

Branli
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Everything posted by Branli
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Any news around this topic? Couldn't find anything in the changelogs regarding the F4 and external monitors.
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Well if you pause / menu screen the screen your head movement with for example track ir still registers input and you head will move. At that moment you can also adjust your zoom view.
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I've updated the CockpitKeyboardZoomAcceleration = 900.0, but the zoom is still fixed at the default. Only if i pause the screen / menu screen, the zoom works for me.
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Sadly doesn't work anymore... Its now only in the menu screen / paused screen.
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Is this still an issue? I checked the MGRS but couldn't find anything. The whole area is changed. Please give a Lon Lat or an exact grid. @ctajiuh58 As far i can see / tell all issues are resolved. At least mine are. If you don't find any related to this topic, please mark this thread as resolved. It took a while, but thanks Ugra Media :). I can now properly setup a mission from Golan Heights to Damascus.
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What did I think of Kiowa? It needs to improve in some areas!
Branli replied to ThorBrasil's topic in DCS: OH-58 Kiowa
I would do it for free to fix the textures if i had the time. Its really a mess and a low effort to make it right. I've got some experience with texturing and UV Mapping and i bet other people in the DCS Community would join / help to fix this if they are invited. There is some amazing talent within the community and in the end its a matter of willing and caring about every aspect of your product.- 591 replies
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Small scale but high detail maps for low level operations
Branli replied to markturner1960's topic in DLC Map Wish List
I agree it would be nice to have better terrain. I also dont like the jagged edges and weird deformation of the terrain mesh. And i think it would be a nice experiment to see if this can also give a boost to ground warfare. The details of the cities in Afghanistan are much better then in te past, but the terrain still an immersion killer on low / ground level. -
When i want to start DCS World with the new launcher, i don't see any content or buttons such as my profile and settings. See attached image what i see. Sometimes it shows a bit more, like some text. But mostly it looks like this. I can still click on the yellow orange button and launch the game. But visually everything seems to be hidden. null
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Are you sure you are looking at the right spots? As mentioned in the notes, not every part of the Afghanistan map is high-res yet. Go checkout Herat. There is an additional shading technology to make the edges of the mountains much more natural. Still polygon edges are there, but its much less of an issue. Also more polygons will hit performance way more. This image below is taken nearby Herat airfield. Many areas still need some polishing, but what do you expect with such a huge map. I am lost many times when I just go cruising with my camera over this immense map. Also as mentioned by ED, its still in progress and many areas are going to be added with a much higher resolution. null
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Love this new feature! Thanks allot. A question comes to mind though, is it also possible to dynamically spawn AI units via this method by script?
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What did I think of Kiowa? It needs to improve in some areas!
Branli replied to ThorBrasil's topic in DCS: OH-58 Kiowa
@RealDCSpilot Excellent analysis. Thanks for the effort deep diving into this issue. Explains allot why the performance and visuals are lacking. Yesterday did also a closeup compare with the AH-64D and the OH-58D and it is a major difference. Bigger then i expected it would after i did a closeup inspection.- 591 replies
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Mission Editor: Hold / Hover task for Helicopters
Branli replied to Branli's topic in DCS Core Wish List
Thanks! I will add it to my tricks toolbox. -
What did I think of Kiowa? It needs to improve in some areas!
Branli replied to ThorBrasil's topic in DCS: OH-58 Kiowa
I agree to a certain extend, but high resolution textures are very important to mitigate the visuals of a low poly model.- 591 replies
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What did I think of Kiowa? It needs to improve in some areas!
Branli replied to ThorBrasil's topic in DCS: OH-58 Kiowa
Although i very much love the Kiowa and its awesome versatile role as AFAC / Light attack helicopter there are some major points to be noted: - Very low textures and low poly model, when i downloaded to module, 250MB is just laughable compared to the average of 1,5GB per module. Textures are just below par on every level. - Very annoying MMS issue when zooming and slewing. - Below average sound quality. I'm glad they are contacting Echo19 audio for better sounds, their F-16C and FA-18C Hornet sounds are amazing. - Performance is the worst of all helicopters, it eats atleast 10 FPS more compared to the Apache which is a more complex module - Flight model is nice but requires some finetuning when hover at near ground level. It seems i don't get any torque and it will fall down (not a VRS issue). Switching to AI hover will stop the helicopter from falling down $70.00 USD's is just rude in my opinion.- 591 replies
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It would be great for mission building to have Hold / Hover tasks for Helicopters. This way you have a more refined control what the behavior would be when a helicopter reaching a certain waypoint, instead of having to find workarounds with orbit or adding a second waypoint with a very slow movement speed which all have annoying side effects. Parameters what would be nice are: - Duration of hold / hover - Direction / heading of hold / hover - Removing the task hold / hover will cause the helicopter to resume its normal behavior / moving a long its waypoints or route.
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Hi CakeSorbus,
I have a question about your amazing script for the Gazelle. I stumbled upon the same problem for what i trying to do for the AH 64-D Apache when it comes to trigonometry and used your brute force method. But some how i cant get my pitch accuracy fixed. I'm hardly an expert when it comes to math, but the only thing i'm stuck with is the calculation the pitch of the TADS to calculate the distance where it LOS of the TADS hits the ground.
I will add my script what i have now.
what i dont understand is the code below, why aren't you using the pitch angle of the Viviane, or in my case TADS directly?
if vAngle < 0 then vAngleOffset = math.pi/2 + vAngle * math.rad(18) elseif vAngle > 0 then vAngleOffset = vAngle * math.rad(13) else vAngleOffset = 0 end
What i don't understand are the arbitrary numbers RAD 13 and RAD 18. How does it relate to the calculation and
local LasingCondLLim = (1/18) * -.1 local LasingCondULim = (1/13) * .1
Is this linked together?
Btw before you ask, why are you building this for the AH-64D, it already has a laser spot tracking etc. I want to brute force the position of the TADS so i can use it in other script like Calling Artillery, Creating markers for buddies etc.
Thanks for helping!
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Fixed it . After new updates for my chipset and GPU my system is very stable again. Still, textures are sometimes loading for like 30sec after i am in the game. But im glad the updates made a huge difference. I'm using a RX 7800 XT and a 5800X3D for those who might have had the same issue as my PC.
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JF-17 Will not attack moving targets within Search then engage in zone. After long testing and testing, i finally came to the conclusion that CAS JF-17 airplanes are not attacking moving targets. As soon as vehicles stand still CAS JF-17 airplanes will engage and destroy the static targets. Can you please fix this bug? Attached my Testing Mission. Ins Instructions: - Join Spectator mode - Observe AI JF-17 behavior - Observe AI MiG-29S behavior Observed behavior: - CAS JF-17 Airplanes will first attack the static target within the zone - CAS JF-17 Airplanes will circle / go in to route pattern while tanks / units are moving - CAS JF-17 Airplanes will engage tanks / units as soon as they've stopped moving Also added 2 MiG-29S with rockets, they perfectly attack also the moving targets. Isn't this maybe an AI issue with the JF-17? CAS - Example - 5 - Clean.miz CAS - Example 5 - Clean.trk dcs.log
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@markturner1960 Actually i might do this. I almost have the logic in place. I wrote a script for Artillery Overwatch which requires artillery, but the calculation and picking targets is already automated and works. But i have other issues at the moment i want to solve at the moment for my missions.
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As harsh it may sound, i rather program my way out of this. The Mission Editor is nice in some regard, but it gives massive headaches when it comes to scalability and maintainability. So i would rather create 10 zones in the ME and refer to those zones in my Lua script where i can easily setup functions for each zone and setup the required conditions. MIST is really nice for checking if there are units in those zones and execute a function if it does. Scripting is actually the quickest in the end. especially if you want to tweak your missions later on.
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You can do this manually with scripting if you know the point of origin. Pick a random point within a radius of point of origin and with the condition that the next shell needs to be at a minimum spacing distance between the previous shell. Use trigger.explosion to imitate a shell explosion https://wiki.hoggitworld.com/view/DCS_func_explosion
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Point 1: Best way to check how damage values behave is just testing it out by trail and error. 50 to much? Try 25. 25 to much? Try 12.5. 12.5 almost no effect? Try 20 etc. etc. Its a simple fifty / fifty approach and off course some guess work is involved. Eventually you get a feel how numbers correlates to your desired effect. Point 2: Their are many options you can do this. The most realistic way in my opinion is: - Calculate the distance between the target and the artillery. - A shell has a velocity moving from Point A - B - A shell has a parabolic behavior from point A - B ( for example y = 100 - (1/100) *x^2 ) https://www.desmos.com/calculator/t9utbi5yhf?lang=nl - To calculate the time of impact from firing until impact you start a virtual timer - Based on the velocity of the shell you simulate when the shell should impact. - Add some random deviation between 1 and 0.8 to make it less predictable. Another, easier option is and (less CPU intensive): - Calculate the distance between the target and the artillery. - Multiply the distance with a factor (for example a shell should travel 0.8nm per second) if a distance is 20nm, shell should hit a target after 16 seconds. - Add a random deviation lets say give a random number between 1 and 0.8. And multiply the time with a number between 1 to 0.8. (16 - 12.8 seconds) Hope it helps
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reported S_EVENT_MISSION_START no longer firing for either SP or MP
Branli replied to TEMPEST.114's topic in Mission Editor Bugs
Maybe try, as a temporary workaround, using the Mission Editor Mission Start Event and trigger a function in your script to execute your larger script? I'am also programming a large mission but i use the ME to load my custom modules, once the script is loaded, it executes itself only once. That way you are more flexible using both options. -
In the Mission Editor and MIST: Search then engage in zone not working on moving targets. After long testing and testing, i finally came to the conclusion that CAS airplanes are not attacking moving targets. As soon as vehicles stand still CAS airplanes will engage and destroy the static targets. Can you please fix this bug? Attached my Testing Mission. Instructions: - Get in the F15E - Open Command Menu (\) - Select "Other" Command (F11) - Select "Launch Operation Spearhead" Command (F1) MIST Groups will now also spawn I named the vehicles in the ME so you can easily identify which ones are added via the ME or MIST. Observed behavior: - CAS Airplanes will first attack the static target within the zone - CAS Airplanes will circle / go in to pattern while tanks / units are moving - CAS Airplanes will engage tanks / units as soon as they've stopped moving Note: I think many people don't know this and reported allot of issues without investigating / testing with static vs moving targets. Even as an experienced programmer and mission maker I also assumed moving targets shouldn't matter in the behavior of CAS, scanning targets a the zone should also return moving targets. No enemy will stand still while CAS is going to do a BRRRT or fire a rocket barrage. UPDATE 11-04: After some double checking and extra testing it also might be that the JF-17 doesn't seem to attack moving targets. When i switch the planes for a MiG-29S with rockets, they perfectly attack also the moving targets. CAS - Example - 4.miz