Cobra847 Posted June 20, 2017 Author Share Posted June 20, 2017 There will be a changelog posted soon. The Nav bug has been fixed for a long time, but we can't really do anything with it until 1.5 gets patched. Sorry! Nicholas Dackard Founder & Lead Artist Heatblur Simulations https://www.facebook.com/heatblur/ Link to comment Share on other sites More sharing options...
SpeedStick Posted June 20, 2017 Share Posted June 20, 2017 Lol *wordswordswords* I asked the same question regarding fm and engine ect. and I'm still not sure what's fixed or not. I know fuel flows not fixed at least. So valid questions. Also thanks for the answer Cobra. "Hard to imagine bigger engine. its got a beautiful face and an arse built like sputnik." - Pikey AKA The Poet, on 37 Viggen. Link to comment Share on other sites More sharing options...
AbortedMan Posted June 20, 2017 Share Posted June 20, 2017 There will be a changelog posted soon. The Nav bug has been fixed for a long time, but we can't really do anything with it until 1.5 gets patched. Sorry! Thanks Cobra, much appreciated. Will standby for ED to update. Link to comment Share on other sites More sharing options...
Andy1966 Posted June 20, 2017 Share Posted June 20, 2017 Thanks Cobra, much appreciated. Will standby for ED to update. THANKS HB... Its been a dusty trail, wish I could buy you all a pint or a cup of tea... but my arms aren't that long.. so the best I can do is of course buy the Kitty.... We are Virtual Pilots, a growing International Squad of pilots, we fly Allies in WWII and Red Force in Korea and Modern combat. We are recruiting like minded people of all Nationalities and skill levels. http://virtual-pilots.com/ [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
RagnarDa Posted June 21, 2017 Share Posted June 21, 2017 (edited) ** AJS-37 Changelog / Update Master List ** Cobra will probably update the first post soon, but here is a little list of some of the upcoming changes due to next update of DCS. - Radios implemented and fixed - Fixes to automatic fuel regulator - Fixes to afterburner at height - Rb04 no longer launching when re-armed - Correction to TILS-stations numbering past 20 - Multiple potential CTDs fixed - TILS-layer switch not switching back fixed - TAKT/Out not showing rightmost station fixed The big thing here is the radios that now should be working as intended (there where multiple issues with it). Laobi will have to redo his tutorial. Edit: added TAKT/UT-fix Edited June 21, 2017 by RagnarDa DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is. Link to comment Share on other sites More sharing options...
AbortedMan Posted June 21, 2017 Share Posted June 21, 2017 Cobra will probably update the first post soon, but here is a little list of some of the upcoming changes due to next update of DCS. - Radios implemented and fixed - Fixes to automatic fuel regulator - Fixes to afterburner at height - Rb04 no longer launching when re-armed - Correction to TILS-stations numbering past 20 - Multiple potential CTDs fixed - TILS-layer switch not switching back fixed The big thing here is the radios that now should be working as intended (there where multiple issues with it). Laobi will have to redo his tutorial. Hah! Thank you, good sir. Link to comment Share on other sites More sharing options...
amalahama Posted June 21, 2017 Share Posted June 21, 2017 Good to know! I've been a while since the last time I flew the module, are all rbs15 operation modes implemented now? Regards! Link to comment Share on other sites More sharing options...
QuiGon Posted June 21, 2017 Share Posted June 21, 2017 Has this been fixed already: https://forums.eagle.ru/showthread.php?t=189018 ? Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit DCS Panavia Tornado (IDS) really needs to be a thing! Link to comment Share on other sites More sharing options...
RagnarDa Posted June 21, 2017 Share Posted June 21, 2017 Forgot to add that to the list. Haven't fixed the FALLD LAST light not working with Rb04/15 DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is. Link to comment Share on other sites More sharing options...
DonJosh Posted June 21, 2017 Share Posted June 21, 2017 (edited) did you guys fix the cockpit gap in this upate. in the last 2.1-version there is still the gap and it really kills the immersion for me in the cockpit. https://forums.eagle.ru/showthread.php?t=181871 ps: after the newst update the gap ist still there Edited June 21, 2017 by DonJosh Link to comment Share on other sites More sharing options...
Agremont Posted June 21, 2017 Share Posted June 21, 2017 I know it's a pretty minor thing, but are you planing on remodeling the vertical stabilizer? It's a bit too broad at the top. Link to comment Share on other sites More sharing options...
Lenux Posted June 21, 2017 Share Posted June 21, 2017 what about the weapon reload bug? I9 12900k@ 5 GHz | 32 GB DDR4 | Asus ROG Strix Z690-A Gaming Wifi d4| RTX 3090 | 6 TB SSD + 8 TB HDD | 4K Samsung Q90R 55" | VKB MK III PRO L | Virpil Throttle MONGOOST-50 | MFG Crosswind | TrackIR5 Link to comment Share on other sites More sharing options...
609_Relentov Posted June 21, 2017 Share Posted June 21, 2017 what about the weapon reload bug? This :thumbup: Including for the road bases (in MP).. thanks in advance. Link to comment Share on other sites More sharing options...
Lenux Posted June 21, 2017 Share Posted June 21, 2017 What do you mean, Relentov? I9 12900k@ 5 GHz | 32 GB DDR4 | Asus ROG Strix Z690-A Gaming Wifi d4| RTX 3090 | 6 TB SSD + 8 TB HDD | 4K Samsung Q90R 55" | VKB MK III PRO L | Virpil Throttle MONGOOST-50 | MFG Crosswind | TrackIR5 Link to comment Share on other sites More sharing options...
609_Relentov Posted June 21, 2017 Share Posted June 21, 2017 What do you mean, Relentov? https://forums.eagle.ru/showthread.php?t=185826&page=6 Cobra responded in this thread a little later so hopefully we'll see this issue fixed in MP... Relent Link to comment Share on other sites More sharing options...
amalahama Posted June 27, 2017 Share Posted June 27, 2017 Will do. For now, just know that you need to be in Logarithmic mode and have your contrast turned up. Forests show up as blank/bright because they don't give uniform returns, and cities show up as darker in log mode (though you can't see them in linear mode). The thing that still trips me out is that the Viggen radar display is backwards to what I'm used to; I'm used to a bright spot being a return and dark being blank. By the way, I've tested today in Nevada and unfortunately it's just an optical deception. In Nevada, cities are still invisible; in Normandy we can see the overall city just because it's defined as a different 'type' of terrain I guess, which it seems the only feature that AG radar seems to see. But runways and buildings are still missing. I would be extremely happy with a simplified radar return 'à la' Falcon 4, darker dots where buildings are supposed to be, and brighter lines (because Viggen radar screen is inverted) where the runways and taxilines are. Regards Link to comment Share on other sites More sharing options...
Home Fries Posted June 27, 2017 Share Posted June 27, 2017 (edited) By the way, I've tested today in Nevada and unfortunately it's just an optical deception. In Nevada, cities are still invisible; in Normandy we can see the overall city just because it's defined as a different 'type' of terrain I guess, which it seems the only feature that AG radar seems to see. But runways and buildings are still missing. I would be extremely happy with a simplified radar return 'à la' Falcon 4, darker dots where buildings are supposed to be, and brighter lines (because Viggen radar screen is inverted) where the runways and taxilines are. Regards Perhaps terrain type is all we have because Heatblur isn't modelling a continuous wave radar, but rather they're modeling what a CW radar should return. It's an important distinction, because it relies on ED's data to provide returns. Perhaps Normandy adds some data that needs to be back-fitted to existing terrain. Another thing, though: you do see runways. they're not defined, but you can see the open space. They're dirt/metal runways, so they won't show up like concrete, but even concrete runways look blurry on a CW ground radar. The returns from the Normandy runways were pretty realistic IMO. For the buildings, that's in ED's court (see my first paragraph). Edited June 27, 2017 by Home Fries technical correction -Home Fries My DCS Files and Skins My DCS TARGET Profile for Cougar or Warthog and MFDs F-14B LANTIRN Guide Link to comment Share on other sites More sharing options...
Cobra847 Posted June 28, 2017 Author Share Posted June 28, 2017 The raycaster we use does not return hits from buildings (IIRC). That is the main reason for a lack of buildings. This is probably to save overhead on that method. Our A-G radar had to use multithreading heavily as is to get to this point. In the future, we may turn to a hybrid GPU solution which will see buildings. :) Nicholas Dackard Founder & Lead Artist Heatblur Simulations https://www.facebook.com/heatblur/ Link to comment Share on other sites More sharing options...
amalahama Posted June 28, 2017 Share Posted June 28, 2017 It sounds like very long term plan but I'm glad that at least you acknowledge Viggen radar modelling limitations and have some ideas to solve it :) I'm not going to say it's a major issue, but it deserves to be modelled just right. Regards! Link to comment Share on other sites More sharing options...
Lenux Posted June 28, 2017 Share Posted June 28, 2017 I thought, every Wednesday it's update day I9 12900k@ 5 GHz | 32 GB DDR4 | Asus ROG Strix Z690-A Gaming Wifi d4| RTX 3090 | 6 TB SSD + 8 TB HDD | 4K Samsung Q90R 55" | VKB MK III PRO L | Virpil Throttle MONGOOST-50 | MFG Crosswind | TrackIR5 Link to comment Share on other sites More sharing options...
gospadin Posted June 28, 2017 Share Posted June 28, 2017 I thought, every Wednesday it's update day Patches now come out on Wednesdays, but there's no guarantee every Wednesday will have a patch. Per a comment in another thread, this week's patch was apparently delayed. My liveries, mods, and missions for DCS:World M-2000C English Cockpit | Extra Beacons Mod | Nav Kneeboard | Community A-4E Link to comment Share on other sites More sharing options...
Buzzles Posted June 29, 2017 Share Posted June 29, 2017 The raycaster we use does not return hits from buildings (IIRC). That is the main reason for a lack of buildings. This is probably to save overhead on that method. Our A-G radar had to use multithreading heavily as is to get to this point. In the future, we may turn to a hybrid GPU solution which will see buildings. :) I'm curious: If ED's implemention with the Hornet (which seemed to show buildings) gets baked into the core sim and does what you need, would you be adverse to swapping yours out in favour of that? Fancy trying Star Citizen? Click here! Link to comment Share on other sites More sharing options...
amalahama Posted June 29, 2017 Share Posted June 29, 2017 I'm curious: If ED's implemention with the Hornet (which seemed to show buildings) gets baked into the core sim and does what you need, would you be adverse to swapping yours out in favour of that? I'm curious to know it as well Link to comment Share on other sites More sharing options...
Pikey Posted June 29, 2017 Share Posted June 29, 2017 As far as I can see, the raycasting is only for ground terrain. Units and world objects alike are not returned by it, for those you simply use an object export like all the radars in game. Ground terrain objects (houses etc) are not units and are therefore not returned. To get these ED would have to redesign the object qualities of the terrain to be exportable like a unit would be, or just fake the entire thing, which is way more preferable. By this I mean, the radar looks at your terrain map and just redraws the radar return to include whats in the map directly, rather than trying to "detect" a piece of terrain with raycasting - which would be pointless processing. The raycaster we use does not return hits from buildings (IIRC). That is the main reason for a lack of buildings. This is probably to save overhead on that method. Our A-G radar had to use multithreading heavily as is to get to this point. In the future, we may turn to a hybrid GPU solution which will see buildings. :) ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING * Link to comment Share on other sites More sharing options...
amalahama Posted June 29, 2017 Share Posted June 29, 2017 As far as I can see, the raycasting is only for ground terrain. Units and world objects alike are not returned by it, for those you simply use an object export like all the radars in game. Ground terrain objects (houses etc) are not units and are therefore not returned. To get these ED would have to redesign the object qualities of the terrain to be exportable like a unit would be, or just fake the entire thing, which is way more preferable. By this I mean, the radar looks at your terrain map and just redraws the radar return to include whats in the map directly, rather than trying to "detect" a piece of terrain with raycasting - which would be pointless processing. I think ED is working in a different approach which should work well with alll terrain features https://forums.eagle.ru/showpost.php?p=3011957&postcount=5 The question is whether HB will adapt it to the Viggen when it's available to all 3rd parties in the SDK. Regards! Link to comment Share on other sites More sharing options...
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