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Showing content with the highest reputation on 02/02/23 in Posts

  1. 11 points
  2. You are telling just what you want. ED released support for an VR API that MOST of the game developers are using for his new games (and many of the old ones are migrating it), 48 hours after they released a hotfix that makes DCS not using OpenXR by default unless you force it without having to do anything, so those guy having bugs get solved. Pico doesnt support OpenXR natively over streaming, thats an ED problem? No, a Pico one, ED gives you the option to not using it and keep whatever other API you were using (OpenVR over SteamVR i think) I think the only ones who needs a tranquilizer shot its you, and maybe more than one
    5 points
  3. 5 points
  4. Howdy Gents, Gonna date myself here but its for the mission..was in Spangdalem 76-79. As an EW tech worked on the original Wild Weasel the D model...only a few survived Vietnam to make it too Germany and they were a mess. Those early systems stuffed in some tight holes.."excuse my French" Oh the good times...no Prisoners YGBSM
    4 points
  5. I finished another training mission for the F-4B: want to add a few more and then share as a set
    4 points
  6. Somehow this did not attach. Despite pre-order moved by two weeks, Early Access date stays the same Razbam said.
    4 points
  7. This is not the place to talk about other aircraft and comparing the Mirage with other aircraft is pointless, this is not how FM should be tuned or judged for accuracy.
    4 points
  8. For the Air Force test pilots. https://www.f4phantom.com/docs/F4_Phantom_Guide.pdf
    3 points
  9. Nach gut einem Jahr Stagnation geht's langsam weiter. - Frontpanel mit den MFDs und dem UFC wird mit den I/O Boards (2x Arcaze und 1x FS837) verkabelt. - Die Basis für die Pedale liegt auf Linearführungen und ist über einen Spindelmotor um die 10cm verstellbar. - WinWing Schubregler ist eingepasst. - Boden mit schwarzer Kunststoffmatte in Riffelblech-Optik ausgelegt. - Seitenplatten des Sitzes in Anpassung
    3 points
  10. @currenthillKeep on going with these!! Your quality vehicles are what DCS needs. Thanks for the additions thus far!
    3 points
  11. Aircraft of the 1st TFW during the 80s. Yes, those were operational loadouts. Air to ground was pretty limited to RDJTF, (but very much allowed for all F-15s), but FAST packs were also in common use on Iceland-based Eagles: They used them because their role was similar to the MiG-25 on the Soviet side, ultra-long range bomber interception. They were also used in other places when required. It's very much a myth that the only Eagle to use those things were tech demonstrators for the Strike Eagle.
    3 points
  12. As @Baldrick33 said using Pico 4 seems to be much more complicated right now as a more mature and widespread used headset like the HP Reverb G2 where the OpenXR support is really native in Windows. With all my respect may I ask: why don't you roll back to previous open beta which worked well as long as ED irons out these problems? If you use DCS Updater you can even have two different builds (one for the known good version and the other for the newest OB). As ED planned the next patch in March and we're expecting some serious changes then I think the rollback would be the logical solution for you right now, then checking out the new version sometime in March.
    3 points
  13. Сори парни, немного плача и оффтопа. Короче, я изменил. В смысле нашему симулятору. Насмотрелся видосов GS, как офигенно играется в Иле на самолетах ПМВ. Решил попробовать.... Не, прикольный опыт кончено полетать на воздушных змеях с пулеметами и погоняться за другими таким же. Но это даже рядом не стояло с другим острым ощущением. До сих пор расфигеть обратно не могу. Никаких плясок с бубном, никаких чтений форумов по 300 страниц. Просто выставляю пресет "Ультра", все в максимум, а в G2 стабильные, ровные 90 кадров. FPSVR весь зелененький, даже черточки желтенькой на графиках не проскакивает. Загрузка GPU 47-50%. Я просто надеюсь, что когда-нибудь наконец звезды сойдутся, и DCS сумеет-таки повторить то, что Ил-2 умеет уже сейчас..
    3 points
  14. Yes, we can make icons, I will show an example of how we did it for ports
    3 points
  15. That's not how I interpreted your statement. everything here can be as simple as changing R1 in my listed equation. because in the end that is how games do radar vs RCS is the R1*(RCS/1)^.4 equation, and FC3 aircraft use the old FC3 (i.e. LO-MAC) sensor setup. The Devs have said this. I remember playing LO-MAC and it seemed like the F-15C radar was the most complex thing in the game because it had so many modes and features, but I am under no illusion that back in 2004 they were programming Rmax=((PsG^2lam^2sig)/(Pemin(4pi)^3))^.25 then computing range gates and determining doppler gates by measuring the shift in the return chirp. There is a reason it is called a Simplified Systems Model, because the Systems are Simplified. They don't need to go through everything I said if R1*(RCS/1)^.4 works and you can adjust R1 for PRF, RWS/TWS, etc just by putting factors on them. You still can get the exact same performance from a UI level under 99% of conditions. "IF (Vclosure<150kt) THEN (Drop track)" is a lot easier to program than calculating a doppler gate from a shift in the chirp and having it filter out as ground clutter. If anything, the FC3 Eagle shows how much detailed functionality you can get out of an SSM, it's incredible.
    3 points
  16. That is odd indeed, thanks for the heads up. As soon as you join up with the tanker and have your probe out, the AI lead is ordered to follow the tanker on the right side. Well out. Why on earth did he decide to refuel?! I have no idea. He spawned for RTB with 14k lbs of fuel... And then the hi-viz Tomcat was still trying to follow him, but the AI does a terrible job of following slow, lags and warps all the time. This was an unfortunate constellation of several AI bugs. ED says it will all be fixed by the new AI FM, that will make them fly much smoother...we shall see... Sorry your graduation hop ended this way
    3 points
  17. It's ridiculous!!! It's the first time I heard that pre-orders can also be postponed, and it's not an official release
    3 points
  18. In an earlier post I mistakenly said the French Navy had operated the C-5 from the Charles de Gaulle when I meant to say C2a greyhound. This is clearly a bad idea, but to my surprise the darn thing took off just fine.
    3 points
  19. It means that the release date hasn't changed. All that's changed is the date that you have less money.
    3 points
  20. Just curious - why are you guys excited about being able to preorder?
    3 points
  21. See https://forums.flightsimulator.com/t/openxr-toolkit-upscaling-world-scale-hand-tracking-release-thread/493924/3034?u=mbucchia (And no I do not have a release date, as someone else mentioned, I am on personal time off).
    3 points
  22. asset for SAM system is ready: it will be located in places that are freely available as mentioned above, thanks. As such:
    3 points
  23. @BIGNEWY more information for the dev team regarding the remaining lock-up due to the frame loop deadlock. After some more investigation, I believe the condition happens if and only if the frame predicted display times (xrFrameState.predictedDisplayTime) does not increment monotonically: As seen above, the last value for predictedDisplayTime returned before the lock-up is 3,081,690,700,100, which is smaller than the previous frame predictedDisplayTime of 3,081,701,810,000. This seems to cause the game's frame loop to entirely skip the frame, without calling xrBeginFrame() (which is illegal and causes the deadlock). Now I have to admit, this is a little bit weird, because per The OpenXR Specification (khronos.org): I am thinking that because the loading screens in the game are skipping many many frames, this is confusing the motion reprojection logic. That's not OK and I will make a report to fix this in the next release of our runtime. Meanwhile, I believe if the game engine made sure to always invoke xrBeginFrame() for each xrWaitFrame(), regardless of the predictedDisplayTime, this will make the engine more robust to these situations. Perhaps better, always use corrected_predictedDisplayTime = max(current_predictedDisplayTime, last_predictedDisplayTime + 1) to even avoid skipping a frame and ask the platform to perform the necessary frame reprojection. I believe if the dev team implements either one of these measures, the lock-up issues will be resolved. For OpenXR Toolkit users, I believe this is the same issue that they are seeing with Turbo Mode. To be clear, there are 3 bugs here, one in the game engine frame loop, one in the WMR OpenXR runtime, and one in OpenXR Toolkit. Oops!
    3 points
  24. Would like to be able to look back and see troops in the back and see them embark and disembark. Very much looking forward to this helicopter. Happy landings, Talisman
    2 points
  25. oh lawd he commeth... think i just settle on RLM 02 for anything inside... Ah yes... and also ive wasted a good hour repainting the very same disruptive pattern on the wings, instead of the opposite pattern.. cause i´m an idiot. Anyway.... some small update.. The effect of the layerd chipped paint is subtle but its there. Ill reduce the ammount of bare metal chips tho. Bit too much if i look at rl pics. Redid the fuel labels hand painted the letter (cause ...) The Auf Zu markings on the hatches seem to be embossed telling from real world examples, so i´ll have to take this into account for the normal map later on. Also adjusted the dirt /grime color to a pale-grey-ish muddy tan. Looks quite good without havin to adjust opacity or do blending with layer styles in ps. Late war flaps color block-out.
    2 points
  26. I thought we are talking about possibilities: so F-15As and Cs already used CFTs (coz of the increased fuel quantity) in the 70s and 80s mainly for long-range over-seas CAP/Intercept operations (4*AIM-9 + 4*AIM-7 + 3*EFT), however F-15A/B/C/Ds do not need CFTs for dropping bombs. TER/MER ejector racks used for that under the wings/centerline pilons: means 3*6 Mk-82s (for example) just like Israeli Eagles do sometimes. Do you know the first Strike Eagles (protos) come out and flown without CFTs ? Modified F-15Ds too, they used the MER racks as well for bombs (CBUs too). Strike Eagle/Mudhen does not mean "MUST use/fly with CFTs ONLY"
    2 points
  27. thanks I have asked the team to take a look at the values for the dimmer.
    2 points
  28. The proof that it doesnt work in DCS is in the game itself. Dig around and you'll see the ICLS frequency in DCS are in the GHz range while ILS is in the range of MHz. Completely different frequency ranges.
    2 points
  29. Thanks all, your observations confirm that the fix I discussed earlier (in the MSFS thread) should be satisfactory for you once it is rolled out.
    2 points
  30. VR users on these forums have been crying out for native OpenXR support. ED were responding to customer demand in my view. I don't know much (or anything really) about the Pico but the hot fix reverted to using either the opencomposite or SteamVR method as before for WMR devices (without manually adding the switch) Personally I think the Pico is a brave choice for running DCS. It is pretty much brand new and as a standalone headset adds software layers to get connected and opens additional world of potential WIFI networking issues. We have a family Quest2 which for curiosity I got working with DCS and Medal of Honor (PC version) . I ended up using an access point I used in another part of the house and reconfiguring it to exclusively run with the Quest to get Medal of Honor working decently. Once I had done that I tried DCS but compared with my Reverb G1 it seemed a poor second. I get that standalone headsets are great at what they do and for standing and moving games they are the best choice but for PC connected seated games like flight and race sims they are a compromise and fiddling about with virtual desktops, wifi settings, side loading unsupported third party apps etc are all part of the process of getting them to work well. It doesn't mean it shouldn't be possible to have a great experience with it and DCS but I think expecting it to be plug and play and work great is a big ask.
    2 points
  31. To be honest it made me laugh. Didn't dull the overall experience and had a blast on this campaign.
    2 points
  32. I expect this feature since UH-1H early access. For all transport aircrafts would be nice to see troops embarked like Arma 3.
    2 points
  33. Yes, Chinook would look way to empty. But this should be done for all aircrafts (Huey, MI-8, Future C130, C-47 and dont forget support for mods without SDK access -> UH60).
    2 points
  34. That's just how a VR headset works. Doesn't matter what resolution it says it has or how many fancy technologies it uses. VR will never look as good as flat.(not with current headsets) refresh rate and Smoothness is of course related to to the fact that VR uses more resources than flat. But the actual differences in graphics is just a limitation of the lenses used in VR headsets, and nothing to do with DCS itself
    2 points
  35. all 3 versions the HIMARS mod fires are interceptable by SAMs in game, actually
    2 points
  36. Open them separately from the campaign folder, and skip it in the campaign menu. Those are the most fun ones! BTW I managed to get Paco to fire a Fox 2 first ( even though his task already specified to attack you with Fox 2s, but now it works) I'll submit the change to ED
    2 points
  37. Not that I can think of. These tree mods are straight texture swap. Most of the times reduced in size.
    2 points
  38. It certainly does, although mind you, trees in Caucasus are huge. I think ED enlarged them at one point to reduce their numbers and decrease the forests' performance impact. It's especially obvious when doing helo ops near them, a tree in the middle of town looks like it came out of a century old forest. So when flying over Caucasus forests specifically, this throws off the sense of scale. Over urban areas, or newer maps with more realistic trees, VR does give you that sense of speed.
    2 points
  39. Just got over the 24hr wait period for my first post, but I just joined to give a massive shoutout to @BIGNEWY and @mbucchia. I am super excited to have native OpenXR, despite the bumps in the road. Bugs are easy to deal with, and it was a non issue rolling back to OpenComposite. I know you both probably put a lot of time (even personal time) into finding a resolution for these minor bugs. I've seen a lot frustration and rudeness by community members (not just here), but not much feedback/support to help the situation. So again, just a big thank you to you folks and and the surprise native OpenXR support. Very much appreciated.
    2 points
  40. This is normal. On the collective is the collective droop potentiometer. This is tied into the Transient Droop Improvement (TDI) part of the engine control system. If you rapidly increase the collective, the speed of light signal to the DECU leads the power demand by dumping more fuel into the engine to prevent a droop from occurring. This was added specifically to prevent a droop from occurring during recoveries from practice autorotations. Anytime you’re below something like 15% torque, this is automatically there. It doesn’t have anything to do with coning or other aerodynamic phenomenon, well, except for maybe drag.
    2 points
  41. from our first newsletter of the year Multithreading Multithreading has been one of our primary efforts to improve DCS performance, and it is currently in closed beta testing. Initially two threads (graphical and logical) will be implemented, and once the technology is stable and mature, we plan to expand this number. Large and complex missions, both single player and server based as well as the upcoming dynamic campaigns, will see the most significant performance enhancements. Our render graph was written from scratch along with many other subsystems. We now benefit from parallel rendering that schedules inter-dependent rendering tasks in a correct and optimal order (e.g., mirror reflections first, then mirrors while running other independent draw calls in parallel), frame graph, graphic scenes, scene renderer, and scene manager. We unified all other graphic subsystems that permit node embedding in the render graph. This allows us to rapidly experiment with new graphic pipelines and enhance efficiency. The introduction of our render graph will improve DCS efficiency and deliver optimal performance with modern graphics APIs such as Vulkan.
    2 points
  42. I would love a Germany map, although not a modern one but rather a 1980s Cold War Germany map (Fulda Gap!).
    2 points
  43. Yeah, I think it is a no on the pre-order for me. This discount is nice and all, but I think I'm done handing money over to devs when the release dates are vague at best, and they consistently miss the communicated date (reference basically every 3rd party or ED release that I can recall). Add in that the process is at least partly of out of Razbam's control (seems ED has to implement / execute the patch), it's a big mystery when you'll get the product. I suppose I'll do differently than I've done in the past and just wait for the early access release. Not trying to be a malcontent... ED and Razbam make great products!
    2 points
  44. Given their workload with Corsair, Crusader, and some kind of Fitter as well as the size of the team? Additional MiG-21s would be a goal in the far flung future.
    2 points
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