You can create a flight plan in the Google Sheet on the planner website and it will be visible in the map along with your added KML file. Make sure you refresh the webpage and it will update with your submissions or inputs in less than 30 seconds.
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is there any way that the yellow shirt that taxis's one to the catapult can have white gloves if no flash lights are yet released? I know it wounds silly but its a livery detail and would help tons at night carrier ops. I find that gamma corrections are not the best, but work. just a suggestion as all.
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WORKS GREAT!!!. A couple modifications but fantastic. FUEL TEST.miz
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Thank you very much, toutenglisse. I will try this tonight. I should be able to remove the Heli support and modify my own flag values just fine, I presume? // local unitObject = Unit.getByName('tanker1') local flightFuel = Unit.getFuel(unitObject)*100 if flightFuel <= 10 then MA_out('tanker1 is Bingo Fuel (' .. mist.utils.round(flightFuel, 0) .. ' % of fuel left).', 15) trigger.action.setUserFlag("4", true) end // Make this a continuous trigger and it will always look for tanker1 to be at or less than 10% fuel. If at or less than 10% fuel then flag 4 causes a parking hot spawn of tanker2 to depart and take over just before tanker 1 hits the AI triggered bingo. I can adjust the flightFuel value as needed. Should work, no? Unless I deleted something you coded. Thank you again for your time. Best regards
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I did try the double =, but again. Seems that too does not work. Maybe my syntax are not accurately placed...
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I am in ME and have an AI tanker that I would like to manipulate. I have a couple ways about doing this: 1 scripts which I know little about and 2 triggers without scripts (just use drop down selection items in conditions and actions) I want to spawn a tanker and fly a racetrack (easy). I want the tanker to RTB upon bingo fuel (easy). What I am having a hard time doing is getting a second tanker to spawn and get in the track to relieve the first tanker once the first tanker reaches just above bingo fuel. I want no delay between available tankers. I tried the: "if Unit.getByName('tanker1'):getFuel = 0.7 then trigger.action.setUserFlag(1, 1)" But in this case the equals sign kept causing issues. I was able to get the script working entirely when I substituted '= 0.7' for '(0.7)' but then it seemed to work every time regardless of the getFuel value and no matter the getfuel level I always got the flag 1 to set. I know this because I had the flag 1 condition cause a message to coalition. I got the message every time. Then I found out that maybe the getFuel exports data to a fuel table? I was lost at that point. Then I came across the condition in ME UNIT'S ARGUMENT IN RANGE and I am hoping there is a LUA file that I can pull the KC-135 MPRS fuel info (argument) from to make an argument like in the clickable.lua parameters. Anyhow, does anyone know an easy way to get the second tanker to activate on ground then take off to fly to the first tankers track to relieve them? My goal is to have zero down time and also not have tankers spawn and disappear at random. I want to build simulation.
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Short videos I have been working on. Criticize, pick apart, what would you like to see in the next video?
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Steam SS and in game settings HP Reverb