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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 Only)
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      depapier
    • RE: 4.37 Screenshots

      alt text
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      alt text

      posted in Screenshots & Videos
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      depapier
    • RE: Some suggestions for improvements for the next versions -4.5 ?

      Hey @I-Hawk you may find this presentation

      and paper https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf an interesting read regarding current and future LODless rendering! Pretty sure you’ll find this interesting.

      posted in General Discussion
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      depapier
    • RE: Quick update from the BMS Frontlines - November 2021

      Guys you all should just take vacations after this intense year, we can all wait! Thanks for your work and updates!

      posted in General Discussion
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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: How to use the COM‘s in VR?! 😳

      Use a voice recognition program, there is simply too much going on during combat or even air refueling to take the hands off the hotas. Highly recommended to use Avcs profile (it’s a lot more than just a profile) for voice attack or the awesome FoxVox software.

      posted in General Discussion
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      depapier
    • RE: Amazing night sky fidelity

      This is indeed amazingly done. To my mind, only one other game tried doing this - Silent Hunter 5, where the original idea was to allow for proper marine navigation through stars, but like much else in it was abandoned. Current mods restore it somewhat, but its a very confusing process much of which relies on scripts. However, one thing that is always astonishing - as with BMS - is when in order to understand how something in the game works you need to read real life books and manuals. Then, when you try it out in the game - it works. This is especially amazing when you discover this yourself and it seems that the system is just there, not designed for the player, but for proper simulation and can be used as in reality.

      posted in General Discussion
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      depapier
    • RE: Some suggestions for improvements for the next versions -4.5 ?

      What you’re posting is mostly to do with PBR - physics based rendering. This means configuring materials for 3d models in such a way that different layers respond in a way that imitates physical materials. That would be a simple way of put it. Global illumination is simply a way to calculate lighting within the scene - it means using physically realistic sources of lighting (to an extent) instead of setting everything up manually (which is what lighting designers do in games and this is pretty complex). But global illumination does not solve every problem, so you’d still have to adjust lighting in closed volumes etc. There are different ways to calculate such a model and ray tracing is the most expensive (in terms of computation) and most precise one. Essentially ray traced global illumination can be noticed only through small details. So, in case modelling such a reflection on metallic body of aircraft as on this frame from a video you posted, there needs to be both a lighting model and metallic materials, and of course the actual graphic assets which are made appropriately. Then there are ray traced reflections, which are a different story altogether but essentially their point is to provide more precise calculation than screen space reflections. Again, this is noticeable mostly in details or in very large reflections.

      But honestly, this is all just general statements about rendering tech. BMS devs above already responded in this topic where necessary regarding what is going on and where it is going and what is needed.

      posted in General Discussion
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      depapier
    • RE: Some suggestions for improvements for the next versions -4.5 ?

      @i-hawk I think that viper shot is from a recent usaf reddit where people were making fun of navy growler slamming the jet down on landing while viper pilot did a good gentle landing.

      posted in General Discussion
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      depapier

    Latest posts made by depapier

    • RE: submarines in BMS

      I think it’s just one of those overly ambitious things leftover from original Falcon 4 days, the kind the developers never fully realized.

      posted in General Discussion
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      depapier
    • RE: Simple Avionics

      There is no support for vr controllers currently.
      And I doubt there’s anything like einfache Reste drumherum. I’d recommend Strike Fighters 2 for that. Or to set missions up yourself and try to arrange the whole situation - when to shoot etc for your son. I also find MSFS a good intro to aviation stuff.

      posted in General Discussion
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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 Only)
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      depapier
    • RE: FNG: Where to start...

      Oh hey, welcome back, check gear down!
      The manual can be a handful, but there’s no need to read the whole thing at once. Your best bet is to refer to the Training manual and take one mission at a time. It contains most of what you need to know to perform a task and then you can refer to other manuals in order to know more.

      I think your pc setup is fine. I would certainly get a headset with a mic + voice attack and AVCS4 profile. It improves the experience immensely, since most of the time you need to give commands, you hands are already busy flying.
      Have fun!

      posted in General Discussion
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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 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 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 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 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 Only)
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      depapier