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Targeting Pod Choice


Kev2go

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vor 18 Stunden schrieb Furiz:

Yeah, it's in the Viper Roadmap page1 pinned in F-16 forum,

I'm only concerned on how long will Early Access state last, since they plan on bringing SniperXR after EA. But lookint at Hornet that is still in EA after how much, 4-5years? and Viper was announced in july 2019, we might have to be patient with Sniper XR.

Im sure itll take a while, but im fine being patient now that the Litening stay till then. I wonder if the Sniper XR will now come sooner though, considering the LANTIRN was supposed to come before the Sniper.

I also wonder a bit how much of a difference the pod will make? Idk if its because of watching it on a flat screen, or because of DCS' rendering, but the difference between pods like LITENING/ATFLIR does seem that big anyway. Eg the Lantirns lack of TV seemed like a bigger factor than the difference between pods like that.


Edited by Temetre
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1 hour ago, Temetre said:

Im sure itll take a while, but im fine being patient now that the Litening stay till then. I wonder if the Sniper XR will now come sooner though, considering the LANTIRN was supposed to come before the Sniper.

I also wonder a bit how much of a difference the pod will make? Idk if its because of watching it on a flat screen, or because of DCS' rendering, but the difference between pods like LITENING/ATFLIR does seem that big anyway. Eg the Lantirns lack of TV seemed like a bigger factor than the difference between pods like that.

 

ED doesn't model anything relating to sensor performance. In fact the ATFLIR/LITENING are not even working in the correct "band". The apache FLIR that the FLIR "model" was built for uses LWIR radiation, while ATFLIR/LITENING etc all use MWIR due too superior range performance in that band. ED models nothing of this. Nor things like degradation with digital zooom and so forth. I also have little doubt they will model even a fraction of what SNIPER can do, because most of that is actually classified AFAIK, especially the A/A stuff.

So more or less, you will get a reskin of a TGP and some different A/G symbiology and thats gonna be that maybe some better "zoom".

 


Edited by Harlikwin
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vor 16 Stunden schrieb Harlikwin:

ED doesn't model anything relating to sensor performance. In fact the ATFLIR/LITENING are not even working in the correct "band". The apache FLIR that the FLIR "model" was built for uses LWIR radiation, while ATFLIR/LITENING etc all use MWIR due too superior range performance in that band. ED models nothing of this. Nor things like degradation with digital zooom and so forth. I also have little doubt they will model even a fraction of what SNIPER can do, because most of that is actually classified AFAIK, especially the A/A stuff.

So more or less, you will get a reskin of a TGP and some different A/G symbiology and thats gonna be that maybe some better "zoom".

Aw shame, guess its not gonna be all the big of a change. Makes me wonder how much pods are over/underperforming due to the lack of simulation. Sure we eg dont got digital zoom noise, but it seems like the IR image (and how it looks on our screen) is also much less detailed and clear than in reality. Technical limitations both benefit and hurt the pods usage.

But reading up about the Sniper Pod, maybe theres a few thing it could bring? Apparently its lower drag and lighter, which is gonna be nice, especially in A2A mode and multirole missions. Viewing angle "backwards" seems bigger too? Im curious about the color camera, that could help with visibility issues and make orientation+identification easier. Especially TV-imagine would benefit a lot from higher zoom, but IR could be nice too for standoff ammunition/identifications. I wonder if the IR-image will be less noisy than in current pods? Apparently got a dual mode laser, maybe the stronger setting is higher range? Could help with logner ranged laser-guided munitions like GBU-39s or Mavericks (at least on the F-15E).

If current tech trends are anything to go by, I would bet that the Sniper Pod can also combine TV image with IR highlights? Maybe even with the ability to indentify targets through image recognition, even missile sensors can do that these days. The ability to automatically scan for and select highlights seems quite logical for a digital system. Maybe that kinda stuff is classified or hard to reproduce though.


Edited by Temetre
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  • ED Team
18 hours ago, Geraki said:

Block50 with only NAVIGATION pod (AN/AAQ-13 navigation pod)of LANTIRN

Μπορεί να είναι εικόνα αεροσκάφος και κείμενο

Please try to remember we are modelling a F-16CM Block 50, roughly M4.2+, operated by the United States Air Force and Air National Guard circa 2007.

Although Block 40/42 US Vipers operated with both LANTIRN pods (TGP and NAV), 50/52 did not. Some USAF 50/52 units just operated with the LANTIRN TGP but not the NAV pod

Mainly due to the 40/42 having a more strike focus with LANTIRN and having the big, wide-angle "War HUD" for NAV FLIR projection.

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

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  • 4 weeks later...
On 4/30/2023 at 5:22 PM, BIGNEWY said:

Please try to remember we are modelling a F-16CM Block 50, roughly M4.2+, operated by the United States Air Force and Air National Guard circa 2007.

Although Block 40/42 US Vipers operated with both LANTIRN pods (TGP and NAV), 50/52 did not. Some USAF 50/52 units just operated with the LANTIRN TGP but not the NAV pod

Mainly due to the 40/42 having a more strike focus with LANTIRN and having the big, wide-angle "War HUD" for NAV FLIR projection.

Does that mean we will not get the NAV FLIR on the HUD?

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  • 4 months later...
On 4/30/2023 at 4:27 AM, Temetre said:

Aw shame, guess its not gonna be all the big of a change. Makes me wonder how much pods are over/underperforming due to the lack of simulation. Sure we eg dont got digital zoom noise, but it seems like the IR image (and how it looks on our screen) is also much less detailed and clear than in reality. Technical limitations both benefit and hurt the pods usage.

Not really. I mean up close maybe, but in general 90% of the videos you see of FLIR stuff is at very close range and from almost any acceptable range its gonna look way worse. Especially for early generation pods like the LANTIRN. LANTIRN is also far less sensitive than the later 3rd gen pods and operates in LWIR, meaning you won't even see targets till you are close. There are a few F111 pod videos that illustrate this "phenomenon" with PAVETAC where you basically don't see the target till you are right on top of it. Also meteorological conditions near the target are a massive issue with thermal, high humidity environments will greatly degrade FLIR performance. Whereas nice dry weather in Nevada will work great for thermals. These are major pilot/weapon planning issues when planning actual strikes/attacks. Of course none of its modeled in DCS not one Iota.

On 4/30/2023 at 4:27 AM, Temetre said:

But reading up about the Sniper Pod, maybe theres a few thing it could bring? Apparently its lower drag and lighter, which is gonna be nice, especially in A2A mode and multirole missions. Viewing angle "backwards" seems bigger too? Im curious about the color camera, that could help with visibility issues and make orientation+identification easier. Especially TV-imagine would benefit a lot from higher zoom, but IR could be nice too for standoff ammunition/identifications. I wonder if the IR-image will be less noisy than in current pods? Apparently got a dual mode laser, maybe the stronger setting is higher range? Could help with logner ranged laser-guided munitions like GBU-39s or Mavericks (at least on the F-15E).

Yeah so all of those things you mention are things with sniper to various degrees. However, AFAIK all of that information that could be used on a technical basis is classified AFAIK. In general ED does poor job of modeling anything with the lasers on the pods either, especially say the basic not-classified in the least fact that lasers don't work through clouds. But also yes, later pod lasers will have more range. At least Razbam made the LANTIRN pod laser turn off above 25k. 

On 4/30/2023 at 4:27 AM, Temetre said:

If current tech trends are anything to go by, I would bet that the Sniper Pod can also combine TV image with IR highlights? Maybe even with the ability to indentify targets through image recognition, even missile sensors can do that these days. The ability to automatically scan for and select highlights seems quite logical for a digital system. Maybe that kinda stuff is classified or hard to reproduce though.

 

Even more stuff that isn't modeled by ED at all is the fact that one of the major feature of the pods is to basically be able to transmit video to JTAC's over DL and vice versa in various circumstances. Of course beyond the half baked JTAC model no one really uses much we aren't getting anything like that. Though alot of that is not really classified but just not something ED is interested in doing.

Overall the other half of the issue with the TGP's is ignorance about the topic from the community in general. Most of the playerbases' knowledge of the topic IMO comes from Hollywood movies or other video games that also do really poor job with modeling anything like it. So you have people whine about the image isn't good enough or its too poor etc when they literally have no clue what they are talking about. 

 


Edited by Harlikwin
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Am 5.10.2023 um 23:20 schrieb Harlikwin:

Not really. I mean up close maybe, but in general 90% of the videos you see of FLIR stuff is at very close range and from almost any acceptable range its gonna look way worse. Especially for early generation pods like the LANTIRN. LANTIRN is also far less sensitive than the later 3rd gen pods and operates in LWIR, meaning you won't even see targets till you are close. There are a few F111 pod videos that illustrate this "phenomenon" with PAVETAC where you basically don't see the target till you are right on top of it. Also meteorological conditions near the target are a massive issue with thermal, high humidity environments will greatly degrade FLIR performance. Whereas nice dry weather in Nevada will work great for thermals. These are major pilot/weapon planning issues when planning actual strikes/attacks. Of course none of its modeled in DCS not one Iota.

Yeah so all of those things you mention are things with sniper to various degrees. However, AFAIK all of that information that could be used on a technical basis is classified AFAIK. In general ED does poor job of modeling anything with the lasers on the pods either, especially say the basic not-classified in the least fact that lasers don't work through clouds. But also yes, later pod lasers will have more range. At least Razbam made the LANTIRN pod laser turn off above 25k. 

Even more stuff that isn't modeled by ED at all is the fact that one of the major feature of the pods is to basically be able to transmit video to JTAC's over DL and vice versa in various circumstances. Of course beyond the half baked JTAC model no one really uses much we aren't getting anything like that. Though alot of that is not really classified but just not something ED is interested in doing.

Overall the other half of the issue with the TGP's is ignorance about the topic from the community in general. Most of the playerbases' knowledge of the topic IMO comes from Hollywood movies or other video games that also do really poor job with modeling anything like it. So you have people whine about the image isn't good enough or its too poor etc when they literally have no clue what they are talking about. 

Of course FLIR pods IRL can be quite tricky to use, some of which arent represented in the game, but DCS' alsop has a ton of issue that are specific to its engine/coding. The whole "tank going somewhere, then shutting off, and it becomes invisible in no time" is a perfect example. Generally the lack of contrast between a vehicle and the ground, as long as its not actively driving for a while.

IIRC I was also mostly talking about more modern pods, like the Sniper XR or Atflir.

 

And frankly, the way we use the pod ingame isnt reflective of reality anyway, under most circumstances. You mention the basic JTAC, but just the way DCS works probably leaves very little room for realistic simulation. Outside of super heavy scripted and prepared missions maybe. I imagine theres way less searching for targets IRL, and more striking predetermined targets (or loitering till you get a strike request). 

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On 10/7/2023 at 5:46 AM, Temetre said:

Of course FLIR pods IRL can be quite tricky to use, some of which arent represented in the game, but DCS' alsop has a ton of issue that are specific to its engine/coding. The whole "tank going somewhere, then shutting off, and it becomes invisible in no time" is a perfect example. Generally the lack of contrast between a vehicle and the ground, as long as its not actively driving for a while.

IIRC I was also mostly talking about more modern pods, like the Sniper XR or Atflir.

 

And frankly, the way we use the pod ingame isnt reflective of reality anyway, under most circumstances. You mention the basic JTAC, but just the way DCS works probably leaves very little room for realistic simulation. Outside of super heavy scripted and prepared missions maybe. I imagine theres way less searching for targets IRL, and more striking predetermined targets (or loitering till you get a strike request). 

Yeah the whole DCS FLIR "model" is just bad. Like the ground has variable contrast depending on time of day and so forth, while in DCS its pretty static from what I can tell. Also, vehicles in general should have different contrast regardless because they are made of different material with different emissivity and so forth. IR is not some simplistic "predator" model, what something looks like is a combination of emissivity and reflectivity of the material, as well as heat. I've repeatedly shown images here of stuff at the same exact temp that show up entirely differently in FLIR. The idea that some object will magically disappear if it becomes the same "temperature" as the background shows how badly ED misunderstands FLIR at a basic highschool level. Moreover basic sensor principles don't seem to exist. Like there is no detection range difference between first gen pods like LANTIRN, and later 3rd gen pods like ATFLIR/Litening, whereas IRL there were major differences in detection ranges between those systems due to how much more sensitive the latter pods were (which amusingly became a problem because issues like veiling glare on the battlefield, but I digress). I mean if more people understood it they'd be up in arms if the mig21 radar performed like the AWG-9 as an example. 

With regards to modern pods like I said, alot of the actual technical information you'd need to model them well is either unknown or very well obfuscated. Or even the case of basic stuff like "digital" zoom on the Litening pods which I'd hope guys that code things like graphics should understand its not even modeled. But the fact of the matter is at best we have one "model" working in the LWIR part of the spectrum, and most of the modern pods working in MWIR part of the spectrum. 


Edited by Harlikwin
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  • 7 months later...
Posted (edited)
1 ora fa, Silver_Dragon ha scritto:

That dynamic campaign "No longer talked"?

 

YES! where is it?!as a developer I assure you that a lot of stuff is done in a year, not just the ground units that a useless post from 6 months ago talks about, and these posts are confirmation that they only serve to generate hype so as not to lose interest, but years have passed, and instead of fixing a game that is now lacking everywhere, they first removed a developer, then they realized that a plane released years ago has even a wrong pod, which they were developing into sentiment....for me they are just clowns...per non parlare di quella buffonata della SC venduta a 35 euri, MFS fa la stessa roba a gratis

 

 


Edited by w3nder
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I would add that the module now no longer respects the roadmap decided and presented together with the community and since these modules, and the game itself, are early access, as such, according to international law, if they do not respect the development and satisfaction roadmap of the user, they should be considered as failing products, then if you want to continue to be fooled by these, go ahead

 

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Posted (edited)
6 hours ago, w3nder said:

YES! where is it?!as a developer I assure you that a lot of stuff is done in a year, not just the ground units that a useless post from 6 months ago talks about, and these posts are confirmation that they only serve to generate hype so as not to lose interest, but years have passed, and instead of fixing a game that is now lacking everywhere, they first removed a developer, then they realized that a plane released years ago has even a wrong pod, which they were developing into sentiment....for me they are just clowns...per non parlare di quella buffonata della SC venduta a 35 euri, MFS fa la stessa roba a gratis

 

 

 

ED dont have put any "Deadline, write on stone or promise" about a date of release about the Dynamic Campaig..... The claimed post please?

The 2024 New year post, about ED features on progress, has very clear, Dynamic Campaign continue on develop and actualy has none a release date:

Quote

 

Here are some of the interesting functionality improvements coming to DCS:

Save Game. Our new game persistence system will allow you to save mid-mission and return to that save point at a later time.

Replay System. The current track file system was originally created as a debugging system that simply reproduced game input to construct a replay of the mission. However, this system depends on limited DCS version changes between when the track was recorded and when being played back. The system in development for 2024 is designed to address this and will offer additional capabilities. 

Infantry Unit Improvements. We will be working on new infantry models and animations in 2024 along with more life-like behaviors.

New Air, Ground, and Naval Units. New units will be available in 2024 that will range from World War II to modern day. Each unit requires thousands of man-hours to create and will be provided as optional packs at their highest levels of detail. Standard versions will also be available for free to ensure both single-player and multiplayer compatibility for all.

Graphic Improvements. In addition to the graphic improvements that the Vulkan API will afford, we will also be making improvements to the Render Graph for better VR performance, new and improved special effects, and further advancements in the FLIR rendering system.

Weather. The weather focus for 2024 will be on a new fog system and towering clouds with appropriate line-of-sight blocking.

Voice Chat. 2023 saw great connectivity improvements and a unique, real-time voice processing allowing users to modify voices to replicate different radio eras and technologies. In 2024 we will continue to integrate radios to vehicles, ships, and other units. We also plan external application support and other player-requested features.

Spherical Earth. One of the biggest changes coming to DCS is the Spherical Earth. This substantial work is ongoing however we do not expect to release it this year due to the size of the endeavour.

Dynamic Campaign. Please read our Newsletter for 29 December 2023 where we discuss DCSDC in detail.

Air Traffic Control. Although we have a solid design to provide an exceptional ATC experience, much of the work in 2024 will involve how we generate the voice dialog and create a much-improved interface.

Improved Accessibility. To make DCS more accessible to new players, the Graphic User Interface will be updated to make it more user-friendly and include a Launcher with new capabilities. New interactive missions are also being developed to shallow the learning curve with popular modules like the F/A-18C.

Air-To-Air Missile Development. We plan to migrate the R-27 (AA-10) family and R-73  (AA-11) missiles to a new component structure and flight dynamics. This will be coupled with a new proximity fuse model that accounts for Doppler closing speed, modified seekers, and a more realistic interaction model between the missile and the supporting radar. This will be done within the larger MiG-29 project framework. Other missile types will also be developed in the same way.

Air-To-Ground Munitions. We continue to develop new munitions as well as update existing air-to-ground weapons to include a new component model with advanced flight performance. This includes guided bombs and tactical missiles.

Regarding Anti-Radiation Missiles (ARM), we are developing narrow-band specialized seekers that were used with early ARMs of the 1960 to 1980s prior to the more modern AGM-88 HARM class of missiles with broadband seekers. These older ARMs, such as the AGM-45 Shrike of the Vietnam era, will be modeled with other older ARM systems.

ECM. We are developing more advanced principles of electronic warfare that will allow simulation of a greater variety of electronic warfare attack and countermeasure modes and capabilities. This is a very complex task and confidential subject. We cannot promise quick results, but work is underway to deliver a satisfactory simulation of this opaque area of modern warfare. 

New Landing Gear. A new two-component landing gear system was released for the Mosquito last year. We will continue integrating it to other aircraft this year. We plan a separate newsletter article that will explain the new capabilities and what it brings to landing gear behaviors.

 

Quote

 

DCS Dynamic Campaign (DCSDC) is one of the most important tasks for the future of DCS as it will add a new and much-demanded evolution/improvement of gameplay for both single player and multiplayer. Rather than mimic past solutions, we hope to set a new standard, one that provides a high level of interaction, authenticity, immersion, and ease-of-use. Our goal is to deliver a system that allows players to create their own dynamic (non-scripted) campaigns that will evolve based on strategic and tactical AI decisions, indirect player influences on AI actions, and direct player influences on the battlefield. This will all leverage existing DCS features such as Voice Chat, new ATC mechanisms, etc. This has been a tall order, and the effort has been underway since 2018 with a small but dedicated team.

Our focus in 2022 was on the creation and testing of General Air Operations tasks. In 2023, we shifted our DCSDC efforts to Ground Operations. This area will break new ground for dynamic campaigns and includes the following tasks:

The creation of a realistic road network system that is based on a new road editor system. This allows units to have appropriate road movement conditions that are tied to the logistics and supply network. This also integrates into the movement of ground unit formations.
A new ground unit formations editor was created that allows for the accurate assembly of units-based levels of command from platoon up to division, with all command levels in-between. Command structures vary based on the country and era, just like the real world and with correct terminology. Unit formations then operate realistically within their larger force structure based on tasking such as road march, meeting engagement, assault, defense, retreat, route, etc.
We addressed ground forces behavior once engaged. This was one of the biggest, most complex tasks. Much of this was dependent upon force tasking, support from neighboring forces, organization of frontline forces, logistics (munitions and fuel), and disposition of enemy forces.
To assist with these items, a new and improved path-finding mechanism was developed that considers both the terrain topography and restrictive zones within it. This allows more sensible routing of formations based on the terrain properties.

In addition to Ground Operations tasks, we continue to work on Air Operations related tasks. For instance, many airfields currently have too few parking spaces available for a large DC. We don’t want to be limited to such limited numbers for large scenarios. To address this, we have developed a new process to expand spawn points for aircraft.

Next, we will finalize ground tasking, increase the level of internal and external testing, and begin work on the important Graphic User Interface (GUI).

 

Move alone... nothing to see...


Edited by Silver_Dragon
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