

Bushmanni
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Red Flag - Aggressor PvP February
Bushmanni replied to 104th_Maverick's topic in Tournaments & Events
SF_Bushmanni SF Squadron Finland F-15C -
My advice about these design decisions would be to give the mission creator some way to adjust the amount of terrain detail simulated which mostly affects infantry. Bushes and tall grass doesn't help tanks and other big vehicles that much but has a huge influence on infantry. Firing should make units detected (maybe only momentarily or only as long as they are stationary) even beyond the range they are actually visible.
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One factor I forgot to mention is that detection probability is about detection time, it's not a can see - can't see situation. So as long as you have enough time you will eventually detect all the targets that can be detected, the ones that are harder to see just take more time on average (you might be able to spot a hard to see target quickly because you just happened to stumble your binoculars on it or you might miss an obvious target for quite some time because you are looking somewhere else). DCS environment is too abstract in the ground fight level to give accurate representation of real world detection distances. You have to decide if you model the detection distances based on DCS terrain or real world terrain. If you model by DCS terrain then you model the detection distance based on detection distances in real world terrain that is equally lacking of terrain detail (almost open desert). If you model by real world then you have to factor in how the terrain would look like in real life and model the distances based on that. This has the problem that real world Caucasus (and even NTTR) has pretty bushy landscape in some places which is not represented in DCS in any way and so infantry might be pretty much invisible in some situations, especially if they decide to lay low. So realistic detection distances might be few hundred meters for moving infantry in real life but in DCS terrain they are visible from kilometers away which will be confusing for the player as he is wondering why the recce unit can't detect the obviously visible targets. The "it depends" problem is heavily based on the actual terrain in question when you are tryin to detect a target. Detection always boils down to contrast regardless of the system in use (eye, thermal camera, radar, etc.) but modeling detection based on contrast is very hard. The moment you step away from contrast modeling, you need to make assumptions on the situation and environment where the detection is assumed to happen. The color of the background vs. color of the target is one assumption that has heavy influence on the contrast of the target and hence it's visibility. Other big factor is if the shadow of the object is visible or not as dark shadow can break out an object from it's background despite perfect camouflage color. Real world detection distances can vary wildly because of the effect of contrast which is heavily dependent on the details of the environment. So I'm afraid there's no concrete easy to apply data that you can use but you are required to make some design decisions based on what you want to simulate.
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The other thing is that ME filters available aircraft by country and mission type. So if you can't find the aircraft you want in the list, you should try changing these. For example, you can't switch to F-15C if the mission type is ground attack.
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I'm assuming you are talking about the ability of the forward controller to detect targets. Detection probability within area that can be seen is mostly about how attention is directed and what kind of cues the target is providing to be detected. This can be very situation dependent. For example detecting a moving tank is easy from 5km or even 10k away but stationary infantry can be essentially invisible until you step on the guy. You should take into account the unit type, if it's moving and if it's shooting. You generally have some kind of idea where the enemy can or is likely to come so you direct more attention to that area and the smaller the area is the faster it is to detect a target within it. In Steel Beasts mission designer can assing a primary search sector to a unit in defensive position and it will detect targets faster within that sector. That is pretty good implementation of this effect. It would be nice to also dynamically alter the primary sector based on recent detections so that if one of the units of a larger formation is detected, it will improve the detection probability of the other units close to the detected unit. Looking from a hill will increase the observable area and hence give you more chances of seeing something interesting. You will also be more visible to others in the low ground though. Bigger area to search will also mean it takes more time to detect units within the visible area.
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Yeah, I figured that but Ciribob still requested samples of it in another thread.
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Bunch of recordings where SRS gets garbled because two different radios are transmitting at the same time.
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Bushmanni replied to gregzagk's topic in Multiplayer
No, you lose comms with a plane in same formation because someone is talking in a different radio. Besides annoying it's unrealistic. -
104th_Stuge | Su-27 | Virtual Aerobatic Solo Display
Bushmanni replied to IronMike's topic in Screenshots and Videos
Awesome. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Bushmanni replied to gregzagk's topic in Multiplayer
SRS has some sound quality issues that prevent it from being a reliable communications tool. The comms tend to get garbled always when you need them most, ie. when there's lot's of info to deliver and people talking on multiple channels at the same time. Not good. Aside from that it's great for immersion and in-game UI makes it straightforward to use (no need for alt tabbing). -
SF_Bushmanni F-15C
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Your fav tactics against Su-27 in a merge ?
Bushmanni replied to PrototypeBayu8's topic in F-15C for DCS World
Shoot it down before the first pass. -
Red Flag - Aggressor PvP January
Bushmanni replied to 104th_Maverick's topic in Tournaments & Events
I'm being busy currently and can't attend next saturday. -
Speed, G and turn radius depend on each other and nothing else. If you pull certain G at certain speed you will get a certain radius regardless of your plane, air density, or whaterver. a = v^2 / r
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That's from D model. The A model has more reasonable number of switches in its control setup.
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Red Flag - Aggressor PvP January
Bushmanni replied to 104th_Maverick's topic in Tournaments & Events
SF_Kapsu SF_Ocelot SF_Razer SF_Farrago SF Squadron Finland F-15C I will add sign ups of other SF pilots in this post. edit: removed myself from SF roster as I can't make it. -
DCS jammers do hide other aircrafts in close proximity or behind although the modeling might not be perfect. But it's a working tactic to hide your numbers by having only one plane jamming and the rest stayin silent. If other planes turn on their jammers you can see multiple jammer signals very close to each other on radar which might or might not be realistic. I haven't really tested on what parameters this stops working but I don't remember seeing any contacts behind a jammer unless it's clearly at different vertical angle from the jammer. There might be a bug that broke this as I haven't tested this with the latest version.
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That's why the US knew all about USSR air defense technology
Bushmanni replied to JunMcKill's topic in Military and Aviation
Doesn't look like DCS to me, apart from the Russian scenery. While DCS is pretty much the only consumer sim with Russian scenery it doesn't mean it's DCS. -
Jammer is mostly useless in 1vs1 but in a big pvp server fight it can create confusion that can help someone to slip through or at least slow down targeting or in a best case even deny a lock on a burn through target if the jammer and target are aligned just right (as the radar prefers to lock the jammer instead of the target). You can have a pretty good estimate of the jamming target altitude in F-15 by locking the jammer and looking where the TD box is in the HUD. You can also get range from the RWR if the target has his radar on. But doing this sensor fusion in your head takes time and is away from lookign for other bandits and AOJ mode is like STT in that radar stares at the target instead of scanning. While jammer isn't perfect way to hide it will create extra workload on the enemy. If you can make him busy enough he will start having gaps in SA.
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Yep. But ER has range advantage only at higher altitudes. At lower altitudes you would fire when the Eagle doesn't see you and you are close enough so that the Eagle doesn't have time to fire back when you launch.
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As Sweep said, you do it in your head as every pro driver in DCS does. Having this capability in hand gives you also the ability to judge enemy missile hit capability which the computer doesn't tell you anything but that is 50% of the necessary information you need to determine when to launch. Sometimes (when you are in a inferior position) you need to launch to force the enemy to maneuver and lose SA and energy beacuse if you go for the kill shot the enemy missile gets you. The closer to getting killed you launch your own weapon, the more problems you create for the enemy and with luck you can turn the tables.
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Kinematically R-27ER has about identical range to AIM-120C at sea level but about 50% greater range at 40 000 feet (about 12km). With range I mean the range where the target can't dodge the missile with maneuvers (at low altitude you can force the missile to hit the ground but that's another story). Launch authorization determined by computer might behave differently but you shouldn't pay attention to it as it's not accurate.
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Excellent work. :thumbup:
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Control position transduction in the real world
Bushmanni replied to Braeden108's topic in PC Hardware and Related Software
Google LVDT, that's what all the aircraft that I know of use.