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About Saab-FAN

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  1. How about no change to the LD-10, but a few GOOD Chinese SAMs by Deka? Maybe combined with a challenge by Deka to ED: "Can you do something similar?" :D Btw. BlueFlag has a script active that disables radar once a Magnum is in the air. I don't think that it would be too hard to include that script in the standard-AI by ED.
  2. The radar switches to Flood-Mode when it looses lock. In this mode it just floods an area in front of the plane and the missile follows the reflection of an object inside this flooded area. But it could also be that the lock was just temporarily lost and reacquired quickly enough for the missile to track the target and hit it (the fact that the lock-marker in the HUD was still there points to this possibility).
  3. Before all of that, can we please have any type of Wing-Vapor on the F-5? :) AFTER all the systems of the Hornet are done.
  4. I reached Mach 1.12 on the deck running from a Mirage at full burner on Persian Gulf after dumping everything I had, including the wingtip-missiles and the ones on the fuselage. At sea level that should equate to about 1370 km/h. Fuel was at about 3000 pounds when I passed the friendly sams at Fujairah, if I remember correctly. :)
  5. I hope the Walleye can be added later. From what I read online, it was in service during Desert Storm and was deployed by F/A-18s. My guess why it's not implemented (yet, hopefully): The TV-Feed from the bomb to the radar-monitor in the cockpit. Now some observations on the AGM-45B Shrike: I've just fired several test-shots against a Fan-Song, Flat Face and SR-P19. When launched from about 8 miles in the direction of the SAMs (max deviation about 3° left or right) and at a 5° upwards angle from an altitude of about 7000 feet, the missiles track their targets pretty reliably. Their fl
  6. Looking forward to your credits in the latest patch-notes :D Nice work!
  7. As there are already numerous requests in the two threads of the A-4E on how to employ weapons, I think it's a good idea to have a thread to collect information on this topic. So, anyone who has found out something, please post it here - For example how to do a dive-bombing attack, or how to employ the AGM-62 Walleye. Or how to enable the RWR / where it is at :) So far, I've flown the Skyhawk only a few minutes, using the Shrikes with rather limited success (they track, but tend to fly too low), so I can't add a lot of information, but as a start, I'll quote the post by Merker who has
  8. Has there been any word from the developer on this topic? They have managed to get a ground-mapping radar working in the Viggen, so I guess the biggest obstacle is out of the way. Doesn't have to be the BISON specifically, I'd be happy with any other modernized Mig-21 variant. The LanceR C for example. I read an article the other day that the MIG-21 LancerR C flown by Romania proved to be quite the challenge for a bunch of F-16s from Portugal during an exercise that was supposed to give romanian pilots a first look at their new office (Romania is in the process of replacing Mig-21 Lanc
  9. Okay, was too lazy to look through the whole thread, but I ran into the same problem with a game I am developing and also was told the same thing by my teacher at the SAE: Use as few materials as possible to reduce Draw-Calls.^^ Every Drawcall causes overhead because the CPU has to tell the GPU what to do and if I remember correctly, DCS uses DirectX 9, which has not been optimized in that area. DirectX 10, 11 and especially the announced DirectX 12 will generate much less overhead for each drawcall sent to the GPU. Btw. as I said in my earlier post: The GPU is not maxed out yet. So it
  10. I have done some testing with a quite big mission I put together (over 100 units on the ground and in the air fighting), which pretty much maxes out the available computing power of ONE core (CPU-Usage never goes above 13%!). Frame-Rate in that mission is below 20. There seems to be an issue with the 3D-Model of the MIG-21. Idk if this is an issue caused by the relatively old render-engine of DCS that just can't handle all the polygons, or if there is a big bug inside the model. One suggestion: Check if you can reduce the amount of materials and thereby the amount of draw-calls for the m
  11. Maybe it would look something like this: http://www.stolidus-simulations.com/robotvacuumsimulator2013/ :megalol:
  12. I think, you cannot go more optimized than this approach. Based of the code for the TGP/Mav-Views (the infrared-views seem to ignore any light-source, so you could probably tweak it for the use of just one light) for the render-target and with customized shader-code for the "Radar-Look", this method would do the job just fine. What you can do however, is to put a lower-resolution grayscale-texture into the game for the radar-screens. It would increase memory-usage, but reduce the bandwidth-requirements for this particular render-target, as only a compressed grayscale picture has to be sent f
  13. DirectX 11.2 supports Megatextures, like the one used by id-software in RAGE (one GIANT Texture for the entire ingame-world). Maybe you can use that as the base (have the entire world-texture with tesselation-information edited to look like a Radar-Picture on the HDD and then stream the needed parts) and then just render individual units (Tanks, Vehicles, etc.) on it. The Engine has to support this feature too, of course. But ED is working on a new engine, so this method might work. Edit: In the Direct3D 11.2 Feature-List it is called "Tiled Resources" http://msdn.microsoft.com/en-us/li
  14. Ouch! That hurts! Should be a reminder to the old EVE-Rule: Don't fly anything you can't replace!^^
  15. I think, an SAR could be implemented the same way, the TGP is and the Mavericks Sensors are implemented. They all provide an image of the ground through a separate render-target (thats how I would do it with the UDK) that is then used on the screens of the cockpit. I guess, the best way would be to go with the shader-code for the Infrared White-Hot view of the TGP.
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