Theodore42 Posted August 4, 2021 Posted August 4, 2021 First of all, are you sure it isn't lag? Have you done this offline? Your target is going 700kts and the bullets are taking 2 seconds to get to him. A loaded roll, or even a mere twitch from the target, is going to cause the pippers to recalculate all over the place. The lines extending from the + are to indicate how much energy the target has. When those lines are really long the target is going to be able to dodge your bullets (as long as his reaction time is less than the 2 seconds it takes for your bullets to get to him). Also, look at how far apart the 1G and 9G indicators are. Your target can be anywhere along that line starting from AFTER you pull the trigger. And then if the target uses some roll input too, well, your bullets aren't even gonna be in the same plane. Use your thrust to weight ratio fighter to run him out of energy first, then there will be nothing the target can do that can make your pipper recalculate like that, lag or no lag.
darkman222 Posted August 4, 2021 Posted August 4, 2021 (edited) No its not lag, thats 100 % sure. But you pointed me in the right direction and I think I cracked the case. If you check my post about it in the bug section ( I posted the link above) you can see the jumping pipper happening frequently. Whats seems to happen is: The pipper does jump around like crazy when the bullets have kinetically no chance of hitting the target. I did a split screen now with the tacview replay above. Although the bandit is just flying 1 G at the moment, the first rounds at 2700 ft were out of range, like you said. But the secound rounds at 2400 ft were in range. Now the pipper just jumped to the correct position and the bullets hit perfectly. I think the bullets would not be very fast any more at that point, but I doubt it is modelled, because this would be a lot of extra calculations to determine the resulting damage, while considering the lower speed. If they hit, DCS registers a hit. Thats it I guess. To sum up my detective work here: The pipper is being hidden for the player at distances greater than 4000 ft because its very unlikely to hit AND it is jumping around like crazy because the shot is out of range. If you manage to create a situation where the shot is out of range but closer than 4000ft then the pipper being shown to the player, but it starts jumping around, because it cant bring up a valid guns solution. And the calculations return invalid results. Edited August 5, 2021 by darkman222 1
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