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Posted

Sorry guys, I've had very little forum time over the past few weeks. A thanks is in order to some of the other team members who have been answering questions that I would normally handle.

Free fall bombs are wAFMed. I'm not sure if the same is true for the individual bomblets of the KMGU dispenser or cluster bombs, but I do not believe so. Will test and get back to you.
I ran a test, but couldn't reach a 100% conclusion. However, it looks like each bomblet may be wAFMed afterall, because your helicopter's trajectory during release definitely affects their dispersion pattern. In most cases, the difference isn't large, because you will typically release from a relatively low altitude, but it is there. Again though, without a definitive answer from Yo-Yo, I'm not sure.

 

All bombs simply explode on impact.

Will it be possible to set failures in a more detailed way than in lomac?

As it is now we can choose an interval time when the fault may occur and a global chance of any fault happening.

I would like it if we could set individual chance figures for each failure, e.g. 46% failure chance on left engine and 32% chance of failure on the right landing gear.

And I would like it if we could set several chance zones by time for each failure type, e.g. from 5 minutes into the flight and to 30 mintues into the flight there would be a 50% chance of a certain failure, after those 30 minutes this chance would go up to 75%.

The failure probability is now set for each individual failure separately. However, there is no ability to program numerous timings for each failure. As in FC, you designate a 'starting' and 'duration' times for the possible failure.

- EB

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Posted

Can you link these failure probabilities to triggers?

 

For instance: Can I make a trigger that says if "player exceeds 400kph" then "chance of hydraulic failure=75% for 5 minutes"?

Posted
Also, will we be able to tie failures to triggers?
Can you link these failure probabilities to triggers?

 

For instance: Can I make a trigger that says if "player exceeds 400kph" then "chance of hydraulic failure=75% for 5 minutes"?

No, failures cannot be tied to triggers at this point. Perhaps in the future - there are many trigger functions on the list for development.

It would be really cool to be able to include a kind of wear and tear on the Ka-50 into a campaign, as you go along the chance of failures for the helo increases and depending on mission goals achieved there might or might not be time for repair and service. There could even be missions where you're supposed to just fly to a service station and if you succeed the failure chances gets lowered.
Again, this is definitely something ED would like to implement and is heading toward, but not in Black Shark. What we do have in Black Shark already is the possibility of dynamic wear and tear on certain aircraft systems during the mission, such as engine and rotors. Also, the ability to rearm, refuel and communicate with the tower depends on the availability of such resources at the FARP/airbase. Such functionality will grow with time as ED develops the simulation world further.

- EB

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Posted
Will Multicoreprocessors be supported?

 

>>FAQ

 

Q: Will DCS: Black Shark be Vista-compatible and take advantage of multi-core processors?

A: The initial release of DCS will use a heavily modified version of our TFCSE simulation engine that will run Windows XP SP2 and Vista equally well using either DirectX 9 or DirectX 10. However, DCS versions based on the TFCSE engine will not take advantage of DirectX 10 unique features or multi-core processors. We plan however to provide such features in our new simulation engine that is currently in development for later versions of DCS.

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Posted

Of all the information I've seen, it looks like the start up procedure is nailed down pretty frim. Besides the Producers Note #1, will we see any systems training material prior to release? I.e. ramp start, ABRIS, etc wrapped in a java app or in a document.

 

Just wondering if it was being considered.

 

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Posted
Of all the information I've seen, it looks like the start up procedure is nailed down pretty frim. Besides the Producers Note #1, will we see any systems training material prior to release? I.e. ramp start, ABRIS, etc wrapped in a java app or in a document.

 

Just wondering if it was being considered.

 

SunDown

 

 

 

If all goes well, you'll have the entire manual to ponder over a cup of Earl Grey and Scones :book:

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Posted
If all goes well, you'll have the entire manual to ponder over a cup of Earl Grey and Scones :book:

 

 

And if things go REALLY well we can have a nice thick manual to purchase and read in bed instead of a PDF. :D:D

Posted (edited)

My apologies if this question was asked previously, but this thread is long and the search feature never revealed the details I’m looking for.

 

I have a quick question seeing the Producers note. I’m seeing some jagged edge even on the high quality movie, was wondering if AA (antialiasing) will be supported as a feature for DCS? And what about AF (anisotropic filtering)? Does DCS has plans to offer EAX support for surround sounds quality? Hopefully in a near future, yes?:huh:

Edited by TheMoose

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Posted
My apologies if this question was asked previously, but this thread is long and the search feature never revealed the details I’m looking for.

 

I have a quick question seeing the Producers note. I’m seeing some jagged edge even on the high quality movie, was wondering if AA (antialiasing) will be supported as a feature for DCS? And what about AF (anisotropic filtering)? Does DCS has plans to offer EAX support for surround sounds quality? Hopefully in a near future, yes?:huh:

AA and AF can be used in Lomac and as the same engine is used in DCS I'm pretty sure that we'll have those features there too.

EAX doesn't really have anything to do with surround sound, no I don't think EAX will be supported.

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Posted

Nice environmental sounds are allways welcome, but I think the sounds of the actual machine are more important..

Can you hear if the gearbox is screwing up for example? Stuff like that... Is it a factor when flying real choppers? I mean listening to the machine and hearing if somethings wrong??

How does DCS handle this??

 

Please elaborate anyone!! :)

 

BTW A special edition would indeed be nice, especially if there was a printed manual and flight charts!!

Posted
Is it a factor when flying real choppers? I mean listening to the machine and hearing if somethings wrong??

 

Yes, listening is extremely important. Of course, I have no clue what a filing transmission sounds like, and I hope never to learn! But some very important things are easy to notice, like when you start losing rotor RPM. I'm not a pilot, so I don't get to watch the gauges up front, but I can always tell hen we're pulling too much power and the rotor RPM starts to decay. Also things like bumps and vibrations and "whines" can indicate problems. Normally, these kinds of noises cause the pilots to immediately begin staring at the gauges for any indication of what may be going wrong, so the noises, for the most part, aren't specific enough to tell you what is wrong, but they do get you to watch your gauges and lights more carefully just to make sure everything is okay.

Posted

A question about Abris features; it came to me when reading the "gun on the shark"-thread.

 

What ways are there to create a marker on the Abris? Are you able to mark a point in the real world through the HMS and that way create a marker on the Abris map?

 

For instance if you're flying along and suddenly start taking MG/cannon fire from somewhere off to the side, obvioulsy you should take immediate evasive action, but when the firing starts you'll look around and may spot the tracers or something that you can use to approximate the location of the enemy, aim with the HMS and input a marker in the Abris, all in the blink of an eye while taking evasive manuevers, circle around and with the help of the Abris marker you can pop up and relatively accuratly pinpoint the enemy and take them out. Is this possible? Or is there some similar fast way of putting down an accurate mark on the Abris?

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Posted
I think you can't input waypoints into the ABRIS inflight, but im not sure.
Yes you can, but it's not very fast I think, there should be some way to quickly mark an enemy position so that you can fly away and then return from another direction and take them out.

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Posted
Yes, listening is extremely important. Of course, I have no clue what a filing transmission sounds like, and I hope never to learn! But some very important things are easy to notice, like when you start losing rotor RPM. I'm not a pilot, so I don't get to watch the gauges up front, but I can always tell hen we're pulling too much power and the rotor RPM starts to decay. Also things like bumps and vibrations and "whines" can indicate problems. Normally, these kinds of noises cause the pilots to immediately begin staring at the gauges for any indication of what may be going wrong, so the noises, for the most part, aren't specific enough to tell you what is wrong, but they do get you to watch your gauges and lights more carefully just to make sure everything is okay.

 

Thanks for the insight!! :thumbup: Very interesting!!

Any word on how detailed it is in the sim?

Posted
A question about Abris features; it came to me when reading the "gun on the shark"-thread.

 

What ways are there to create a marker on the Abris?

 

Yes.

 

Are you able to mark a point in the real world through the HMS and that way create a marker on the Abris map?

Sort of yes (devil's in the details)

 

For instance if you're flying along and suddenly start taking MG/cannon fire from somewhere off to the side, obvioulsy you should take immediate evasive action, but when the firing starts you'll look around and may spot the tracers or something that you can use to approximate the location of the enemy, aim with the HMS and input a marker in the Abris, all in the blink of an eye while taking evasive manuevers, circle around and with the help of the Abris marker you can pop up and relatively accuratly pinpoint the enemy and take them out. Is this possible? Or is there some similar fast way of putting down an accurate mark on the Abris?

You'll be dead by the time you're done fiddling with nav system input ;)

However, you don't need to do all that; the SHKVAL and INS integrate to do some interesting things for you. I'll leave it at that for now, as I'm not sure if Wags has demonstrated these features yet.

 

You'll realize that there's no such thing as 'in the blink of an eye' in a realistically modeled aircraft. EVERYTHING takes time.

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Posted

Like I said, sort of. By the time you've accomplished it you'll have taken about 3-4 sec, most of them spent 'looking down' instead of evading your threat ;)

Best thing to do is to not bother with ABRIS. SHKVAL alone will help here, but again, you're wasting precious seconds.

 

Well, I really didn't mean that literally, I just mean if there was a function for looking at a spot then pressing a button and those coordinates would be saved to the Abris... that sort of 'in the blink of an eye' :D

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

I don't think so, but don't take my word for it.

 

Will be there a "freeze" option to push all the buttons in pause mode, like Falcon?

 

Regards!!

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted (edited)

Not so much a question here, just something someone brought up in a thread at SimHQ. Wags said that they were in communication with Steam for possible distribution of Black Shark. I'm still probably going to wait for a DVD copy but:

 

Advertisements for Black Shark and DCS in Steam + BS demo downloadable through Steam = good things. :D

 

Like most of the time in life, if you have a good idea the chances are that someone's already thought of it. I just figured I'd put this here and ask, has anyone at ED had considered this?

Edited by RedTiger
Posted

Yes a freeze feature seams like a good idea I thinks as wells!! :thumbup:

Obviously would'nt be possible in multiplayer (which is where the real immersive and nerve-wrecking action takes place (for me anyway))..

 

Another question, does DCS use the same sound-engine/library?

 

I have alot of trouble getting sound to work properly in LO:FC (things like certain sounds dropping in and out at random, odd pitch changes in engine sound (not related to throttle changes or doppler effect) etc etc)...

 

So basically, should I expect to have the similar issues in BS?

Posted (edited)

Will DCS and its Advanced Flight Models include realistic simulation of weather? And more specifically the interaction between machine and nature with regard to things like wake vortex?

Will we feel the bumps as we pass through another aircraft's wake?

Will wake vortex be an issue if you are following a larger aircraft?

Will a crosswind affect the wake of an aircraft on a take-off roll that you have to think carefully about which side of the runway you as the wingnut line up on?

How much of an impact on the engine and its operations will things like OAT have?

Etc etc etc..

 

Apologies if it's already bee asked!

Edited by Zorrin

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