LastRifleRound Posted April 22, 2009 Share Posted April 22, 2009 Is there a right or a wrong way to engage auto-tracking with the Shkval? More specifically, does it matter the size of the tracking gates when it is engaged? It seems like i can get a successful auto track with several different sizes of gate for some targets. Should i use the largest setting that still gets me a "TA" message, or the smallest? Does it affect accuracy at all? Link to comment Share on other sites More sharing options...
Katash Posted April 22, 2009 Share Posted April 22, 2009 AFAIK setting it to the smallest works best Bear in mind distance and light levels when attempting a lock tho - dusk produces intermittent locks Link to comment Share on other sites More sharing options...
Safari Ken Posted April 22, 2009 Share Posted April 22, 2009 Everything I've read says the gate should be big enough to cover all aspects of your target, but in my experience, it's not that critical. Link to comment Share on other sites More sharing options...
OJDee Posted April 22, 2009 Share Posted April 22, 2009 Funny someone should ask, only last night I was trying to lock up a target with the gate quite a bit larger than the target and it didn't want to lock. Without any other movement I shrunk the gate and straightaway it recognised the vehicle and began tracking it. I'm sure there must be some logic in having a scaleable gate otherwise why bother with it? Perhaps it only needs the extra clarification if you are at long range or some other factor that makes it harder for the system to discriminate vehicle from background. Cheers Oli _______________________________________ i7 930 @ 3.8 | GTX 285 | 6GB DDR3 | Win 7 64 Link to comment Share on other sites More sharing options...
Boulund Posted April 22, 2009 Share Posted April 22, 2009 I've a feeling that the game doesn't really simulate the target-tracking function of the Shkval system to a perfectly "real" behaviour. It feels as if the game doesn't at all lock with contrast but with something else... Core i5-760 @ 3.6Ghz, 4GB DDR3, Geforce GTX470, Samsung SATA HDD, Dell UH2311H 1920x1080, Saitek X52 Pro., FreeTrack homemade cap w/ LifeCam VX-1000, Windows 7 Professional x64 SP1. FreeTrack in DCS A10C (64bit): samttheeagle's headtracker.dll Link to comment Share on other sites More sharing options...
OJDee Posted April 22, 2009 Share Posted April 22, 2009 Yeah I doubt it uses contrast in game either but by simply making the match between target size and gate size more critical at longer ranges you get the same behaviour without the processing overheads. This is all speculation of course, maybe it just randomly decides to be stubborn ;) Cheers Oli _______________________________________ i7 930 @ 3.8 | GTX 285 | 6GB DDR3 | Win 7 64 Link to comment Share on other sites More sharing options...
Kwill Posted April 22, 2009 Share Posted April 22, 2009 what do you mean by auto-tracking OP? the Shkval will not lock on a target automatically btw, you have to press the enter key or whatever you have it assigned. Link to comment Share on other sites More sharing options...
BTTW-DratsaB Posted April 22, 2009 Share Posted April 22, 2009 (edited) what do you mean by auto-tracking OP? the Shkval will not lock on a target automatically btw, you have to press the enter key or whatever you have it assigned. Its related to "Ground moving target" function, where the shkval will automatically track a locked target if it is moving. Irc, I believe that OJDee is correct in his assumption of how/why the contrast locking (or lack there of) is simulated the way it is, from a previous thread about the subject. Edited April 22, 2009 by BTTW-DratsaB Specs: GA-Z87X-UD3H, i7-4770k, 16GB, RTX2060, SB AE-5, 750watt Corsair PSU, X52, Track IR4, Win10x64. Sim Settings: Textures: ? | Scenes: ? |Water: ? | Visibility Range: ? | Heat Blur: ? | Shadows: ? | Res: 1680x1050 | Aspect: 16:10 | Monitors: 1 Screen | MSAA: ? | Tree Visibility: ? | Vsync: On | Mirrors: ? | Civ Traffic: High | Res Of Cockpit Disp: 512 | Clutter: ? | Fullscreen: On Link to comment Share on other sites More sharing options...
SSneg Posted April 22, 2009 Share Posted April 22, 2009 I've a feeling that the game doesn't really simulate the target-tracking function of the Shkval system to a perfectly "real" behaviour. It feels as if the game doesn't at all lock with contrast but with something else... The fact that you cannot lock an already destroyed target kinda confirms this. If you live to fly again, it's a successful landing. The plane being able to fly again is just a bonus. Link to comment Share on other sites More sharing options...
Boulund Posted April 22, 2009 Share Posted April 22, 2009 The fact that you cannot lock an already destroyed target kinda confirms this. that's one of the things that led my thinking down this path ;) that and some thread I read about this very matter that pretty much confirmed that it only enables you to lock on to "live" objects in the game engine Core i5-760 @ 3.6Ghz, 4GB DDR3, Geforce GTX470, Samsung SATA HDD, Dell UH2311H 1920x1080, Saitek X52 Pro., FreeTrack homemade cap w/ LifeCam VX-1000, Windows 7 Professional x64 SP1. FreeTrack in DCS A10C (64bit): samttheeagle's headtracker.dll Link to comment Share on other sites More sharing options...
LastRifleRound Posted April 22, 2009 Author Share Posted April 22, 2009 Right, i knew it wasn't locking true visual contrast, but i wasn't sure if there were some simulated way where gate size at auto-track mattered. Sometimes my Vikhrs like to slam into the ground instead of the target, thought maybe this had something to do with it, and I was just curious in general. Link to comment Share on other sites More sharing options...
Frederf Posted April 22, 2009 Share Posted April 22, 2009 To Shkval-track a target you have to point at a "trackable flagged" game object and have the gates the same size or smaller than the target visually. It doesn't matter if the gates are at minimum size, they will lock anything, but 5% too big and no dice. The game does take angle into consideration when calculating the "lock box." so a head-on BMP has a smaller lock box than a side-view BMP. Why ED didn't code a minimum gate bound, I don't know. Link to comment Share on other sites More sharing options...
Dusty Rhodes Posted April 22, 2009 Share Posted April 22, 2009 Why ED didn't code the infantry spitting chewing tobacco, I don't know. Maybe it is because you can't code everything in life :D Dusty Rhodes Play HARD, Play FAIR, Play TO WIN Win 7 Professional 64 Bit / Intel i7 4790 Devils Canyon, 4.0 GIG /ASUS Maximus VII Formula Motherboard/ ASUS GTX 1080 8 GB/ 32 Gigs of RAM / Thrustmaster HOTAS Warthog / TrackIR 5 / 2 Cougar MFD's / Saitek Combat Pedals/ DSD Button Box FLT-1 Link to comment Share on other sites More sharing options...
arneh Posted April 22, 2009 Share Posted April 22, 2009 Why ED didn't code a minimum gate bound, I don't know. Well, having gates smaller than the target is useful to lock on to a specific part of a larger target. But I assume that would lose lock easily if that part isn't very distinct from the rest of the object (in real life). Or if the target rotates or you move position so the specific part isn't visible anymore, but the target itself is. In DCS however it seems that the smallest gate size always works optimal, so there really isn't any reason to use anything else but the smallest gate size. Link to comment Share on other sites More sharing options...
LastRifleRound Posted April 22, 2009 Author Share Posted April 22, 2009 (edited) ummmmmm didn't really ask why, i asked if :thumbup: don't care either way, just trying to be a better pilot. If it matters and it can increase my accuracy that's all i really care about. Not really saying it should or shouldn't be coded :smilewink: EDIT: sorry dusty, i see you aimed that at fred. I will say that it SEEMS to me that if you use a gate size smaller than the target box in-sim, that accuracy is adversely affected, but that could be me projecting my anticipations on reality Edited April 22, 2009 by LastRifleRound Link to comment Share on other sites More sharing options...
EtherealN Posted April 22, 2009 Share Posted April 22, 2009 that pretty much confirmed that it only enables you to lock on to "live" objects in the game engine I'm note really in with that, to be honest. I have had locking of air targets foiled some times by the target flying behind a electric pylon, whereafter my lock stayed on the pylon. Though the pylon is destructible so it's possible that it works the same way in the game's logic. [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester Link to comment Share on other sites More sharing options...
SSneg Posted April 22, 2009 Share Posted April 22, 2009 Flight manual says the optimal conditions are when a) gates holds 100% of the target inside and b) the target takes up ca. 70% of gate area. Why? Because it provides minimum recognition sensitivity with less chance the locked helicopter will unlock itself by flying over foresty backdrop (those shape-breaking camo patterns are there for a reason y'know). I don't think it matters in game though. All you need to worry is getting that gate in the center of the target because that's where your gun aims. If you live to fly again, it's a successful landing. The plane being able to fly again is just a bonus. Link to comment Share on other sites More sharing options...
SSneg Posted April 22, 2009 Share Posted April 22, 2009 I'm note really in with that, to be honest. I have had locking of air targets foiled some times by the target flying behind a electric pylon, whereafter my lock stayed on the pylon. Though the pylon is destructible so it's possible that it works the same way in the game's logic. Bridge-pillars are lockable, Must check electricity pylons though. If you live to fly again, it's a successful landing. The plane being able to fly again is just a bonus. Link to comment Share on other sites More sharing options...
LastRifleRound Posted April 22, 2009 Author Share Posted April 22, 2009 I'm note really in with that, to be honest. I have had locking of air targets foiled some times by the target flying behind a electric pylon, whereafter my lock stayed on the pylon. Though the pylon is destructible so it's possible that it works the same way in the game's logic. All structures i believe have "Target boxes", as they are often used as INU fixpoints, ingress points, TP's, etc., so until you blow that pylon up, it should be lockable. Link to comment Share on other sites More sharing options...
slowhand Posted April 23, 2009 Share Posted April 23, 2009 aim small... miss small.....small gates.... its like given the shkval tunnel vision.... [sIGPIC][/sIGPIC] SMOKE'M:smoke: IF YA GOT'M!:gun_rifle: H2o Cooler I7 9700k GA 390x MB Win 10 pro Evga RTX 2070 8Gig DD5 32 Gig Corsair Vengence, 2T SSD. TM.Warthog:joystick: :punk:, CV-1:matrix:,3x23" monitors, Tm MFD's, Saitek pro rudders wrapped up in 2 sheets of plywood:megalol: Link to comment Share on other sites More sharing options...
159th_Viper Posted April 23, 2009 Share Posted April 23, 2009 aim small... miss small.....small gates.... its like given the shkval tunnel vision.... Aye Enables you to shoot the Cigar from the lips of the Insurgent Commander - nothing like a bit of 30mm persuasion to quit.....teach the smug SOB :gun_sniper: Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......' Link to comment Share on other sites More sharing options...
nomdeplume Posted April 23, 2009 Share Posted April 23, 2009 Sometimes my Vikhrs like to slam into the ground instead of the target, thought maybe this had something to do with it, and I was just curious in general. I tend to find setting the gate fairly small and locking it to the highest part of the target helps with this, particularly if I'm at low altitude and/or a long way from the target (which, come to think of it, is most of the time). Link to comment Share on other sites More sharing options...
Frederf Posted April 23, 2009 Share Posted April 23, 2009 Why ED didn't code the infantry spitting chewing tobacco, I don't know. Maybe it is because you can't code everything in life :D But you can code it. The code for making it not possible to lock if the gates are too big would be the same as the code for if the gates were too small with just a "<" instead of a ">" sign. In the game the only real difference between a minimum size and a matching size gate lock is that the minimum size can be placed anywhere on the area of the target so you can target high, low, front, or rear either purposefully or accidentally which will increase or decrease your chances of a good hit. With a matched-size gate you just get a center mass target. Link to comment Share on other sites More sharing options...
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