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Posted

Being worked on. It's one of those issues where ED needs to help out as well, since a laser effect more then just our module.

 

Poly, the aforementioned issue with laser ranging is still present, is this being worked on?

Coder - Oculus Rift Guy - Court Jester

Posted

Is the manual still being worked on? There are still a few missing chapters like normal / emergency procedures, weapon employment, maybe a little background of this great helicopter... Some other chapters are separated draft documents (navigation system).

 

To make it smaller in size (90 MB currently), it's perfectly possible to use text in form of lists and procedures instead of many screenshots, a good example is pages 69-77, which are actually less clear because it's just a collection of screenshots. DCS simmers are not afraid to read some text ;) It also looks more serious.

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Posted
Being worked on. It's one of those issues where ED needs to help out as well, since a laser effect more then just our module.

 

Thanks, big issue, but once it`s solved, it will be prima :thumbup:

[sIGPIC][/sIGPIC]

Posted

Think there is some error in the damage model

 

I like the challenge of landing on a moving ship in rough weather.

While doing this I've noticed how the Gazelle makes much more damage to the ship when landing hard on it, than other helicopters and then the Gazelle is a lighter helicopter.

 

IF the Gazelle would do so much damage to the ship, it would certainly (?) incur damage on itself... (even if it would be much more robust than a French car... :) ).

 

Secondly, when I flip overboard the Gazelle keeps going underwater sometimes...

You see it in this video:

 

Posted

I was able to land ok without damaging the ship. It did slide a bit after landing. But no damage to the ship.

 

 

I like the challenge of landing on a moving ship in rough weather.

While doing this I've noticed how the Gazelle makes much more damage to the ship when landing hard on it, than other helicopters and then the Gazelle is a lighter helicopter.

 

IF the Gazelle would do so much damage to the ship, it would certainly (?) incur damage on itself... (even if it would be much more robust than a French car... :) ).

 

Secondly, when I flip overboard the Gazelle keeps going underwater sometimes...

You see it in this video:

 

Coder - Oculus Rift Guy - Court Jester

Posted (edited)

My point was not about being able to make a perfect landing, even I manage to do that from time-to-time (I understand it can be hard to believe after watching my videos). It's that when you touch down too HARD on the ship the Gazelle causes SEVERE DAMAGE to the ship - but the helicopter is NOT damaged. I guess the fault could then be in the ships damage-model or in the Gazelles damage-model (or both). But since landing HARD with other (heavier) helicopters does NOT cause the same amount of damage to the ship I assume it's in the Gazelle.

And then I think the engine should stop underwater...?

Edited by Fredo_69
Posted

Poly; I wrote this in another thread but no one saw I think: Gazelle's skids is flexible in real?

 

It seems it's not in game, because it bounces at landings. That's why pilot has to pay extra attention to land softer. I don't want to compare, but you can feel the flexibility when you land Huey.

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Posted

My mistral Gazelle loaded with 4 missiles was able to fire only 2 (one on each side) before the control panel was showing me 0 on both sides.

IA A10 and uh60 targeted, even while shooting at their six, were unharmed systematically without even releasing flares. The mistral was blowing up way before getting even close to the aircraft. Firing at a human controlled gazelle though in any direction was a hit.

Is there a limitation with using mistral against ia?

Posted

 

One last (!) ship landing video (for a while at least).

In this nice conditions, and with SAS on, it's not that difficult to make reasonably soft landings on the ships. But the Gazelle (me) still cause some light damage to the frigate. The cruiser is however unharmed by my landing, but it was an even softer one.

 

I still think some tuning of the physical modelling between the Gazelle an "other objects" (the ship in this case) could make it more realistic.

Posted

So is the the Gazelle basically ready for flight OR is there still issues ?

I haven't flown it in 2 or 3 months but don't want to waste my time if I have to spend another hour with Controls .. again... or something still isn't working right. It's better that I just avoid it if there are still issues.

SnowTiger
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Posted

In my test map I have KA-50, A-10's and some bombers - all AI. I was able to take all of them down without issue with the Mistral. I'll create another one with more A-10 and UH-60 this weekend and test again.

 

Where you in 1.5 or 2.0?

 

My mistral Gazelle loaded with 4 missiles was able to fire only 2 (one on each side) before the control panel was showing me 0 on both sides.

IA A10 and uh60 targeted, even while shooting at their six, were unharmed systematically without even releasing flares. The mistral was blowing up way before getting even close to the aircraft. Firing at a human controlled gazelle though in any direction was a hit.

Is there a limitation with using mistral against ia?

Coder - Oculus Rift Guy - Court Jester

Posted (edited)
So is the the Gazelle basically ready for flight OR is there still issues ?

I haven't flown it in 2 or 3 months but don't want to waste my time if I have to spend another hour with Controls .. again... or something still isn't working right. It's better that I just avoid it if there are still issues.

"SnowTiger" - Look into those recent threads and judge for yourself (the answer depends on how "picky" you are on realistic flight):

 

https://forums.eagle.ru/showthread.php?t=174696

https://forums.eagle.ru/showthread.php?t=174586

 

I have no problems with the controls or other stuff, by the way :)

Edited by Fredo_69
Posted (edited)

Could you please provide a empty version of your bug template?

 

Thank you. :)

 

Add:

 

Bold tag can't be viewed here. I attached a text file.

bugtemplate.txt

Edited by Devrim

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Posted

I'll test again this weekend with latest version. Will let you know. I know where to find you.

 

1.5. Hosting. Eagle though could use all 4 missiles as client. For the IA, maybe it's just me ...:(

Coder - Oculus Rift Guy - Court Jester

  • 2 weeks later...
Posted (edited)

Sustaining repeated -2.6g, without damage.

 

Spare empty template.

 

Description:

DCS Version:>

Steam:

Map:

SP/MP:

Reproducible:

Step to Reproduce:

Screenshot/Video available:

Track Available:

Mission File:

Controllers:

OS:

RAM:

GPU:

Mods:

Any Additional Information:

Edited by Holbeach
ASUS 2600K 3.8. P8Z68-V. ASUS ROG Strix RTX 2080Ti, RAM 16gb Corsair. M2 NVME 2gb. 2 SSD. 3 HDD. 1 kW ps. X-52. Saitek pedals.


..
 
Posted (edited)

Description: Weird Axis controls when switching control authority in multiplayer

DCS Version:2.0.3.57442

Steam:no

Map: Nevada

SP/MP: MP

Reproducible: Yes

Step to Reproduce: Fly dual cockpit with different axis tuning for clients. CoPilot press A to toggle controls and the CoPilot gets a weird sluggish control.

Screenshot/Video available: n.a.

Track Available: if required

Mission File: happens always

Controllers: both MP clients TM Warthog, MFG Crosswinds

OS: Windows 7 (both)

RAM: 16 GB

GPU: NVidia GFX 970

Mods: none

Any Additional Information: To me it seems like the axis tuning is taken from the Pilot seats client settings. It "feels" like he flys through the axis tuning of the pilot. It does not matter if one i shosting or not.

Edited by shagrat
  • Like 1

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

Addendum to shagrat's report:

 

yurgon-server-20161015-173629.trk. Taken in 2.0.3.57442, 2.8 MB, duration circa 12 minutes.

 

For me, the track plays back almost exactly as it happened. I was hosting the mission.

 

Description:

At first, I take off and land on the adjoining taxiway. At that point, shagrat joins on the copilot seat, but I am still on the controls. I fly a bit and then touch down somewhere between the runways.

shagrat takes control circa 3 minutes into the track, and has huge trouble controlling the helicopter. He flies a circuit around McCarran. On touchdown, the vertical speed is too high and the tail broke off (in the replay, the helicopter then tipped over and exploded; when we flew the mission, that didn't happen, but I guess that's just a replay problem and not related to the controls problem).

 

Circa 6 minutes into the mission, shagrat spawns in a new chopper as pilot, I join as copilot. He flies a bit and lands.

After he has landed, I take control. After takeoff, I have huge problems controlling the chopper and enter strong oscillations. Several times I apply full left and right cyclic, but the chopper takes incredibly long to react to my input. I somehow manage to stabilize the flight and land.

Then, circa 10 minutes into the mission, shagrat takes control again, takes off without problems, and goes to straight and level flight. Roughly over the end of the runway, I take control mid-flight. This time, the chopper quickly goes into heavy pitch oscillations which lead to the tail breaking off and the chopper crashing circa 12 minutes after mission start.

 

I also think that the player on the copilot seat currently flies with the joystick settings of the player on the pilot seat.

 

My settings (these are identical for Flight Control Cyclic Pitch, Flight Control Cyclic Roll, and Flight Control Rudder):

 

Screen_161016_203122.jpg

Posted
Description: Weird Axis controls when switching control authority in multiplayer

DCS Version:2.0.3.57442

Steam:no

Map: Nevada

SP/MP: MP

Reproducible: Yes

Step to Reproduce: Fly dual cockpit with different axis tuning for clients. CoPilot press A to toggle controls and the CoPilot gets a weird sluggish control.

Screenshot/Video available: n.a.

Track Available: if required

Mission File: happens always

Controllers: both MP clients TM Warthog, MFG Crosswinds

OS: Windows 7 (both)

RAM: 16 GB

GPU: NVidia GFX 970

Mods: none

Any Additional Information: To me it seems like the axis tuning is taken from the Pilot seats client settings. It "feels" like he flys through the axis tuning of the pilot. It does not matter if one i shosting or not.

 

Please create a new thread for each problem so it's easier to find. But this is a know issue. We're working on reducing the sync time so that should help with this issue. But because this is the first heli to have multiplayer - things take a bit of time to fix.

Coder - Oculus Rift Guy - Court Jester

Posted
Please create a new thread for each problem so it's easier to find. But this is a know issue. We're working on reducing the sync time so that should help with this issue. But because this is the first heli to have multiplayer - things take a bit of time to fix.

No problem.

If it is the sync, that is causing the lag, that's ok. Thought it is related to the inputs.

 

:thumbup:

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B  | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)

Posted

In multiplayer everything DCS world sees comes from the pilot side. This includes what the helicopter is doing, where it is, and controls. When you pass the controls to the commander, the helicopter is still being controlled by the pilot according to DCS, but the inputs are coming from the commander. Because of the desync they are a little delayed and can cause an issue. It's being worked on.

 

No problem.

If it is the sync, that is causing the lag, that's ok. Thought it is related to the inputs.

 

:thumbup:

Coder - Oculus Rift Guy - Court Jester

  • 2 weeks later...
Posted

Description: Getting the most annoying sound bug after you die.

Example: When get shot down an respawn hear engines and rotor going when it is not running.

DCS Version: 1.5.4+

Steam: No Steam

Map: Caucus

SP/MP: MP/SP

Reproducible: No clue

Step to Reproduce: Ask anyone all have had this bug since Muti Crew for Gazelle.

Screenshot/Video available: None

Track Available: None

Mission File: Go on Muti Player and find out after get shot down an respawn.

Controllers: X-65F

OS: Win7proX64bit

RAM: 16

GPU: GF750Ti

Mods: None

Any Additional Information: None

Posted

Wasn't there a mod that caused that issue?

 

Anybody else got missing cockpit textures with Tiger meet 2 skin?

Coder - Oculus Rift Guy - Court Jester

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