

hawk4me
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Everything posted by hawk4me
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I see no possible way ED is going to be able to model the helmet intergration on this thing. If they do color me impressed. Selecting multiple targets with satellite imaging and you never even having to see them. I'll raise a beer to ED when it gets done but that seems like it would take 10+ years coding alone.
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Is this stuff still going on? I mean seriously neither one of the companies have ever said anything it's one against the other. Razbam has plenty of issues as it is but nope everyone just blames ED. Sigh.
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@BIGNEWY Has the staff ever thought about sharing some of the more interesting bugs found when things like this happen? More like a fun how the crap did that happen kind of thing. When you guys mention game breaking bug's i'm thinking of planes flying straight off the ground then exploding on impact. Or maybe you fly faster than mach 2 and your hair is on fire with cockpit filled with smoke kinda thing lol.
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Massun92´s Asset Pack - Official (update march 2024)
hawk4me replied to Massun92's topic in Static/AI Mods for DCS World
Ah, I didn't think of that. Thanks, I'm guessing it has to do with DCS forcing you to spawn somewhere else so you don't explode. Same logic they used on the carrier's it seems. NP this will work but yea AI won't work that's true.- 523 replies
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Massun92´s Asset Pack - Official (update march 2024)
hawk4me replied to Massun92's topic in Static/AI Mods for DCS World
Is there a way to make the shelter's usable? If i put the shelter over a parking space and then place an aircraft in that slot it spawns in another parking spot that doesn't have the shelter on it. I'm guessing it's a collision thing or something as I haven't tried driving a plane into one yet.- 523 replies
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Huh, well color me stupid i figured they were still boresighted in the air.
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Indeed, Thx BigNewy. I figured as much but just thought it was strange to change the wording so much. Can you elaborate on the behavior though cause it's always been boresighted in the air or from a hot start. This change doesn't mean much if i understand it correctly.
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That's what it looks like is it was removed. It could have been mistyped and the current iteration is what they meant. But it said in bold type that this is an option so it doesn't look like a mistake. I know this is what it says now. But when patch notes came out it said that Maverick boresighting could be done automatically in hot/cold start. This is an option it was written plain as day. It's ok if it was removed just personal curiosity at this point.
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The early version of the patch notes this morning said that there is an option to automatically boresight HMCS and Mavericks even when cold starting. Was this option removed for a particular reason? It seems to me that having it as an option would be a good thing to add since yes it is correct procedure to boresight them at cold start this process has been so buggy since it was released that working around it maybe the best idea for now. Just my 2 cents.
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I'm seeing the same problem you can load the v1's in pairs and i can load the v3 but only in single config.
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The input lag is there if you keep the default axis. If you put negative 15 or so on the pitch and roll axis the responsiveness is much better. I think it has to do with ED trying to emulate the pressure on stick input instead of stick movement. The default saturation is were my issue's came across. Never really needed to adjust them in other aircraft before. I also put negative curvature on the throttle since without afterburner detent it seems like you have to give it a ton more throttle than needed to get the afterburner to light up.
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The G-Onset is much better in 2.9. Even at slower speeds your able to pull the nose around much better than before. As for energy retention it is better and it feels like the overall ability to get nose on target is great. Before it felt like all they had to do was get you above 20K feet and you just fell on your face dead nothing you could do. Still kinda feels like that but not quite as bad as it was.
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The tgp is screwed up in the viper right now. Has been for awhile. I have seen nothing from ED on a temporary fix till they get the tgp finished. You cannot SP the tgp and yes TMS down twice sometimes works and sometimes goes to some random location. I have tried recently putting stpt 1 onto a tank or truck on the ramp so I can use it to boresight. It doesn't work either. Putting the mav in PRE mode makes it point behind you for some reason. Only work around right now is to start in the air.
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They didn't nerf aamrams no but fire a missle at the AI and then watch them evade. They can do it with very minimal movement. I've seen them cobra a missle before. Flying really slow they can just turn left or right and it will miss sometimes. Also helps that they have unlimited chaff and flare to. The AI is very good about hitting a notch on the missle itself. Best way is to fire a missle from different aspects so they have a hard time notching two seekers at the same time. From 30 miles it's way outside the no escape for an amraam so they aren't that hard to avoid.
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I have been modeling for about 15 years now and I can tell you the hardest part of modeling is learning all the different tricks for hiding seamline's. The quality of the kit is very important to. Tamiya model kits are the best in the industry as they layer parts in such a way that reduce the number of seam lines to deal with. A decent airbrush system will make it far more enjoyable as well. After that's it's mostly learning what paint types work best together for the final product. I use Tamiya's LP line of paints they lay down very well but do have the nasty side effect of bad vapor's and stuff. As for detailing you would be surprised the weathering you can acheive with a pencil and an eraser.
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I have been getting horrible performance in VR since recent update as well. Used to be able to hold 45 locked fps np now it's all over the place. I figured the new lighting would impact fps a bit but that's only in PG and SA maps. Even on cacuasus it's pretty bad. I thought it was maybe the new AMD GFX drivers for awhile but rolling back to older one's makes no difference. I also upgraded from an i7-9700k to a i7-13900K this weekend and the frametime's on the cpu stayed the same which should certainly not be the case.
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cannot reproduce and missing track file AGM154 and CBU105 performance issues?
hawk4me replied to BigMac.no's topic in Weapon Bugs
There are basically no features of the 154A implemented yet that is the problem. We should be able to change the angle at which the JSOW comes in on the target not just from the direction we fired it from. Also no HOF changes so you can't really make it pop low to the ground to focus a large amount of damage on a smaller section. Also the detonation point is not always at the pre-defined 2500ft especially when a hill is involved. One thing I have found to help is to laze the area after doing a TMS up for a point track. With a good triangulation things seem to hit a bit more on target but that could be my imagination to. -
The new AI is better but you have to remember it also cheats badly to be good. The ai can literally cobra you then rocket straight up and build speed. The ai can also pull unlimited g's and maintain perfect corner speed while doing it. Better yes but they have a huge advantage over a human flyer.
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If i am not mistaken the F22A mod pretty much makes every other mod not work so I will remove and reinstall to see if that does it.
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I am unable to fire any missles off this thing. I changed to PL-15 and PL-12 neither one even show up when reloading the DTC. Can't get the AG Missles to show up when doing the DTC load as well.
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Not sure why this got moved to weapon bugs. It's not a bug it's not implemented that's a pretty big difference. Was a simple question to determine if the system was going to be left incomplete is all.
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Since the JSOW-A has been on the viper for quite some time now and it is marked as complete on the roadmap I would like to ask if important features will be added. The issue with the JSOW-A is the HDG the munition comes from plays a vital part in it's viability. If trying to hit a line of target's for instance we have to be perfectly aligned with it now in order for the munition to hit a cluster of targets. Are we going to get further improvements to the JSOW that lets us come towards target's launch the JSOW and it turn to a specific heading during terminal phase? Uploaded my mad paint skills below for detail.
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reported Network HUD/HMCS Symbol lag Issue
hawk4me replied to darkman222's topic in Bugs and Problems
I have this issue all the time as well flying with my son. We are on the same network using 1gbps between us there is 0 lag and during ACM the lock will happen and it will lag behind the locked target. Because of this uncaging the seeker of a 9X will make it look at the lagged box target. After multiple lock attempts it will eventually get it right. Creates hell when trying to get those high off bore sight shot's. Never really seen this issue in the 18 or 14. All of these attempts i've seen have been from a hot start start about 6 miles away it locks fine when going head on. Once you merge that is when the problem happens. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
hawk4me replied to nikoel's topic in Virtual Reality
So, still to answer my original question. Does this work only if you have a WMR headset such as g2, reverb? I use a PiMax and WMR as far as I know doesn't work with it. -
OpenXR Guide - Deprecated - This time for real (▀̿Ĺ̯▀̿ ̿)
hawk4me replied to nikoel's topic in Virtual Reality
Have not tried that mod yet as I am debating on moving to OpenXR or not. PiMax stuff is touchy on what it will or will not work with and curious as to if it will work. I don't want to install WMR on my machine if I can help it. Between PiTool sampling, Steam Sampling, DCS Sampling the damned image is messed with 3 time's before it goes on display. That alone is cause for half the issues DCS has with it's VR.