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[REPORTED] High-quality A-10C cockpit switch logic


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When you consider the gee whiz avionics being created for the Hornet and Viper, I think it’s just a logical conclusion.

 

Still, it depends on contractual details, too, and like has been said at some points: modifying systems would probably need renegotiating with the ANG and / or others, and there has been no hint of such thing so far.

 

Heres to hoping, but like NineLine just said: no such thing is even remotely official so far

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"Originally Posted by sc_neo viewpost.gif The eyepoint has been moved 5cm foward and 10cm upwards to account somewhat for a real humans neck. And to accomodate for that change they had to move the default player position a bit backwards. Now the HUD behaves like it should, like a real collimated HUD as far as i understand it at least. I guess this warrants round two on the discussion on what a real pilot sees when sitting in the relaxed position resting his back on the seat's back cussion. Last thing i heard was that pilots have to lean forward a bit to have the HUD in good view when doing gun runs."

 

 

 

 

 

I'll see if I can get some feedback, but doesnt really feel bad to me right now.

 

 

Hope you didn't understand me wrong. I actually called for that adjustment of the eyepoint in the lead-up to the cockpit update. So i am very happy you introduced that! My post was just an explanation of what has been changed so others would understand why it looked and behaved differently. Actually, when i tweaked those values in the server.lua myself a couple of months back, i obviously had to move back the seating position myself as well, which gave me issues with the midpoint/deadzone on the zoom-axis that i have bound to an analog rotary on my throttle. Different story.

 

 

Anyway, i think this neck-tweak makes looking around in the cockpit a bit more realistic. With these changes in place, whether the HUD is rendered in the correct place from the default resting position is another question, something people with real life experience can give input on.

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Anyway, i think this neck-tweak makes looking around in the cockpit a bit more realistic. With these changes in place, whether the HUD is rendered in the correct place from the default resting position is another question, something people with real life experience can give input on.

 

I seem to remember that a few Hog drivers in this here forum commented on the RL HUD visibility being a bit sub-par, too. Don't quote me on that, but I think it is pretty true to life.

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I also find night illumination very lacking. These screenshots are with all backlight maxed out. The only correctly illuminated areas are the ones that didn't change: HUD, MFDs, clock, radio digital displays and counter-measures and CDU. The rest is too dim.

 

 

 

Additionally the switch for the G-meter and compass illumination does nothing now. Those lights are bound to one of the other lighting controls. Is that a bug?

 

 

 

I agree that the new head position has improved a lot, altough now I cannot see the whole HUD.

 

 

Finally, in the daylight, the shadow areas are also quite hard to read. E.g. I am unable to see the trim reset and light test buttons as they are that dark.

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Agree on the cockpit being too dark. Its supposed to be a bubble canopy, illuminated by the sky/ambient light all around, yet it looks like it has a roof. Can just see the white writing, its far from white.

This is a general problem in DCS I find. Cockpits are generally too dark imo, and yes I use default 2.2 gamma. I have even been higher to counter the dark pits.

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Looks great! Thanks!

 

A couple of issues, some mentioned before:

 

- HUD not fully visible, you have to move your head around to see all the info.

- Too dark unless in the middle of the day. Flood lights/cockpit lights way to dim.

- Yellow side windows missing.

- Top center strip of the cockpit canopy glass (the strip that goes from the back of the canopy glass along the top of the canopy to about where the pilots head is) is missing.

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I like the new cockpit,

although I miss the old bungie cord used to tie the cockpit together.

they seem to have replaced it with a proper strap.

 

progress :)

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  • ED Team

We have some more tweaks to come yet including illumination adjustments.

 

thanks

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Overall very nice update.

 

I use track IR: For me, the HUD visibility is better now. I can finally see the TVV indicator without having to bend forward.

 

Night lighting is too dim, as others have mentioned.

 

Mirrors totally kill my fps now. Up to 60 fps!!! Barely took a hit with the old cockpit mirrors.

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Even now, although the new cockpit is still in the WIP status, it is looking around

Worlds better than before. I wonder what the end product will look like. Will gamble again with the A-10C throughout the days! Thanks to ED. I'm really looking forward to the update for the KA-50 !!

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Even now, although the new cockpit is still in the WIP status, it is looking around

Worlds better than before. I wonder what the end product will look like. Will gamble again with the A-10C throughout the days! Thanks to ED. I'm really looking forward to the update for the KA-50 !!

 

Thanks for the kind words :thumbup:

 

We know you will enjoy the KA-50 once it is ready :)

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I'm using a head-tracker (DlanClip) and the ejection handles are now covering switches like the APU and others near to the right side of the thrust levers, I'm also having issues with the HUD too, (it is almost unusable for me).

 

EDIt; Not checked the lighting as yet


Edited by smokedog77
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Looks great!

 

I'm glad it doesn't look as worn-out as in the 16 or even 14. Keep it up.

 

INDEED! At last a factory new pristine cockpit! Great work, in spite of all the guys complaining

that it is not utterly worn out as the F-18 was before my extensive and laborious retouching:

 

https://www.digitalcombatsimulator.com/en/files/3302617/

 

Or even worse, the F-14, fact that prevented me from buying it.....

 

Yes! Please keep it up with the factory new pristine cockpits!:thumbup:

 

A question for the worn-out damaged cockpit fans:

 

Do your car look as worn out as the F-14?

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Seems like the flat screeners have switched places with the VR’ers. It’s finally great for myself and others using 3D, and seems to have been compromised for those using 2D. I personally hope it holds for our side, as it’s perfect. Finally.... after years....

 

 

Cheers,

 

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NineLine - BigNewey -

 

Tell everyone that worked on this thanks. It is stunning, love it! Much sharper and better contrast on lettering etc. (running as 1024 resolution), shadows are wonderful. Much appreciated, great work.

 

The only thing I noticed was an FPS hit, which seemed odd to me, maybe I need to change something now in my settings? I was running around 70 fps with a mix of high, 75% tree's, maxed out grass/clutter, and 4X AA and I dropped to 50 fps. Outside of cockpit I run back up around 70 fps.

 

Do you have suggestions for settings to offset this? I am running a 1660 Super OC, plus a Ryzen 7 2700, with 32 gig of ram DDR4. Thanks!

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@nineline @bignewy Yep pass on appreciation! Firstly not everyone want's a worn cockpit and it amazes me - airworthy aircraft are not all scratched, dirty and battered on the inside. All aircraft are also new at some stage so i appreciate the new and crisp look!

 

I couldn't believe how much better the new A10C cockpit looks especially in VR, the clarity and shadows are fantastic!

 

Excellent work really is - about the best thing to be released in a while. Also it seems like you have adjusted the cockpit size/scale for VR as the old model never looked right - this is perfect!!

 

Thank you.


Edited by Hawkeye_UK

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