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    depapier

    @depapier

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    Best posts made by depapier

    • RWR <M> Fix for 4.35.3

      Hey everyone, as discussed on Falcon Lounge discord:

      To fix the missing <M> on RWR you need to alter the 3 lines in FALCON4_RCD.XML file.

      line 87 <BeamWidth>30.0</BeamWidth> instead of 9
      line 733 <BeamWidth>45.0</BeamWidth> instead of 9
      line 1208 <BeamWidth>30.0</BeamWidth> instead of 9.

      The fix needs to be done on every machine and every theater.

      For the default, Korea theater the file can be found at Falcon BMS 4.35\Data\TerrData\Objects . However the change needs to be made for each theater, so use your windows search function to find it. I’ve done this change for Balkans, Baltic, Iberia, Georgia, Israel, Israel 1980s, Mideast128, Somalia, Kuweit theaters and haven’t found any significant differences in xml files, but your mileage may vary, so it’s best to add lines manually rather than just swap the file. The changes touch the AIM-120, AIM-54A, AA-12 (R-77).

      UPDATE:

      Rather than forcing every user to manually edit this file for each campaign they have installed, a member of the community has graciously created a utility which will make the appropriate changes to any instance of this file found in the BMS install directory.

      All you need to do is download the file and run it. It doesn’t matter where you download it to or run it from, it will still work as long as you give it permissions to run.
      Note: Windows 10 users may see a blue warning dialog box when attempting to run the utility. Click “More Info”, and then “Run Anyway” to run the program.

      https://drive.google.com/file/d/1cZEq_NWloEdKAWWYP2X7JmJIs9koTDZU/view?usp=sharing

      posted in Technical Support (BMS Bugs Only)
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      depapier
    • RE: 4.37 Screenshots

      alt text
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      posted in Screenshots & Videos
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      depapier
    • RE: Suitable GPU for VR

      You’ll be fine with 3070 for BMS, but imho its best to aim for getting a GPU that will get you VR in other cases as well - like MSFS. There you’ll do fine with 3070 as well, but 3090 would be better. Other than that - 4080 looks ok.
      I would avoid AMD cards in this case tbh. Personally I’m fed up with their drivers. Also, depending on a VR headset you may have issues with AMD.
      Where AMD does shine though is their current CPU lineup, which is also very important for VR. 5600x or even 5800x3d offer a significant boost in performance over equal Intel CPU’s, at least going by the MSFS VR tests.

      posted in VR and Tracking Devices
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      depapier
    • RE: BMS 4.35 Screenshots

      Just ran 4.35 on a machine that is 3600X and 5700XT - the performance is shockingly good.
      Previously I didn’t even think about running in 4k, but now it…runs better than 1080p before?
      Stellar job! Thanks guys!

      posted in Screenshots & Videos
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      depapier
    • RE: PC Restarts Fullscreen

      I think the only way there could be a restart is because the display driver crashes. I’d recommend updating the AMD Adrenalin to the very latest first of all. And tbh Win 10 as well. But what happens between fullscreen and borderless most certainly has to do with the gpu/driver stability.

      posted in Technical Support (BMS Bugs Only)
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      depapier
    • RE: Blender 3D Exporter for BMS - Request

      Blender is absolutely the way to go! Not only is it free, it also has a massive community and is now being widely adopted for professional use. Having a plugin for it is a good way to assure that people can contribute to BMS for years to come.

      posted in 3D Models
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      depapier

    Latest posts made by depapier

    • RE: Horrible VR Performance?

      @HoddToward OpenXR works, but you won’t get much benefit from the OpenXR toolkit, although it helps to set world scale in it. For me on average openxr runs better than steamvr. However for campaign missions on a somewhat similar setup, I’m also looking at jumps between 50 and 90 fps, with a lot of the time around 70. One thing worth trying is setting quest 3 to 120hz and turning asw on, which would help work around 60fps reprojected. But unfortunately vr performance of current bms is not there yet compared to other vr games, although acceptable by flight sim standards.

      Nearly forgot, this was mentioned in some other thread by devs regarding the severe framedrops: try setting set g_nAdditionalWorkers -8 into config. Could try with -6, -10, -12 values.

      posted in VR and Tracking Devices
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      depapier
    • RE: CCRP release time at low altitude with high drag weapons is wrong?

      @razo said in CCRP release time on custom stp is wrong:

      You are not flying towards the steerpoint so if you want to be 100% correct it shouldn’t even tell a time since you will never arrive over the steerpoint. The system also doesn’t know what kind of deviation you are taking from the route, so it cannot give you a correct time.

      It should however correct itself once you fly towards the point and pass it within a reasonable amount of distance and then the system can give you a correct time if you will actually pass the steerpoint.

      It might be possible that the system deconstructs the velocity vector and uses the component that points to the steerpoint to calculate the time. So the higher the offset, the slower the velocity towards the steerpoint the higher the time (but this is my theory, though by looking at your pics this does not seem to be the case)

      @airtex2019 said in CCRP release time on custom stp is wrong:

      I think it’s because of the offset and bank-angle … extrapolating that current flight path, you will just fly a circle around the target, forever. It’s letting you know, after 58 min, you’ll be out of fuel and forced to jettison… <kidding … I think … I also have no idea what it’s computing>

      The bank angle and offset of course play a role in calculation, but not to such a dramatic extent. You can see this once you overfly or just face away from the steerpoint.

      @LorikEolmin said in CCRP release time on custom stp is wrong:

      Had this while dropping AIR bombs. If too low, countdown is wrong and bombs fall very short. Realistic? Don’t know. A few hundred feet above, right on target.

      yes, precisely that. Although the times I have had the issue to the point of overflying the steerpoint, I could not release the bombs at all, since the marker did not come up, so I switched to CCIP and dropped it like that. But I can never judge properly whether the bombs are short because of my skill or something else, when using CCIP at such low altitude.

      @Leech said in CCRP release time at low altitude with high drag weapons is wrong?:

      @depapier You are defiantly using high drag weapons.
      Could you tell me which type ?

      I’ve documented the phenomenon in the following three videos.The issue (if that is an issue) occurs only with high drag weapons: mk84a, mk82a, mk82s, blu-107/b. Haven’t seen with anything else. Note that despite the fact that in videos from a KTO TE here the altitude that makes the difference seems to be around 400 feet, in the above examples from ITO its higher than that. In ITO it is possible to arrive at the release point without the bomb release cue appearing due to timer, but I haven’t managed to document that on video. The issue seems to be connected to line of sight? The radar can be on quiet and silent modes, it makes no difference.



      posted in Technical Support (BMS Bugs Only)
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      depapier
    • RE: CCRP release time at low altitude with high drag weapons is wrong?

      Here is a properly cropped screenshot of the problem. Or perhaps this is supposed to be this way?
      alt text

      posted in Technical Support (BMS Bugs Only)
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      depapier
    • RE: CCRP release time at low altitude with high drag weapons is wrong?

      Some screenshots with the issue (or limitation by design?). Note, that all three steerpoints aren’t custom, just navigation points.

      alt text

      alt text

      alt text

      posted in Technical Support (BMS Bugs Only)
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      depapier
    • RE: CCRP release time at low altitude with high drag weapons is wrong?

      @unkindled 100-1000 feet. I’ve noticed this isn’t tied to whether radar has LOS to stp. I’ll try more tomorrow in different theatres and altitudes.

      posted in Technical Support (BMS Bugs Only)
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      depapier
    • CCRP release time at low altitude with high drag weapons is wrong?

      Creating a custom stp (for example 99) for targeting something specific often results in CCRP Hud release timer showing wrong numbers (usually very large) although distance is shown correctly.
      Observed in ITO 80s campaigns with mk84a and mk82s. For example approaching target at low altitude and 450 knots doesn’t result in hud showing something like 00:30 as countdown time at 15 miles, but instead shows 48:58, and the number is changing with approaching the target. As a result the release cue never comes up.

      Is this by design due to weapon/speed/altitude or is it a bug?

      Will add more info and screenshots tomorrow.

      posted in Technical Support (BMS Bugs Only)
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      depapier
    • RE: AI flights struggling with GBUs?

      Isn’t default weather in Balkans very cloudy? Idk if that has any role for 2d + laser, but iirc it does in 3d.

      posted in Balkans
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      depapier
    • RE: Wingman not taking off at all pretty frequently in campaigns

      @bjjman94 alright, im just going by what you wrote up. It would be helpful for everyone if you could give more info. For example what are the steps to reproduce this situation, what campaign, airport etc. Its a little too general otherwise.

      posted in Technical Support (BMS Bugs Only)
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      depapier
    • RE: Hud&Text brightness are very weak in VR

      I can confirm that hud brightness in vr is lower than without vr. This is on quest 2.

      posted in VR and Tracking Devices
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      depapier
    • RE: Wingman not taking off at all pretty frequently in campaigns

      If you don’t follow the comms ladder, they indeed won’t follow you. If you do, this works fine, except some flights in Ito.

      posted in Technical Support (BMS Bugs Only)
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      depapier