Akiazusa Posted 7 hours ago Posted 7 hours ago (edited) Hi in the current version of the dcs,Shkval seems always know the aircraft altitude perfectly,thus whether change have 0 effect on it,when uncaging it to the target it,it can always aways points perfectly at sea level regardless of whether pressure change.Looks like the "system altitude" for Shkval is pulled directly from game engine,instead of anywhere else. Here are the tracks for current version 740mmhg.trk780mmhg.trk But back in the old version of black shark 2,Shkval calculates it's "system altitude" from static tube which acts like another altimeter but always set at 760mmhg(the incockpit altimeter setting have no effect on it),so the change of whether pressure will have an effect on Shkval "system altitude" calculation accuracy,thus make it points slightly higher/lower than the sea level as a result. Here are some tracks test using DCS 2.5.3.24984(the version was kept to support VEAO hawk,BS2 was stable and no new BS3 things in it) 740mmhg2.5.3.24984.trk760mmhg2.5.3.24984.trk780mmhg2.5.3.24984.trk Here is also a video showing the difference between them. https://youtu.be/fPxbuzY8-co I also tried set mission time to 1900(no GPS time),mess up INS and K401 gyro,test in when hovering in mountain area(so radar alt won't match baro alt),it seems it can always points perfectly to the sea level no matter what I do. looks like it pulled the aircraft altitude directly from the game engine. instead of static tube (or GNSS, radar altimeter,INS ,or whatever it is) It seems was caused by this fix: (Don't get me wrong I don't mean it should point to the target altitude set by QFE knob,or u can enter target altitude in PVI-800 ) I just mean 1. in the old old BS2,the system altitude was pulled from static tube,which is another altimeter but always set at 760mmhg,the incockpit altimeter setting have no effect on it 2.when the above datalink bug appears(during bs3 update),there was a mis-implementation where the the system altitude was pulled from cockpit altimeter which was affect by QEF knob thus causing all problems. 3.when the fix for the above bug was applied,the system altitude for some reason now seems is read directly from the game engine,instead of "the simulated static tube",it also doesn't looks like was read from any other sensors. (if the BS2 behavior were restored,u still have to find the enemy vertically by yourself,just like what it is now) I really like the simulation of BS3,this thing is not a big deal,but just feels really odd.......hope the team could take a look thanks. Edited 7 hours ago by Akiazusa Kyoto Animation forever!
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