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Posted (edited)

Just curious about how the gun reticle acts. Any one else encountering this when they go 1v1 against the AI? I ask, because I don't recall having this issue before the AI FM was updated to a more 'human' behavior. When I believe I should have a solid firing solution, I'm having to guess as to where the rounds will hit, and more often then not, I miss. Is this a replication of jamming by the AI? On a another note, I'm not getting the 'pipper' (small circle) until rounds are being released. I was under the understanding that I should see it on 'step 1' of the trigger pull, then 'step 2' shoots the gun. Your thoughts? I thoroughly enjoy flying the Hornet, but the the new AI, combined with the reticle issue, really raises the challenge. I almost always run out of fuel before I can get the kill.

 

CrazedGunReticle01.trk

Edited by =DROOPY=
Added Trk file
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Posted

I've also noticed the gun pipper is very jerky. Very small inputs by either the target or the aircraft cause large changes. Other modules do not behave like this. 

[sIGPIC][/sIGPIC]

Posted

I have the same issue. The pipper is of no use at all. Everything is guesswork! The moment the target moves a tiny bit the pipper jumps all around. I hope this is an issue that can be solved.

Kind regards

chris

i79900k @ 4,7 - Geforce RTX2080TI 11GB - 32Gbram - Win10 - TRackIr4 - Thrustmaster Warthog/Saitek Rudder

Posted (edited)

+1 ASE Dot and gun pipper are going crazy. F-18 is unusable in A/A since 2.8.1

Already had contact with @BIGNEWY

It seems that the bug regarding to the team is treated as "not game breaking" but he has bumped the issue up again.

Can't understand why 2.8.1 was pushed to stable this fast. This is absolutely game breaking!

 

 

Edited by Gripen 4-1

SYS: II Asus X670E-F || Ryzen 9800X3D || Gainward RTX4090 || 2x48 GB Kingston Fury Renegade 6000Mhz || XPG Core Reactor 850 Watt PSU || Kingston Fury 2 TB NVME SSD || WD SN850 1TB NVME SSD || 1 x 500 GB Crucial MX300 SATA SSD || 2 x HDD 3TB ||

INPUT: II Thrustmaster F-16 & F-18 Stick on Virpil War BRD Bases || WinWing Orion2 F-16EX Viper Throttle Combo || WinWing Orion2 F/A-18 Hornet Throttle Combo (With Finger Lift) || WinWing Takeoff Panel II MFG Crosswind Pedals w. Damper || 3 x Thrustmaster Cougar MFD || Multipurpose UFC || II Wheel Stand Pro II

 VR: HP Reverb G2

  • ED Team
Posted

Stable has nothing to do with Module specific bugs. Stable is about the game running stably (ie not crashing or freezing or a module not working at all). 

I will ask BN if its reported and update this thread then. Thanks.

Update: It is indeed reported and will be fixed as soon as possible.

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  • ED Team
Posted

Please stay on topic here, the ASE dot is reported and I have bumped the issue, it is not related to this bug report. 

The gun piper seems ok for me and wags in our initial tests, I will take a closer look again in the morning, it maybe specific circumstances for it not working correctly that we are missing. 

 

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Posted

I find the reticle quite accurate and being a gunzo freak I put it to use very frequently, although currently in SP only. I'm not saying that there is no problem, perhaps MP adds up more chances of things getting screwed up, I don't know.  You might find it a bit OT but for me HMD integration with HUD presents more of a challenge in VR. I always shut it off when HMD symbology gets close to the HUD.  Well, I don't want to take this even more OT...

One thing to remember when taking snapshots from extremely close distance, other then trying not to wear some of the bandit's parts 😬    when doing scissors for instance, use HUD's gun cross and 'drag' the rounds as needed.  

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Posted

Fantastic! The whole point of this thread was really just to get input to see if others were experiencing same, basically to make sure the issue is not on my end....as it likely well could be. Apologies to all if it was interpreted as 'complaining', because it was intended to be anything other than that. I'm a 'glass half full' guy.. So I did not assume that it was automatically ED's fault. I play exclusively SP, running a very 'basic' system, just above minimums, no VR, using ( I believe 🙂 ) a 46"(?)  1080p tv as a monitor. I do find your comment regarding the HMD/HUD interesting. I'll check it out... Thanks for sharing your thoughts!

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Posted (edited)

@BIGNEWY

I think one very important point is: The problem with the pipper and ASE dot both occur with a LOCK for me, so i think they have the same cause.

Also tested in my old 2.7 stable install and there both were absolutely fine. Maybe there is a relation between the new weather/wind /wake calculation and the calculation on the HUD

 

@NineLine

  

12 hours ago, NineLine said:

Stable has nothing to do with Module specific bugs.

I see this different, If an update pushes a bug into both branches and you barely can use the module in A/A. As I said, please don't see it as an insult, but I think in this point ED should overthink the update timeline a little bit!

By the way: I love your SIM ❤️ and wish you and your families all the best for 2023! 🎆🎇

Edited by Gripen 4-1

SYS: II Asus X670E-F || Ryzen 9800X3D || Gainward RTX4090 || 2x48 GB Kingston Fury Renegade 6000Mhz || XPG Core Reactor 850 Watt PSU || Kingston Fury 2 TB NVME SSD || WD SN850 1TB NVME SSD || 1 x 500 GB Crucial MX300 SATA SSD || 2 x HDD 3TB ||

INPUT: II Thrustmaster F-16 & F-18 Stick on Virpil War BRD Bases || WinWing Orion2 F-16EX Viper Throttle Combo || WinWing Orion2 F/A-18 Hornet Throttle Combo (With Finger Lift) || WinWing Takeoff Panel II MFG Crosswind Pedals w. Damper || 3 x Thrustmaster Cougar MFD || Multipurpose UFC || II Wheel Stand Pro II

 VR: HP Reverb G2

  • ED Team
Posted
1 hour ago, Gripen 4-1 said:

I see this different, If an update pushes a bug into both branches and you barely can use the module in A/A. As I said, please don't see it as an insult, but I think in this point ED should overthink the update timeline a little bit!

you may see it different but we have told you how it is. Stable version is a version of DCS without potential crashes that can happen in open beta. Appreciate you may not agree but please dont derail this thread which is about checking the gun piper. 

have a great new year from all of us. 

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  • ED Team
Posted
1 hour ago, BuzzU said:

So, if we still have a crash in stable (I have). What's the point of having beta-stable?

We can see the common crashes if you are allowing DCS to collect them and send to us, so we know what are reproducible crashes and what are unique.  

If you are getting a crash post in the correct thread with your DCS log it will give us some clues. 

Remove all of your unofficial mods and edits, ensure drivers and windows are up to date, remove any overclocks. 

Again this thread is not a discussion thread about open beta and stable, this is for the gun reticule investigation. 

thanks 

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  • ED Team
Posted

I have made a task for the team to check the above track, I am not convinced there is a bug here but they will know best. 

 

58 minutes ago, BuzzU said:

I always let DCS collect them but as you say. This is not the place.

feel free to DM me with your system spec, and dcs log 

 

thank you

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Posted

The reticle seems to follow the FORESIGHT cues, not the predicted rounds impact at target's range based on ownship position at the time of fire. It's fine when the shooter is in the same plane of motion as the target but when the bandit starts maneuvering wildly, the FORESIGHT starts spinning left and right and since the reticle follows it, it spins and jumps all over the place.  On top of that, when you factor in exaggerated nose wobble after loaded rolls (very little dampening), the steady aim becomes very difficult. 

Also, when selecting guns directly from NAV mode, the FORESIGHT is not visible but the reticle dances and jumps like it's still following it. When going to guns after an STT lock, the FORESIGHT is visible.

A short footage showing these 2 situations (will provide the track if really necessary):

 

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  • 3 weeks later...
Posted

Long time not playing and today I started training gun dog fighting, but can't put the gun reticle over the enemy...most of the time I can't see it..its under the HUD. Does something changed?

Thanks!

 

Posted

Since the gun director reticle is definitely tied to the foresight in the recent rendition of Hornet's gun modelling... how can I take a quick shot from an 'out of plane' position on a maneuvering 'ace' bandit when my reticle is showing me an insane and unachievable solution... unless I decide to spend 10 or 15 min. following the bandit's wild and 'perfectly' timed shenanigans.

Is there a way to switch to a non-director mode using a funnel or something similar or simply get rid this 'foresight'?  If I reject the GACQ lock, the funnel shows up momentarily, then the GACQ or any other gun ACM mode locks the bandit again quickly and... back to square 1.  This is just silly.

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