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Everything posted by Gripes323

  1. I haven't done any measurable tests yet but I did notice improvement when I started a mission on carrier deck at night with all the flood lights on. Previously, (tbh, I'm not sure if the last patch fixed this or the earlier ones) the flood lights in combination with 'boatload' of junk piled up all over the boat, caused noticeable FPS drop and stutter on my rig. Since I only play SP now, using my own mission setups (no ED missions or campaigns), I have everything maxed out in settings except no in game AA, aniso set to 16. Running G2 in native res, no motion smoothing, no 'advanced' supersampling in VR setup. I recently tried setting Nvidia AA to x8 and transparency to SS x8 and it seems to be running fine and looks good enough for me.. I didn't even bother looking at FPS... I'm happy (in SP) I'm slightly behind the curve on graphics tweaking and I always thought that Nvidia AA settings had no effect on DCS even when set to 'enhance...' The only time I saw stutter was when I attempted to create "iron dome' on Syrian map, with hundreds of air defense units and batteries and bunch of AI jets. It was still playable.
  2. This would be useful especially with markpoints. I wonder why the bug wouldn't have that feature?
  3. Just finished a few gun fights with JF17. I was trying to see if the Hornet's energy bleed characteristics changed. I didn't notice any differences after the update... Hornet is still a giant speedbrake if you're not careful with the stick, which I was told is correct. Here is the clip showing one circle fight with Jeff. To my shock, he didn't go vertical after merge. In spite of AI having unreal energy that almost never bleeds off, it's a piece of cake almost every time. I had to use the VR recording since the tracks are always f***** after 1 or 2 turns.
  4. I took the Hornet for a spin after the update and the throttle response has been tweaked a little. I flew a high alpha pass and watched the VVI, making small power adjustments. The response was definitely quicker then before. The energy bleed was a tiny bit quicker also (?) I have to test it some more. Some gunzos with AI Jeffs are on my agenda for today...
  5. My '+1' was more of a general sound-off on the total state of Hornet including combat readiness. I agree on the FM. Probably mostly FCS modelling, perhaps some tweaks to 'some' performance curves, drag... I don't know. I'm sure they have advisors and charts. I'm redirecting my '+1' to the idea of dragging the the dev A-team back to Hornet
  6. It is C. I have it mapped to a rocker switch on my WH throttle. Do you see it in the list of keyboard commands?
  7. In just about all of my A/A missions my 'radar' is on SIL for the most part. Even with enemy AWACS on the map, it's not that hard to stay in the shadows. Whenever I try to set up a large scale, realistic scenarios... I end up getting pissed (not necessarily loose)
  8. Yep, I noticed. At first I thought I cranked past the gimbals ('mem' was set to 4 sec) and I did, once or twice. Then, I watched it head down and as soon as I yanked and banked the track was gone. Not every time though but it does happen. Actually, 4 or 16 sec. setting wouldn't make any difference. That bug has been fixed. (track drops when hitting gimbals)
  9. Hey, for all these folks that asked at one time or another: 'how to undesignate w/o having anything else designated'... meaning of course 'how to get rid of all tracks' (I guess they wished to see the scope the way it looked when they entered A/A mode). Enter STT then undesignate,
  10. Until the IADS are available in DCS... https://youtu.be/CpFPwYFIC-A
  11. Make sure your on the correct freq. (by default 127.5) then from the the pulldown menu select ATC/carrier's name/Inbound and listen for 'BRC' number in the clearance.
  12. @callsign JoNay I didn't have a chance to answer your post since the thread was moved and locked and labeled 'reported earlier'. I'm not sure what exactly was reported but I'm assuming it had to do with FCS logic. Well, the FM and hopefully FCS code is being worked on so... I'll leave it there. You brought up a possibility of some sort of script to prevent jets from sliding all over the moving boat by not letting the wheels to lift off before the end of deck. I just tested this and seems like all 3 came off the deck with no problem. I think I remember something like what you described being implemented long time ago but apparently the devs came up with a better solution. https://youtu.be/hYwL0E1HkQ0
  13. Recently the daytime ball looks pretty sharp on pancake and in VR within a mile. That's with standard shaders. I haven't tried night time in a while, probably will tomorrow. I suspect it's still a glowing mess. In the first part of this vid I made today (for a different discussion topic) the ball seems to have no glow from .7 nm down to deck. It actually looks too dim. If the pixel brightness was higher without increasing the glow, the ball would look perfect in my opinion. The VR looked similar. The vid was recorded from the track. https://youtu.be/tjnJVlDxdgY
  14. The initial pitchup looked quite normal to me. I was fairly heavy though in my vid. I'm gonna try it with low weight to see if it makes any difference. The 'ballooning' is more evident after the carrier break. It seems to a bit less pronounced currently in my opinion then it it was a while back but it's still there. When you do touch&go's on the runway, you'll see similar behavior. If you don't make any input on the stick during and after liftoff and stay at mill power, you'll go into vertical quick, especially at light weight.
  15. I just did a short vid showing an intentional bolter. Total weight 32.5k lbs. It was a quick setup so my 180 and the line-up in the middle was shaky but it shows the nose position after flying off the deck and the momentary pitch-up settle at around 12deg. The power was at mil. till that moment then backed off to about 80 ~ 85 while applying forward pressure with the stick. Then, it was just a fluid power and forward stick adjustments to maintain a steady climb at around 140 ~ 150 kts, not approach AOA. Once level at 600 and turning toward downwind, power to on-speed. Note: when I flew off the deck after the bolter, I wasn't putting any pressure on the stick.
  16. Even with sharpest graphics setup, the landing area lines could be impossible to see in certain lighting conditions, time of day, sun reflecting from catapult rails, etc. For some reason ED is resisting giving us 'lights on' option that could used whenever needed, like on dark cloudy day or dusk/dawn.
  17. There is a noticeable nose wobble in vertical axes when making line up corrections so you need to go easy with banking input, especially when the wind is not 'perfectly' down the angled deck. Make sure your VV is uncaged, if you caged it in the pattern (which is a good idea). Well, that's what I do. Now, if you're getting PIOs in pitch... you're in big trouble I wonder if this wobble is related to yaw oscillations that happened after a quick roll (unloaded). This issue has been reported number of times already. These oscillations would last for a while. There was no dampening whatsoever.
  18. That's what I've been doing recently with very good results. In my last CAS mission I dropped 8 Rockeyes on a column of 10 parked trucks (positioned in an arc about 1500 ft. long), from 4k feet, level. Hit 9 out of 10, since the closest truck was off some distance from a straight line. I put the target diamond on the center of the column and interval of 200 ft. I still set the VT to 1500. https://youtu.be/urm1q447v80
  19. I always shove the throttles to MRT (mil. power), 1/2 a second before expected slam on the deck and keep it there till the nose 'hesitates' after initial pitch-up. Almost immediately after this very brief settle it starts chasing your landing on-speed AOA. That's when I come back on power and keep the stick forward slightly with whatever power I need for a nice climb and trying not to overshoot 600 ft. This momentary pitch-up settle (around 13 ~ 15 deg.) is not an initial pitch-up capture, it's more like a big wobble but it works fine for now. Let's wait till the FM update and see what they come up with...
  20. Another thing, at least on my rig... It helps a lot if I reboot my computer after recording a track in VR (G2) and replaying it on a pancake screen to make a video recording. The track could be just 3 min. short, for instance taxiing on a carrier (from a hot start spot) and lining up on a catapult. Without rebooting, the replay shows me lined up 10 feet to the side of the cat. After reboot, spot on! Go figure. I'm not sure if this is caused by leftovers from DCS still somewhere in the memory or the 'invasive' VR software that's trying to keep some of its files running. I'll do some diagnostics later.
  21. Just a quick note: If you have FLIR loaded, use it to lock whatever target you need to hit... including tiny targets located next to big objects with better contrast. Works pretty good even w/o 'scoop-up' brackets. You can stabilize the FLIR on target area from quite a distance before you can PTRK. Now, when close enough, priority to IR Mav and see if the missile's seeker can lock on your target. Instead of undesignating and using the Mav slewing, I prefer to simply keep my priority on Mav and do a quick 'Cage/Uncage' and see if the seeker locks on correct target. If not, get a little closer and cycle 'Cage/Uncage' again. When I do the cycling, I don't wait till the seeker completes the travel to bore, just a quick cycle. It works good for me. It helps a lot to have the Mav's seeker zoomed to 'narrow' way before the handoff. Without the FLIR... pain in the butt. It's doable though. With one target only, no problem. With multiple targets in the same area, I always approach in a shallow dive making sure that after the first missile has been fired, the next missile's bore is roughly pointed at the target area. Then, it's just a quick slew... It would be very helpful if we could handoff the stabilized position from the first missile to Hornet's MC, so the following missiles would uncage right to it, instead of bore LOS. Or... When slewing the first missile, all the other ones follow and be ready...
  22. What bugs me most with IR Mavs here is inability to designate the target for the Hornet's MC with other sensors following the designation. If you only have MavF's loaded with no Tpod and have to attack multiple targets in the same area, designating the first target with the first Mav's seeker should keep the designation for the second missile to uncage onto, after the first one has been fired. The second missile would already be looking at the target area and would only take a quick slew to get it to the second target. Currently, the second missile is bore sighted after the first one is fired. Lots of wasted time to get the seeker back onto the area. I don't think it works like this in RW.
  23. I guess I'm just looking for the straight blob with no 'bump' in the middle... or after countless traps, my brain is processing the total picture somehow, I don't know... I've been bitching about it since SC release.
  24. Just messing around... writing 'supplemental' pages to TAC manuals FLIR PTRK ranging is a bit off but the laser worked fine.
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