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jaylw314

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Posts posted by jaylw314

  1. 18 hours ago, speed-of-heat said:

    just to add to this... small smooth movements ... always

    i think the theory is back to the one plane of movement.. an stick for vertical and rudders for horizontal makes a lot of sense.. but i have never been able to make this work for me either!

    The justification was that the probe is above the aircraft centerline, so rolling will move it horizontally and vertically.  I'm not sure I buy that argument, because you're only rolling at most 5-10 degrees.  nobody is rolling 45 degrees during refueling 🫣

  2. Curves are fine, unless you have a massive stick extension, or plan to invest in a force feedback stick and fly warbirds/helicopters.

    The only tips I'd add --

    - every move requires an almost immediate "unmove," especially with pitch and throttle.  If you're low, pitch up a bit, then immediately pitch back down.  If you're forwards, back off the throttle a bit, then immediately push it back up.  Never hold an input for longer than a moment. 

    - decide at the beginning whether you want to use rudder or roll for lateral control.  Apparently, in the Hornet, the official recommendation is to use the rudder, but I've always used roll and just can't do it with rudder.

    • Like 1
  3. 9 hours ago, Draken35 said:

    Honest question: Can you determine from a track file where the HMD is pointing to? Or where the center of the physical headset is pointing to? If so, we could setup a mission, look to a particular object (head level and object 'centered' in the line of vision ) so you can grab something useful from the track file. I think this has been done with screenshot, but if that helps you somehow, I can do it.

    Head position is recorded to some degree.  If you save a track and replay it on flat screen, you'll see the view move around to follow your head movements, at least until you change views.  So tracks are not irrelevant.

  4. 2 hours ago, razo+r said:

    Double crosswind correction.

    After first break, you are obviously too close or too far. By applying one crosswind correction, you'll fly the correct track, if you double it you'll fly further outward/inward, giving you more space for the second turn.

    Or simply adjust your bank angle depending on your needs/wind direction.

    The wind had only a little to do with it.  At ~150 knots on downwind, an 8 knot direct crosswind requires only a 3 deg wind correction angle.  That makes a difference for big holding patterns, but for a fast plane in a small overhead break it's a small factor.  A Cessna 150 in a 20 knot crosswind, though...

    FWIW, 1 nm sounds a bit too tight.  

  5. Quad Views ALWAYS renders the peripheral (low resolution) view on the desktop mirror.  The whole reason it helps is by only rendering a small portion of the focus area.  Since it never rendered the whole FOV in focus resolution, there's no mirror to display. 

    What may have changed is that Pimax Play may have changed the Quad Views settings of Balanced, Performance and Quality.  We don't have granular control of those, nor can we even see what they are.

    FWIW, as an alternative, mbucchia's QVFR layer still works, and you can still customize the resolution settings with it.  Keeping the peripheral resolution above 40% or so is usually okay for recording or streaming

     

  6. 14 hours ago, speed-of-heat said:

    It has but it has improved considerably in later releases, i haven't seen it this bad in a while, have you got bloom turned on in VR?  usually reported as a strange square 

     

    Thanks for the links, I reviewed them and they seem to refer to lighting when looking AT the environment, and it seems limited to only certain lights.  AFAIK this is the first report I can find of this happening due to being NEAR a light.  Granted, at it's root, it may be the same bug , but it's hard to imagine people would not have noticed blinding light doing hornet case III's before.  I figured it was worth documenting the video evidence.

    As noted above, lens effects and other settings are off.

  7. I tried searching to see if this has been a previous report.  There were a couple references to this lighting issue, but minimal screenshots, no video and no tracks, so I'll file this as a new report.

    I noticed this while starting to work on night carrier landings.  On the Supercarrier, if your eye position is within about 20 feet of one of the centerline lights, the light blooms in the focus area.  This causes blinding flashing in the focus area as you run over the centerline lights in succession.

    Hardware - Ryzen 5800X3D, RTX 4080, Pimax Crystal

    Layers - PimaxXR, mbucchia's QVFR, recorded with the OpenXR mirror OBS plugin.  Note that this configuration is required for videos and screenshots of the composited Quad Views rendering in the headset.  The desktop mirror does not show the focus rendered areas.  It's worth noting that I did see the same bug using Pimax's native OpenXR and Quad Views implementation, but the OBS plugin does not work so there is no way to obtain video and screenshots, but my experience was identical

    DCS - Stock F/A-18C Hornet Supercarrier Case III Landing mission.  Lens Bloom, Global Cockpit Illumination, Volumetric lights, SSAO, etc all turned off (see screenshots)

    Video: jump to 25:18

    Screenshots:

    vlcsnap-2025-04-29-17h17m36s492.png

    vlcsnap-2025-04-29-17h18m07s906.png

    Settings.jpg

    Track:

     

    OpenXR Quad Views bug.trk

    Edit:

    Be aware that the track replay will not have proper player-to-AI ATC comms, since I use VAICOM.  Also note that the mouse will be tied to the upper left corner since I use PointCTRL.

  8. 14 hours ago, Dragon1-1 said:

    The vast majority of a typical US Hornet's flying career is done from the boat, seeing as they're carrier jets used by USN. 

    I don't know about numbers, but I went to school around NAS Miramar in the 80's, and those Hornets did a TON of training there.  We had to stop classes every 15 minutes or so because of the noise from Hornets and Tomcats presumably doing pattern work. At least those Hornets got a lot of landings there, although a lot of them were probably A models.

  9. 5 hours ago, Reusenfisch said:

    Hi, actually not. But as a retired  Militarypilot I find it very dangerous. All aircraft I flew had never the NWS engaged at touchdown. 

    If you review the internetly available (but not postable) NATOPS for the F/A-18C, the rationale for having NWS on during the rollout (and minimizing rudder use in crosswinds) is laid out in the landing procedures sections.

    What isn't in there, that is simply my speculation, is that the CG is much farther forward of the main gear than other typical aircraft, resulting in excessive directional stability once the main gear touches down.  As such, if you've been tracking the runway centerline correctly, the plane gets yoincked into alignment with the runway when the mean gears land.

  10. On 3/28/2025 at 5:12 AM, MemphisBelle said:

    ehhh, you wont believe it...it worked...the VR center view is now corrected after I´ve deleted the Hornet section from the SnapViews.lua.
    I´m totally blown away, I´ve never expected that. Thus it should actually be valuable enough to be reported as bug, since its caused by fault values, isn´t it?

    FYI, the "Save Cockpit Angles" function (usually default RAlt+Num0) saves all the snapviews, but that also includes your default head position in VR for each individual module.   If you ever need or want to adjust your default position in VR for any one module, just use the Cockpit Camera controls (usually default RAlt+numpad) to tweak it the way you like, press "Save Cockpit Angles", then every time you press VR recenter, you should be there moving forwards.

  11. 59 minutes ago, lBlackMambal said:

    For now I only flew the AH-64D where I don't have any issues regarding its IHADSS. Recently I started trying out aircrafts I bought in the last sale. One of them is the A-10C II and even after searching around I still wonder, what you normally "should" see in its HUD.

    When resetting the VR cam, I noticed that specifically the upper elements of the HUD content are cut off (e.g. the HUD menu cuts off the first 2-3 lines) - it slightly gets better if I reposition the pilot camera - but still not optimal.

    The irritation increases even more with threads that have been created some years ago, telling that back then the HUD was correct for VR but not for desktop usage. Is that still the case or has the desktop option been corrected and meanwhile it's vice-versa, i.e. that VR is messed up?

     

    A good first indicator would be, where the center line of the artifical horizon should be located. Is it supposed to be slightly below the upper metal frame part or far more downwards, i.e. at the actual center of the combiner?

     

    P.S. or am I really supposed to always bend forward (in real life) to be able to view the complete HUD content?

     

    Thanks a lot in advance

     

    It's not a very big HUD.  Where I sit, the gun cross is just out of sight above the top edge.  I find that gives me plenty of room to see the bottom of the HUD where more of the important stuff is.  If I need to see the very top, it just takes a little leaning forwards.

    Note that on the ground, this means the top of the HUD is just about on the horizon, since the Hog sits fairly nose-down on the ground.  Once you're up in the air, the typical AOA will have the horizon going through the middle of the HUD.

    I've heard you're supposed to line the two bolt heads on the top of the HUD frame, but not sure where that comes from.  

  12. 12 hours ago, DmitriKozlowsky said:

    Thats about as fine a control as I have in A-10CII with my X56. My curves are somewhat flat at 35 for pitch and roll axis.

    You don't need super fine controls--some guys do it with Xbox controllers.  Don't try to hold a small deflection, just briefly tap the stick in that direction and do it repeatedly.  If you need more, tap faster, don't move the stick farther, that just invites overcontrolling.

    And yes, 170 KIAS is super slow.  Tanker speed should be set to 220 KIAS, which equates to between 280-300 knots groundspeed in the Mission Editor.

  13. 13 hours ago, DmitriKozlowsky said:

    OK. Obvious to me, that I am kind of clueless, about what the sight picture of tanker should be in pre-contact , and how to hold that position. As tanker comply won't stick the thingy into the receptecale. What I find confusing and frustrating is why the drogue is alover the place. Including inside yhe cockpit at times. Why is the tanker not steady?

    A10CII_KC10_preContact_wont_contact.jpg

    This looks like the KC10 from the Military Aircraft Mod, which is known not to work.

  14. On 1/9/2025 at 12:04 AM, DmitriKozlowsky said:

    I am not on ramp at USMC MAG, but I would think that in past three decades that USMC/Navy would update their Charlie Hornets to full color or B/W LCD/LED displays on all three screens. I dislike ED's implementation of color screen in DCS: F/A-18C. Its limited to bottom, it is hard to read during day time. Its  too much of PIA to zoom into it for detailed view, while in flight. 

    The green amber I/R vew of ATFLIR has marginal contrast. Kind of wish our I/R view had quality and resolution from a competing combat simulation product. Starts with A, ends with A, and RM in middle. I am not a user of that product, but YT videos look impressive.

    I made a decision not to install free F/A-18E mod, as the FM is still C. 

    IIRC the DDI's in the Charlie ARE color displays, they're a weird combination of 3 vector displays (red, green, yellow) with a raster display (green) all packed in one CRT tube.  Seems like pretty bleeding-edge stuff for the '80's.  Anyone who's played vector graphics arcade games knows how bright and legible text can be compared to the scanned raster displays of the day.

    It's really only been in the last 10-15 years that LED/LCD can compete, and that's far past the age of the our Charlie Hornet's development.  

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