Vyrtuoz Posted January 13, 2015 Share Posted January 13, 2015 (edited) Tacview 1.3.1 is available! Download: http://www.strasoftware.com/download/tacview More news about coming versions: This is the first of the several updates planned on the way to Tacview 1.4. Some of the new features are just tiny prototypes of much bigger things which are coming! Important note: The TrackIR support is complete and is working well. However, we have to wait for NaturalPoint to release an update of their drivers to include a TrackIR profile for Tacview to unlock this feature in cockpit view. I have started to work on Tacview 1.4 and the improvements coming are going to be even bigger than the new terrain engine you can enjoy since Tacview 1.3. As usual all suggestions and comments are welcome! Even if I don’t always have the time to answer to all of them, be sure that I’m listening to you to make the best ACMI tool available from real life to DCS world! Here is the detailed list of improvements: ADDED Support for Bf 109K-4 ADDED Support for TrackIR in cockpit view (please wait for the next driver update to enjoy it) ADDED Auto launch and auto quit option to FSX2ACMI (based on FSX/Prepar3D status) ADDED Tacview now remembers Falcon 4.0 theaters for each VHS files loaded from the recent files list ADDED Huey, Ka-50, UH-60, Saab Viggen and boats 3D models ADDED Export script is now also automatically installed for DCS Open Beta ADDED More objects to Tacview Database CHANGED Dead ground objects are now displayed in grey CHANGED Reference mission time for DCS (from 2004-06-22 to 2011-06-01) CHANGED FSX2ACMI window now stays in "background" at startup CHANGED Removed splash screen displayed after a new installation FIXED Crash when calculating AGL altitude right at the edge of a Falcon 4.0 theater FIXED Huge Falcon 4.0 maps are now properly supported (like EMF which is twice the size as an average map) FIXED AGL Altitude for Falcon 4.0 was not always correct where different theaters were overlapping FIXED Duplicate Falcon 4.0 theaters names in the open-file dialog box FIXED memory leaks in XML interpreter when reading an invalid XML file (regression) Edited January 13, 2015 by Vyrtuoz Link to comment Share on other sites More sharing options...
SDsc0rch Posted January 13, 2015 Share Posted January 13, 2015 wow its amazing the pace of advances with this software.. thank you! i7-4790K | Asus Sabertooth Z97 MkI | 16Gb DDR3 | EVGA GTX 980 | TM Warthog | MFG Crosswind | Panasonic TC-58AX800U [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Aviators Posted January 13, 2015 Share Posted January 13, 2015 thanks! ;) L'importante non è stabilire se uno ha paura o meno, è saper convivere con la propria paura e non farsi condizionare dalla stessa. Ecco, il coraggio è questo, altrimenti non è più coraggio ma incoscienza. Link to comment Share on other sites More sharing options...
Aginor Posted January 13, 2015 Share Posted January 13, 2015 Great! Will try it in the next few days. :) DCSW weapons cheat sheet speed cheat sheet Link to comment Share on other sites More sharing options...
Gaanalma Posted January 13, 2015 Share Posted January 13, 2015 THX!!!!!! :) [sIGPIC][/sIGPIC] www.36stormovirtuale.net Link to comment Share on other sites More sharing options...
uboats Posted January 13, 2015 Share Posted January 13, 2015 Will Tacview integrate upgrade feature in the near future such that we don't need to re-download and re-install the whole package. [sIGPIC][/sIGPIC] My DCS Mods, Skins, Utilities and Scripts | Windows 10 | i7-4790K | GTX 980Ti Hybrid | 32GB RAM | 3TB SSD | | TM Warthog Stick | CH Pro Throttle + Pro Pedal | TIR5 Pro | TM MFD Cougar | Gun Camera: PrtScn | Link to comment Share on other sites More sharing options...
Vyrtuoz Posted January 16, 2015 Author Share Posted January 16, 2015 I’m going to improve a bit the installer so it looks more like an automatic upgrade rather that a new install. However, I don’t plan working on a full automatic update download system for now. Because I prefer to focus my time and work on flight analysis for the 1.4. Will Tacview integrate upgrade feature in the near future such that we don't need to re-download and re-install the whole package. Link to comment Share on other sites More sharing options...
GGTharos Posted January 23, 2015 Share Posted January 23, 2015 (edited) Thanks Vyrtuoz! BTW, there seems to be an error in the aspect calculation between two fighters. What it should be is this: If the relative bearing from fighter A to fighter B is 135, then fighter B sees a 45 deg aspect. This is commonly known as 'aspect off tail'/AOT, and it an important part of the academics of air combat. Right now I think, but I'm not sure, you're calculating some difference in the heading crossing angle (HCA) of Angle Off, each of which is a different measure. In other words, the aspect for fighter B is: 180 - Relative bearing of fighter A to fighter B (fighter A left box, fighter B right box) Please see here: http://www.combatsim.com/archive/htm/htm_arc3/livedie1.htm And: Edited January 23, 2015 by GGTharos [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda Link to comment Share on other sites More sharing options...
Vyrtuoz Posted January 23, 2015 Author Share Posted January 23, 2015 I think I read the same documentation as you when I added the feature ;) If you try to reproduce the documentation chart with Tacview you should get the same results. But now, you are putting doubt in my mind. Did I invert the “formula”? Maybe someone else can help to confirm what the aspect angle is supposed to be. Link to comment Share on other sites More sharing options...
GGTharos Posted January 24, 2015 Share Posted January 24, 2015 (edited) I think I read the same documentation as you when I added the feature ;) If you try to reproduce the documentation chart with Tacview you should get the same results. But now, you are putting doubt in my mind. Did I invert the “formula”? Maybe someone else can help to confirm what the aspect angle is supposed to be. Yes. The F-16 will 'see' the aspect that's written next to it. But your formula is not working, I can pretty much guarantee you that. Here's a test you can do (Sorry I don't have anything handy, but it is easy to reproduce): Fly a chase scenario with two fighters, one behind the other, about 1nm. Lead fighter starts a 3-4g turn. Observe 'Relative Bearing' from lead fighter (left box) to trailing fighter. 180-relative bearing = aspect for the trailing fighter. Now switch to trailing fighter and observe 'Aspect' of the lead fighter. You'll see it's not 180-relative bearing (FROM A, not OF A), except for a few cases where they line up. Edit: Pics included. For the first image, the setting is: Range/Relative Bearing (3d) For the second image, it is: Range/Aspect (Here we should see 45 or so). Edited January 24, 2015 by GGTharos [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda Link to comment Share on other sites More sharing options...
SDsc0rch Posted January 24, 2015 Share Posted January 24, 2015 yep.. something seems "off" i7-4790K | Asus Sabertooth Z97 MkI | 16Gb DDR3 | EVGA GTX 980 | TM Warthog | MFG Crosswind | Panasonic TC-58AX800U [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Hansolo Posted January 25, 2015 Share Posted January 25, 2015 Thanks Vyrtuoz, great stuff as always :thumbup: Did a small observation today. The GBU-38 came off the aircraft sideways please see attachment. In same test I dropped 6xMK-82AIR (without the balute) and one CBU-97 and they did come off the same heading as the aircraft. Cheers Hans 132nd Virtual Wing homepage & 132nd Virtual Wing YouTube channel My DCS-BIOS sketches & Cockpit Album Link to comment Share on other sites More sharing options...
Vyrtuoz Posted January 25, 2015 Author Share Posted January 25, 2015 It looks like that some weapons orientation is not properly exported by DCS World. I’m going to rewrite my exporter soon, so I will fix this if this is on my side. But I really think the bug is on the DCS side. Thanks Vyrtuoz, great stuff as always :thumbup: Did a small observation today. The GBU-38 came off the aircraft sideways please see attachment. In same test I dropped 6xMK-82AIR (without the balute) and one CBU-97 and they did come off the same heading as the aircraft. Cheers Hans 1 Link to comment Share on other sites More sharing options...
Vyrtuoz Posted January 25, 2015 Author Share Posted January 25, 2015 I have calculated the aspect angle in 3D. That may explain your observation, because in that case, the roll of the target aircraft matters. Maybe that was a bad idea… Do you think aspect angle have to be calculated in 2D (from a satellite point of view) in all cases to make sense? (The answer is not obvious to me, especially when thinking about dogfight in full 3D space…) Yes. The F-16 will 'see' the aspect that's written next to it. But your formula is not working, I can pretty much guarantee you that. Here's a test you can do (Sorry I don't have anything handy, but it is easy to reproduce): Fly a chase scenario with two fighters, one behind the other, about 1nm. Lead fighter starts a 3-4g turn. Observe 'Relative Bearing' from lead fighter (left box) to trailing fighter. 180-relative bearing = aspect for the trailing fighter. Now switch to trailing fighter and observe 'Aspect' of the lead fighter. You'll see it's not 180-relative bearing (FROM A, not OF A), except for a few cases where they line up. Edit: Pics included. For the first image, the setting is: Range/Relative Bearing (3d) For the second image, it is: Range/Aspect (Here we should see 45 or so). Link to comment Share on other sites More sharing options...
GGTharos Posted January 25, 2015 Share Posted January 25, 2015 (edited) No, not from satellite point of view ... From observer's point of view. Still 3d but ignore roll. This is nothing but reverse relative bearing :-) The reason why it has to be three dimensional it's because you may be in an oblique turn in a dog fight and not horizontal turn. Edited January 25, 2015 by GGTharos [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda Link to comment Share on other sites More sharing options...
Vyrtuoz Posted January 25, 2015 Author Share Posted January 25, 2015 I think, also, that displaying the aspect angle between objects is confusing. The best may be to display it under each aircraft like on this video to avoid any ambiguity: Link to comment Share on other sites More sharing options...
GGTharos Posted January 25, 2015 Share Posted January 25, 2015 I don't find it confusing, but I think what you are suggesting is more convenient and I like it. It's a big deal for BFM analysis. In this case, if you look at my images, what would be written under the LEAD aircraft would be about 45 (The aspect that the TRAILING aircraft sees), and under the TRAILING AIRCRAFT would probably be about 150, but I didn't do the numbers on that one (the aspect that the LEAD sees) [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda Link to comment Share on other sites More sharing options...
Bushmanni Posted January 25, 2015 Share Posted January 25, 2015 If vector A is from observer to target and vector B is "nose axis" of the target, targets aspect is the angle difference between vectors A and B if I'm not mistaken. This should result in the correct aspect angle also in 3d. Roll has no effect on aspect. DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community -------------------------------------------------- SF Squadron Link to comment Share on other sites More sharing options...
Vyrtuoz Posted February 9, 2015 Author Share Posted February 9, 2015 Done! I have fixed the aspect angle calculation in Tacview 1.3.3. Link to comment Share on other sites More sharing options...
GGTharos Posted February 10, 2015 Share Posted February 10, 2015 @Vyrtuoz: Good deal! :) The general preference is 'angle off tail' ... so on bandit's six, 0 aspect, on his nose, 180 aspect. This also works well with 'hot' and 'cold' reports (high, low) :) If vector A is from observer to target and vector B is "nose axis" of the target, targets aspect is the angle difference between vectors A and B if I'm not mistaken. This should result in the correct aspect angle also in 3d. Roll has no effect on aspect. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda Link to comment Share on other sites More sharing options...
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