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Posted

Screenshot above the forest is indeed the greatest.

I really like what ED have achieved after they joined their forces with SIM-MOD team.

 

He lost the signal to one (or more) of the sats. because the nearby mountains were blocking the LOS. After a while, the sat. came back into view (rose over the mountains) on its own, because the satellites are actually "live" in the game engine and fly their orbit during the mission. Not realizing any of this, Beach thought he had simply done something wrong and tried to fix it by turning the whole thing on and off.

 

Is it "faked" orbital mechanics, or real orbital mechanics?

Is this time world a spherical real size Earth with more detailed areas and empty ones, or is it still flat like it is in LOCKON?

If we switch to F11 view and raise our view ALT to 300KM would we actually see that DCS world is a sphere?

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Posted
Screenshot above the forest is indeed the greatest.

I really like what ED have achieved after they joined their forces with SIM-MOD team.

 

 

 

Is it "faked" orbital mechanics, or real orbital mechanics?

Is this time world a spherical real size Earth with more detailed areas and empty ones, or is it still flat like it is in LOCKON?

If we switch to F11 view and raise our view ALT to 300KM would we actually see that DCS world is a sphere?

 

I love it when people take things like this to the nth degree! :) This is an interesting question. Is planet DCS round?

Posted

You only need to point at Shamandgg´s minni banner XDDD

  • Like 2

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Posted

new vid

 

Hey guys,

after downloading the winrar warns me that there's a CRC error in the zipped video:(. Any similar problem? Is there an other downloading mirror or simple .wmv file somewhere?

Thanks!

За всю историю никто и никогда не сумел завоевать Афганистан. Hикто и никогда

Posted

Hi,

version 3.60

Trying to get a newer one.

Cheers!

 

Edit: trying to install 3.71: unpacking error...:D

Sh*t happens...

 

ON

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Posted

I noticed the overfly updates in the vid. I wonder if anyone had experience using the Shkval to update the INS? How does this work? I would imagine you would just cue the sensor to the bridge and get a laser rangefinder reading that would update your position.

Posted
Also: I'm bored/can't sleep so I was watching the video again and I noticed that the sound associated with the apu seems to cut off immediately after he presses the cut-off switch (@ 1:17). In real life, wouldn't the sound kind of taper off? I'm not saying there's something wrong, I'm just asking if that's how it really is.

That was not the sound of the APU cutting off you heard when I hit that switch..although I can see why one would assume that. The sound is actually a "static" file that I had playing in the background for the voiceover audio, sort of to add to the feeling that you were listening in on an intercom. I also ran my voice file through a high and low pass filter to give it that "tin cup" audio sound that we often associate with intercom radios. When I did the formating of the video I also significantly dropped the in-game audio sounds down a lot so that my voice could easily be heard over the in-game sounds. As a matter of fact, there is one mistake I made and you can hear the in-game audio at full volume there when I reach the main runway for takeoff..sorry about that blast of Russian ATC controller..that one slipped through.

 

Regards..

BeachAV8R

Posted
I noticed the overfly updates in the vid. I wonder if anyone had experience using the Shkval to update the INS? How does this work? I would imagine you would just cue the sensor to the bridge and get a laser rangefinder reading that would update your position.

Yes, I think that can be done, but since I haven't even tried using the Shkval or any of the weapons sensors yet, I didn't attempt that on that flight. Also..a more experienced person could just fly over the INS update geographic point at normal cruise speed and hit the INS update button real quickly (have it set up to do it)..but like I said, I'm having enough trouble just rubbing my belly and patting my head. ;)

 

Regarding the ABRIS and GPS stuff...since it was mentioned in the video it's OK to discuss it..that yeah, I was really close in to that steep valley and didn't have LOS on some of the satellites. As well (I think) was the fact that there were only 4 satellites that could have possibly been used at that point in time..so even lacking just one or two would have been problematic. When the fifth satellite popped into view the position firmed up. I don't know how the GPS satellite availability is calculated, although I think I heard it being discussed once. I'll leave it up to the developers whether they want to give out any more information at this point.

 

Glad people are enjoying the video. :thumbup:

 

BeachAV8R

 

And even though I mention in in the written article that accompanies the video - it bears mentioning once more here - the sim is a work in progress and whatever you see may or may not be representative of the final product. Also, errors like me not knowing whether I forgot a switch or setting for the ABRIS are mine alone..the manual is quite detailed and 99% of the time I'm finding it is user error or not having read enough. But that is why I'm doing the previews with all my mistakes included..I think it gives a good feel for the depth and the fact that it will take a good bit of learning to master. Although there is an easy mode that will take a lot of that learning curve out. More on that later...

Posted

Great write up and video Chris!!

 

For the others... here's a quick start flow checklist I made to get you up and running from a cold cockpit with limited tests using a flow pattern to make it more efficient and easy to memorize.

 

KA-50 Start Flows - Quick Start with limited tests.

 

- Battery 1 and 2 - on

- Nav lights - on

- "ABCK" intercom switch - on

- Lamp Test - press to check all lights and audible warning functioning

 

*Ground Power - If Required*

- SPU-9 Radio Panel - "HON"

- Advise Ground service you want ground power. - "\" F10, F3, F1

- DC and AC ground power - on

 

Before Engine Start Flow

- Fuel meter - on

- Stopped engine EGT gauge test - press

- Fuel meter gauge test - press

- Forward and aft fuel boost pumps - on

- APU fuel shut-off valve - open

- Standby attitude power - on

- NAV system ground power - on

- EKRAN system power - on

- INU power - on

- INU heat - on

- Voice message system test - press

- Engine/APU start select switch - APU

- Engine/APU start button - press - monitor APU EGT

 

Engine Start Flow

- Park brake - on

- Ejection seat - arm

- Left engine fuel shut-off valve - open

- Anti-collision light - on

- Left/right engine EEG switches - on

- Rotorbrake - off

- Engine/APU start select switch - left engine

- Engine/APU start button - press

- At 20% Ng, left engine fuel cut-off lever - open - monitor EGT and engine RPM increase to idle(60-65%)

- Right engine fuel shut-off valve - open

- Engine/APU start select switch - right engine

- Engine/APU start button - press

- At 20% Ng, right engine fuel cut-off lever - open - monitor EGT and engine RPM increase to idle(60-65%)

- Engine throttle levers - auto (2 positions up)

- Left and right engine generators - on

- APU shut-off button - press

- APU fuel shut-off valve - close

- Request ground service personnel to remove ground power - "\" f10, F3, F2

- DC and AC ground power - off

 

After Start Flow

- ABRIS power - on

- Standby attitude indicator - uncage and set

- Running engine EGT gauge test - press

- All remaining radio/datalink switches - on

- Weapon control system - on

- IFF - on

- UV-26 countermeasure power - on

- Laser warning system power - on

- Signal flare power - on

- Autopilot channel switches - on

- Baro/radar altitude hold - as required

- Heading/track mode - as required

- PVI-800 mode selector - on (PA6)

- NAV Waypoint button(NNM) - press and select waypoint number on the keypad

- Center panel - configure as necessary

- K-041 targeting and NAV system power - on

- ABRIS - configure

- Park brake - release

Posted

Great video Beach! I got butterflies in my stomach now. :)

 

It would be very nice with an in game VOIP that when you push to talk would play that radio buzz. Even a bit canned sound when talking through it would also add to the feeling of being in there. Not too much ofcourse, dont want it to interfear. But a short buzz on button press and slight canned voice when talking would be very nice.

 

EDIT: Thanks Shepski! Copy/pasting now. ;)

 

Regards

Alex

Regards

Alex "Snuffer" D.

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Posted

BEACH WROTE"BeachAV8R

 

And even though I mention in in the written article that accompanies the video - it bears mentioning once more here - the sim is a work in progress and whatever you see may or may not be representative of the final product. Also, errors like me not knowing whether I forgot a switch or setting for the ABRIS are mine alone..the manual is quite detailed and 99% of the time I'm finding it is user error or not having read enough. But that is why I'm doing the previews with all my mistakes included..I think it gives a good feel for the depth and the fact that it will take a good bit of learning to master. Although there is an easy mode that will take a lot of that learning curve out. More on that later..."

 

We are getting a great feel for the sim from your previews Beach,you come across very clear and explain the things you can with great effect.For all us Rottor Heads who are busting with joy watching these vids,

 

Thank You very much for your time and work.

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Posted
It would be very nice with an in game VOIP that when you push to talk would play that radio buzz. Even a bit canned sound when talking through it would also add to the feeling of being in there. Not too much ofcourse, dont want it to interfear. But a short buzz on button press and slight canned voice when talking would be very nice.

 

Yeah..one beef I've always had with Team Speak is that the clarity of the voice comms is so good that I don't really feel like I'm using an intercom or walkie-talkie or whatever the sim/tactical game is trying to simulate. Way back when dedicated voice utilities were first showing up there was a program called Roger Wilco which I thought did a pretty good job of replicating true intercom/radio sound quality. Team Speak is the standard now though..so while the clarity is fantastic, I still think it is a little too good. :D

 

Shepski has a great list there. He can probably get the Ka-50 up and running in 4 minutes or so...I'm not nearly that proficient yet.

 

Regards..

BeachAV8R

Posted
Great video Beach! I got butterflies in my stomach now. :)

 

It would be very nice with an in game VOIP that when you push to talk would play that radio buzz. Even a bit canned sound when talking through it would also add to the feeling of being in there. Not too much ofcourse, dont want it to interfear. But a short buzz on button press and slight canned voice when talking would be very nice.

 

EDIT: Thanks Shepski! Copy/pasting now. ;)

 

Regards

Alex

 

:D :smartass:You could always make the sounds yourself:"Shh...Helo 543 10mike 350 of bullside...Shh" :thumbup:I think the canned voice would be cool but not the buzz when you press the radio. UHF and VHF do not make that noise when you key the mike, at least not the ones I use, I wish they did. To many time I have unintentionally keyed the mike while talking to co-workers saying cuss words and conversations that should not be broadcast.:doh:

To whom it may concern,

I am an idiot, unfortunately for the world, I have a internet connection and a fondness for beer....apologies for that.

Thank you for you patience.

 

 

Many people don't want the truth, they want constant reassurance that whatever misconception/fallacies they believe in are true..

Posted

You mean SINCGARS?

За всю историю никто и никогда не сумел завоевать Афганистан. Hикто и никогда

Posted
BEACH WROTE"BeachAV8R

...the sim is a work in progress and whatever you see may or may not be representative of the final product.

 

I hope that INS/ABRIS functionality is all kept in. Without Ubisoft around to force ED to dumb everything down (just like they dumbed the heck out of Rainbow Six RIP), I have full confidence that these complex features will make it to release.

 

::crosses fingers::

Posted
OMG, this pic looks like real !

air_347a_002.jpgthanks for the link :)

 

Trees look great… Wonderful :thumbup:

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Posted

In these trees like these it is really hard to spot Iglas ;]

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Posted
Yeah..one beef I've always had with Team Speak is that the clarity of the voice comms is so good that I don't really feel like I'm using an intercom or walkie-talkie or whatever the sim/tactical game is trying to simulate. Way back when dedicated voice utilities were first showing up there was a program called Roger Wilco which I thought did a pretty good job of replicating true intercom/radio sound quality. Team Speak is the standard now though..so while the clarity is fantastic, I still think it is a little too good. :D

 

so there is a little 3rd part util called TSNoise that adds mic beeps and background fuzz to teamspeak , quite good for immersion, have used on and off for a bit ..fully configurable

 

http://punkr.de/ts-noise-download

  • Like 1
Posted
In these trees like these it is really hard to spot Iglas ;]

If planned AI detection model will work Igla operator will have reduced effectiveness because of his location (forest). I wonder how accurate will the "forest map" be...

so there is a little 3rd part util called TSNoise that adds mic beeps and background fuzz to teamspeak , quite good for immersion, have used on and off for a bit ..fully configurable

I can tell it is not what most people expect. TS Noise just ads a noise as background for crisp clear speach. It is not what real radio produce. I'm writing this because I have a question. Closer to real life effect can be achieved by extremely reducing bit rate. Some cd-ripping software let's user choose from a spectrum of bitrates - from near cd quality to phone. Can this "phone bit rate" be applied somehow to affect Team Speak?

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