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  1. Please note : from DCS 2.9.8.1107 both bin and mt-bin folders contain Multithreading. Single threaded DCS is now legacy and removed from DCS. DCS Multithreading F.A.Q Users who want to test the new multithreading version of DCS can do so by following the steps described below. Multithreading contains some known issues, but we will gladly receive reports. Please make reports as full and clear as possible that are reproducible. Also, please send crash information using the automatic send-crash tool, if possible. Launching Multithreading DCS For the standalone version from our eShop DCS: You can find the new folder "bin-mt" in your DCS / DCS Open Beta main root folder where you have installed DCS. i.e. "D:\Eagle Dynamics\DCS World\". To launch the multithreading version, navigate to the "bin-mt" folder and launch DCS.exe from it. i.e. "D:\Eagle Dynamics\DCS World\bin-mt\DCS.exe". For your convenience, you may want to create a shortcut for "D:\Eagle Dynamics\DCS World\bin-mt\DCS.exe" on your desktop. Be advised that the DCS launch shortcut that is automatically created on your desktop after DCS installation will launch the DCS updater from i.e. "D:\Eagle Dynamics\DCS World\bin\DCS_updater.exe". You may have gotten used to the process where you launch DCS and it checks for available updates before launching the game. If you make a shortcut for the multithreading version (i.e. "D:\Eagle Dynamics\DCS World\bin-mt\DCS.exe") then this shortcut will launch DCS, and it will not check for updates before launching the game. For STEAM users: Use the Play MT Preview in launch options. To do so, right click on DCS World Steam Edition in Steam and select PLAY; you should see the below pop-up. What is multithreading (MT)? MT is a programming technique that allows multiple threads to exist within the context of a single process. A thread is an independent path of execution within a program, and MT allows a program to perform multiple tasks concurrently, improving its performance and responsiveness. However, MT also introduces some complexities, such as thread synchronization and resource sharing, which must be carefully managed to avoid issues such as race conditions and deadlocks. Why am I seeing no to little performance gain? There are several reasons that could account for this. One of the most common reasons for lower-than-expected performance gains is being GPU limited. Whereas MT can greatly improve CPU efficiency and resulting performance, most of the graphical rendering elements are still reliant on the graphics card. To check this, play a mission and press Right Control + Pause at the same time to display your performance Frame Per Second (FPS) and rendering information. If it indicated GPU BOUND, your graphics card is holding back the maximum possible frame rate that the CPU can provide. MT is most effective in large missions with many units. In small missions with a limited number of units, CPU calculations are not a gating performance limit. As such, you may not see much of an MT performance gain in small missions. Older CPUs will not benefit as much from MT as more modern CPUs with a greater number of cores/threads. Please be sure that you are using the current Open Beta and that you are using the DCS.exe from the Eagle Dynamics\DCS World OpenBeta\bin-mt\ folder if using the standalone version. Controls HOG PLUG is enabled. Please ensure that that HOT PLUG is disabled from OPTION / CONTROLS tab. You may not have appropriate BIOS setting for your CPU. If you have 32 or less cores, please ensure that HT/SMT is enabled. If you 33 or more cores, please disable this. If you have Vsync enabled in OPTIONS/SYSTM, uncheck the box Are there any known issues that I should be aware of? As an initial test version, yes. NS430 inoperable. Not in 2D neither 3D Sporadic stuttering in 2D and VR Ka-50: IT-23 display is colored. Supercarrier: there is no picture on LSO displays Display issues with a limited set of VR devices Dedicated server doesn't start automatically first time after update, hoster have to launch server manually by clicking on “start” button for mission or server itself in web GUI Motion Blur causes blue/black 'fog' (in single-thread only) Invisible player aircraft sometimes Cockpit tooltips AH-64D Instant action Persian Gulf - animator.dll crash If you notice other problems that you'd like to report, please visit: Multi-Threading Bug Reports (Temp) - ED Forums (dcs.world) Why is MT currently optional? As MT is a complex addition to DCS, we have made it optional for initial public testing. Once fully tested and working well, it will be enabled by default. How long will MT be in preview? It depends on public test results and feedback; we will keep you all informed as things develop. What is the maximum number of threads the game can utilize? About half of P-cores are dedicated for the graphics needs. Currently the rendering pool scales up to 16 threads on P-cores (1 core = 2 threads). The other P-cores are used by the main logic thread, sound engine threads, and the auxiliary thread pool that occupy all available space. E-cores are used only by the resources streaming pool that has no limits (1 core = 1 thread). Will VR and flatscreen have an equal performance improvement? MT is agnostic between a 2D monitor and VR. Both will see the same proportion of improvement. Note that VR is in general more demanding so you will see lower FPS than flatscreen performance given the higher rendering overhead. Will performance be improved for people currently bottlenecked by their GPU? MT may not help with performance if you have a GPU bottleneck. This is because the GPU is responsible for rendering and processing graphics, and it operates independently of the CPU. So MT may not directly improve GPU performance, but it can help to improve overall application performance by offloading non-GPU related tasks to separate CPU threads. Are there any downsides to MT if I have a CPU with few cores (Like an old quad core)? While MT can improve performance on a CPU with multiple cores, it may not provide significant benefits on a CPU with few cores. In fact, it could even lead to decreased performance in some cases. Will the dedicated server also be multithreading? Currently, the dedicated server is ST. MT dedicated server should behave exactly like ST one including performance because the game logic is still running on a single thread. If you have issues with performance or anything else, please make detailed reports for us to review. Will I be able to play on MT servers/large missions that I couldn't before? You should see improvement in larger missions, but mission designers should still consider unit count in any mission they create. Overloading a multiplayer mission with units will result in loss of performance. Will MT and Single Thread (ST) be updated separately or updated at the same time? You can update DCS in the usual way. Can MT and ST clients join the same server? Yes, MT and ST users can play on the same server. Should I enable HT / SMT in my motherboard BIOS? Currently, users with more than 32 threads should disable HT/SMT, but for everyone else we recommend enabling HT/SMT. Can I expect more bugs with MT, and can they be reported the same way or do I need to do separate reports for MT and ST? MT is a very complex addition to DCS, we have done a lot of testing but you may see issues we have missed. If you do, please report them on the forum bugs section. When reporting issues, please make it clear that you are using multithreading by either by adding “MT” to the title or in the topic itself. I have not seen any improvement what can I do? If you are not seeing any improvement in performance, please make a forum post with your dcs.log dxdiag and a track replay example in the performance issues forum section. How can I launch VR in MT? Same way you do now but using the bin-mt/ dcs.exe with the added launch parameters. ( example "C:\DCS\bin-mt\DCS.exe" --force_enable_VR ) Steam users will have a MT VR option in the launch pop up. Or try starting in 2D and enabling VR in the DCS VR tab, then restarting DCS. Experiencing a crash on first launch of MT DCS? If anyone has an early crash when starting MT DCS and sees almost empty dcs.log file with/without the stack, it would be great to get additional CPU information from such user. 1. add mt.lua to Saved Games\DCS\Config\ mt.lua 2. launch DCS 3. provide Saved Games\DCS\Logs\dcs.log attached to forum post 4. remove mt.lua
    124 points
  2. DCS Patch Notes discussion 10th March 2023 - Open Beta with Multithreading preview https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.8.3.37556/
    9 points
  3. Multi Threading FAQ https://forum.dcs.world/topic/320618-dcs-multithreading-faq/
    9 points
  4. Dear all, we're happy to bring you this update with a few novelties and some significant steps bringing us closer to the full release of the Tomcat. Apart from multithred compatibility, the first iteration (or preview) of FORGE, adjustable mirrors and removable fuel pylons, a significant improvement most of you have been waiting for is the F-14A FM performance improvement and overhaul. We will publish more detailed updates about the general state of development progress across Heatblur modules and in particular for the FM and performance later today. As always thank you for your feedback and kind support and we hope you enjoy the update. It is paramount that you add if you are running on ST (singlethread) or MT (multithreading) to your report please, everyone. Thank you! DCS: F-14 Tomcat by Heatblur Simulations NEW: Added ability to remove fuel pylons. NEW: Cockpit mirrors can now be adjusted. NEW: Began adding dynamic cockpit (FORGE) elements. Major improvement and overhaul of F-14A FM performance characteristics: Tuned F-14A level flight acceleration. Tuned F-14A turn performance. Tuned F-14A top speed and excess power across the flight envelope. Restored wing rock behaviour at high AOA (F-14A and B). Adjusted dead engine spin down rate (TF30 and F110). Updated entire F-14A/B codebase for multithread compatibility. Improved strength of formation lighting, especially at a distance. Corrected notch and default position of RIO ARC-182 radio knob. Corrected direction of refuelling probe illumination. Increased power of refuelling probe light. Adjusted default RoughMet textures to remove permanent fuel pylon shadow. Updated RWR threat library to version RD21: added Mirage F1, Ropucha and Fire Can. AIM-7 hot trigger now also depends on WCS transmit enabled. Fixed IMU sync error on own altitude entry during alignment. Fixed bomb fall line being inaccurate due to NAV error. Fixed RADALT not pegged at 5000 feet during RADALT warmup. Fixed Clock getting inaccurate after a certain amount of time. Fixed both glove vane and wingtip position lights illuminating with wing sweep aft of 25 degrees while nose gear down and locked. Airspeed indicator needle now comes alive earlier, below 80 kts. Fixed canopy not being repaired after canopy was jettisoned manually or by crew ejection. Fixed Warthog profile for keybinds (fixes duplicate multiplayer chat keybind). Fixed several typos in the keybind menu. Fixed fuel quantity indicator showing fuel quantity in the F-14A on cold spawn. Removed Op. Reforger I Supercarrier version. Fixed Chinese Localization (thank you Alphabet_Ghost). Fixed Chinese Localization for Op. Reforger I, The Final Hour and Training Day Quickstart missions (thank you Alphabet_Ghost). Updated Top Gun 114 livery by LanceCriminal86. Updated VF-1 Wolfpack liveries by Yae Sakura. Added (F-14A) 4x VF-301 Devil's Disciples liveries by Mach3DS. Added (F-14B) livery VX-4 XF-51 1988 by LanceCriminal86. Added (F-14B) livery VX-9 Vandy 41 (1995) by ben_der.
    8 points
  5. Многопоточность (ЧАВО) Пользователи, желающие протестировать новую многопоточную версию DCS, могут сделать это, выполнив описанные ниже действия. Открытая бета-версия с поддержкой многопоточности содержит некоторые известные проблемы, и мы с радостью примем сообщения о найденных ошибках с вашей стороны. Пожалуйста, делайте сообщения как можно более полными и понятными с полной последовательностью для их воспроизведения. Также, если возможно, присылайте информацию о сбоях с помощью автоматического Сборщика ошибок DCS. Запуск версии DCS с многопоточностью Версия ОБ с нашего магазин (eShop DCS): После следующего обновления Open Beta вы сможете найти новую папку "bin-mt" в основной корневой папке DCS Open Beta, куда вы установили DCS Open Beta. т.е. "D:\Eagle Dynamics\DCS World OpenBeta\". Для запуска многопоточной версии перейдите в папку "bin-mt" и запустите из нее DCS.exe. Например, "D:\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe". Для удобства вы можете создать ярлык для "D:\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe" на рабочем столе. Имейте в виду, что ярлык запуска DCS, который автоматически создается на рабочем столе после установки DCS, будет запускать программу обновления DCS, т.е. "D:\Eagle Dynamics\DCS World OpenBeta\bin\DCS_updater.exe". Возможно, вы уже привыкли к процессу, когда вы запускаете DCS, а он проверяет наличие доступных обновлений перед запуском игры. Если вы создадите ярлык для многопоточной версии (т.е. "D:\Eagle Dynamics\DCS World OpenBeta\bin-mt\DCS.exe"), то этот ярлык запустит DCS, и он не будет проверять наличие обновлений перед запуском игры. Для пользователей STEAM (на примере англ. версии): Используйте опцию Play MT Preview в списке лаунчера Steam для DCS. Чтобы его увидеть сделайте правый щелчок мыши на DCS World Steam Edition in Steam и выберите ИГРАТЬ; должен появиться список с выбором: Что такое многопоточность (Multithreading, MT)? MT - это техника программирования, которая позволяет нескольким процессорным потокам выполняться в контексте одного старшего процесса. Поток - это независимый путь выполнения в программе, и МТ позволяет программе выполнять несколько задач одновременно, повышая ее производительность и скорость реакции. Однако MT также вводит некоторые сложности, такие как синхронизация потоков и совместное использование ресурсов, которыми необходимо тщательно управлять, чтобы избежать таких проблем, как race conditions (гонка потоков) и deadlocks (тупиковые ситуации). Почему сейчас MT доступна только как опция? Это весьма сложная и трудоёмкая задача для того, чтобы быть способным переделать уже существующий код под многопоточность с одного захода. Мы не идем на такой риск в публичном релизе. Как только мы убедимся, что все полностью работает, тогда и сделаем многопоточную версию основной и единственной. Как долго MT будет находится в статусе опции? Это зависит от результатов тестирования, ваших отзывов и грамотных сообщений об ошибках. Какое количество потоков может создавать и использовать игра? Примерно половина P-ядер (P-core, Performace core) выделена для графических нужд. В настоящее время пул рендеринга масштабируется до 16 потоков на P-ядрах (1 ядро = 2 потока). Остальные P-ядра используются основным логическим потоком ИИ, потоками звукового движка и пулом вспомогательных потоков, которые занимают все доступное пространство. Ядра типа E (E-core, Efficient core) используются только пулом потоковых ресурсов, который не имеет ограничений (1 ядро = 1 поток). Пользователи VR и обычных мониторов получат одинаковый выигрыш? MT не зависит от 2D-монитора и VR. И в том, и в другом случае улучшение будет одинаковым. Обратите внимание, что VR в целом более требователен, поэтому традиционно для VR будет нужно более производительное "железо". Улучшится ли производительность для пользователей со слабыми видеокартами? К сожалению, MT почти ничем не сможет помочь с производительностью, если у вас узкое звено - это графический процессор (GPU). Это связано с тем, что GPU отвечает за рендеринг и обработку графики и работает независимо от CPU. Поэтому MT не может напрямую улучшить производительность GPU, но он может помочь улучшить общую производительность приложения за счет перераспределения не связанных с GPU задач на отдельные потоки CPU. У меня мало ядер на CPU. Может ли мне помочь MT? Многопоточность призвана повысить производительность на процессоре с несколькими ядрами, однако она может не дать значительных преимуществ на старом процессоре с небольшим количеством ядер. Более того, в некоторых случаях это может даже привести к снижению производительности. Выделенный сервер будет переведен на MT? В настоящее время выделенный сервер работает в один поток. Работы по переводу на MT будут проведены позднее. Ранее, я не мог играть на серверах с тяжелыми миссиями. Смогу ли теперь Вы должны увидеть прирост производительности в тяжелых сетевых миссиях, но разработчики миссий все равно должны учитывать количество юнитов в любой создаваемой ими миссии. Перегрузка многопользовательской миссии избыточными юнитами всегда приводит к снижению производительности. DCS World с MT и без MT потребуют разных обновлений? Вы можете обновляться обычным образом, как и привыкли делать раньше. Могут ли клиенты с MT и без МТ находиться на одном сервере одновременно? Да, пользователи обоих версий могут играть на одном сервере. Мне надо включать поддержку HT / SMT в БИОС моей материнской платы? На настоящий момент пользователи с процессорами, обеспечивающими 32 и более потоков должны выключить HT/SMT на своей плате, всем остальным пользователям мы рекомендуем включить эту опцию. Предположительно, количество багов связанных с MT будет заметным в первое время, следует ли мне сообщать о них обычным образом, или писать в специальной ветке. Сообщайте об ошибках обычным образом в предназначенной для этого ветке на форуме по найденным ошибкам, только обязательно помечайте в теме, что замеченный баг относится к "MT"! Известные проблемы MT на момент первичного выпуска в тестирование. Навигатор NS430 не функционирует. Проблемы с экспортом изображений на внешние мониторы. DCS не стартует на системах с процессором имеющим 32 и более потоков (16 P-ядер). Возможны периодические подтормаживания (stuttering). Цветной дисплей ИТ-23 на Ка-50. Supercarrier. Жезлы регулировщиков и стоп линии не видны. Supercarrier: Изображение на мониторе LSO может отсутствовать. Проблемы с изображением на некоторых устройствах VR. Выделенный сервер не стартует автоматически после обновления. Необходимо запускать вручную. При первом запуске возможны искажения текстур в кабине. В однопоточном режиме активация опции "Размытие в движении" вызывает эффект синего и черного "тумана". Не видны всплывающие подсказки на органах управления в кабине. СПО (RWR) не реагирует на излучения в некоторых случаях. Проблемы с межсамолётной связью (даталинк) на модулях из комплекта "Горячие скалы". Вы всегда можете написать баг репорт в специальной ветке обсуждения многопоточности. Что делать, если я не заметил повышения производительности от MT? Возможно, что у вас очень производительной процессор и вы запускаете несложную миссию – в этом случае, ваш процессор и без MT прекрасно справляется с задачей, и у вас почти не будет разницы. Однако если вы заметили, что не получили разницы в производительности в насыщенных миссиях напишите об этом на форуме, приложив dcs.log, информацию dxdiag, и игровые треки в специализированной ветке форума по производительности или тут.
    8 points
  6. DCS Newsletter discussion 10th March 2023 - Open Beta with Multithreading preview https://www.digitalcombatsimulator.com/en/news/newsletters/e5e76c23e0b20714a6a6a0ebde12c530/ Dear Fighter Pilots, Partners and Friends, We are delighted to announce that the latest Open Beta introduces our first iteration of multithreading support. We await your feedback with great interest, and if you are a power user, we encourage you to get familiar with this technology by reading the Multi-threading FAQ forum post. Included in the most recent DCS Open Beta are all the latest improvements for DCS: F-16C Viper, DCS: F/A-18C Hornet, and several third party modules that include the DCS: Mirage F1, DCS: AV-8B N/A, DCS: M-2000, and more. For a full list of all new features and squashed bugs, please read the full changelog. We understand that many of you are eagerly awaiting new AH-64D features. Please rest assured that we are working steadily on this complex helicopter with dedicated resources and feedback. Thank you for your patience, passion and support. Yours sincerely, Eagle Dynamics
    7 points
  7. Benchmark 1 - Empty mission with few AAAs and few planes Benchmark 2 - Absolutly unplayable mission with 15 fps average at it's lowest point, now 62 average. SOURCE https://www.reddit.com/r/hoggit/comments/11nsi40/quick_benchmark/ Bye Phant
    7 points
  8. Rocking a 4090/5800x3D here... F18 ready for launch on Carrier: now openXR shows 3.3ms app CPU and 3.2ms rdr CPU times... Single-threaded openXR shows 5.1ms app CPU and 4.2ms rdr CPU times... Seems like there have been more optimizations having a positive impact (ie Shadows flat bug). Edit: Good news maybe if MT does not work for you, it looks like single-threaded DCS is also much smoother. After more testing, I can also safely conclude that single-threaded is also much more smoother and responsive. I prefer to fly with Flat-shadows, which clearly is smoother. I improved by 1-2 ms GPU frame times in the F16 in the above Dubai and Marianas in single-threaded. MT is even better, improved by 2-3 ms GPU frame times in the F16 in the above Dubai and Marianas. Obviously MT is much smoother, there are less stutters, but maybe more noticeable: input latency improved considerably (might be placebo). DCS feels much more snappy and responsive. Edit 2: I am genuinely impressed. Both Syria and Marianas maps are clearly much more smoother/responsive. The positive impact on CPU also affect GPU response times favorably. Did not expect this, because with a 4090 less GPU bottlenecks are experienced. Edit 3: DCS MT seems stable so far, no CTDs yet, but only limited/quick tests of many different missions and instant actions. When starting a mission, you can see all textures (plane and ground) being loaded in. After a few secs, all is fine. So far I have never seen CPU time more than 10ms. Edit 4: I just went from low shadows to ultra, enabled cockpit global illumination, from 60% trees to 100% and all is still perfectly smooth (higher FPS than before MT update). Edit 5: Compare below the OpenXR CPU and GPU frame times in Single threaded and Multithreaded: F-18 on carrier ramp in Persian Gulf: 1st: Single Threaded... Secondly: Multi-Threaded
    6 points
  9. Хочу поблагодарить разработчиков за проделанную работу, вы большие молодцы, мы все очень долго ждали этого дня! Производительность в vr выросла значительно, теперь летаю на высоких настройках на родных 90 гц без репроекции кадров!!! Это настоящее наслаждение спасибо вам за это!
    6 points
  10. Hi, I have finally released these training missions as a single file, you can grab it here: https://www.digitalcombatsimulator.com/en/files/3329565/ I will now remove the download links to the separate missions Best regards, Eduardo
    6 points
  11. Please find here a manual for the ARC-210 as it is current being modelled by ED. Or download here: https://www.476vfightergroup.com/downloads.php?do=download&downloadid=499 TO 1A-10C-ARC-210-ADM.pdf
    5 points
  12. Image is "ghosting" on externally exported MFDs with the MT preview version: As you can see, the exported MFDs start "ghosting" without refreshing the panel contents. Every pixel gets "stuck" and not refershed.
    5 points
  13. I think no one mentioned it, and for sure patch notes didn't mention that, but for me a huge change is... TGP! Now TGP renders view in 80 nm! null
    5 points
  14. Stuck at work... managed to DL/Install via remote desktop. I feel a covid variant coming on. cough...cough
    5 points
  15. Well. On my my heavily GPU bound (GTX Titan) 10 year old computer, I got a 25% FPS increase on one of my test missions. So, currently I'm happy, both for me and those of you that don't have vintage computers! Have a fantastic weekend everyone, remember to get some sleep!
    5 points
  16. People having big gains in fps and some guys still blaming ED… Ridiculous
    4 points
  17. checked with our artist, and got below answers 1. there will be more than 10 new liveries added in the following 2 or 3 updates. Most of them are fictional 2. To better manage the livery and control the quality, our artist would like alternative solution: community players submit their own design pictures, and our artist choose good design and make the livery (credit still to original designer) 3. once all liveries (in 1) added to DCS, template will be released together 4. uvw no change, and will not have big change in future. So existing customized liv should still work 5. texture updates include: improved skin and metal texture, fixed some bugs
    4 points
  18. We will have a new performance guided discussion thread up later today, and are closing this in the meantime, as it already has so many pages and makes looking through and overview cumbersome. Stay tuned for a more detailed FM update thread later today. Thank you!
    4 points
  19. Таки прирост есть и это хорошее событие! Спасибо разработчикам за проделанную работу.
    4 points
  20. Huge fps gains on VR and campaigns. I used to not be able to fly most of them (4090 and 5800x3d) but I fired up Operation CerberusNorth first mission, on hangar with F18 and almost cry. 3X FPS! That campaign was unplayable for me in VR. Wonder what performance gains will get on MP. I'll fire up some enigma's or grayflag in VR to see... Congrats ED....Now I'd love my F15E please! Can't wait.
    4 points
  21. 25fps => 150fps on a busy SP mission on Marianas Great work ED, thank you!
    4 points
  22. Alright, here are the final results between my 5800X and 7950X3D all comprised into one chart. Overall it's about a 60%-75% improvement depending on what's enabled. For the 7950X3D, I've updated the frame cap from 180 to 400, as the benchmark was sitting on the frame cap of 180 for the majority of the run. If the frame cap is left on 180, the benchmarks would average 170 FPS. As for multiplayer, I'm using rough numbers but I've seen more than double the FPS compared to my 5800X. On Enigma's Cold War I used to get between 30-50 FPS average, and now I'm averaging over a 100 FPS and being GPU bound at my native resolution and graphic settings.
    4 points
  23. They are probably waiting 9 weeks as that's when Huldra is expecting Puppies and I'll be too busy to test out the patch (if it has anything worth testing out) A DCS patch is never late, nor is it early, it arrives exactly when it means to.
    4 points
  24. AB-212 / AB-412 / Huey II - look-alike facelift MOD for the UH-1H, plus UH1 Cutters, Winch and Radar Attachments by rato65 UPDATE notes: 05. January 2024 - AB-412 Top texture template AB-412_TopMap_published.psd 25. August 2023 - Nose texture template (all versions) AB-412_NoseMap.zip 23. March 2023 - civil liviery (Gatari) with textured AB-212 turbine cover for download: https://www.dropbox.com/s/zm6lkqk1jmwic5f/AB-212_Gatari.zip?dl=0 - detailed AB-212 turbin cover template texture AB-212_topMap.dds AB-212_topMap.psd 10. March 2023 version: 1.02 - added Huey II variant with payloads - added red nose texture file NOTE: To install update, delete all Mod files from previous releases, including /MissionEditor/UnitPayloads/UH-1H.lua before installation. - corrected UH-1H.lua (missing Huey II cutters_pads configuration, corrected WTS and Powerline loadouts, added cutters to WTS and powerline loadoutsn thanks Neo47) - now included in 1.02, or as separate file here: UH-1H.lua 9. March 2023 version: 1.01 - updated UH-1H.lua for MissionEditor/UnitPayloads with all currently active payloads listed (thanks Neo47) Thanks to EightBall, we now have - a new organization of textures to be used in liveries rather than copying after fixed color scheme - according setup of the sample liveries - all textures saved as dds instead of png 08. March 2023 version: 0.2 - initial release DOWNLOAD: https://www.dropbox.com/s/hfgv036jeow5poz/UH-1H_AB-212_AB-412_Mod v1.02.zip?dl=0 INTRODUCTION: The package contains cutters, a winch, a front radar and pads to mount as loadouts onto the UH-1H. In addition it mounts a new nose and top to make the UH-1 appear like a Huey II, AB-212 or AB-412. Obviuosly, this is just cosmetic and does not provide 4 blades or a new cockpit. So, in the end it is for eye candy and enthusiasm... I made this for myself to gain/improve some skills in 3D modelling, texturing and lua scripting, and because cutters were missing for the civil version of the Huey. Tested with DCS 2.8.0.3. USE AT YOUR OWN RISK! INSTALL: Unzip the package. 1. Copy the content of "tech" into your "Saved Games/DCS/Mods/tech" folder 2. Copy the content of the "/tech/UnitPayloads" into your "Saved Games/DCS/MissionEditor/UnitPayloads" folder. > CAUTION: if you already use attachments for the UH-1H module, make a backup of the "UnitPayloads/Uh-1H.lua" file before you overwrite. I needed to delete it before copying the one in this package, otherwise the game would not recognize. > NOTE: I included EightBalls attachments from https://forum.dcs.world/topic/266028-uh-1h-attachments-mod/ into my "UnitPayloads/Uh-1H.lua" file, so the should be still available after you install this package, if you had used them previously. 3. Copy the example UH-1 liveries into your "Saved Games/DCS/Liveries/UH-1H" folder 4. Use JSGME to install the folder "UH-1H Spec Map Mod" to remove the UH-1H unrealistic shiny effect. USAGE: 1. Loadouts: The Mission Editor Loadout menu offers you to choose from different new payloads attached to Pylon 2 (AB-412, cutters, winch, and radar, pads and their combinations). You cannot change the Pylon, and you need to load the complete payload pack listed. To hide the gun pylons, I strongly recommend to make use of EightBalls "PylonsOff" Livery method: https://forum.dcs.world/topic/266028-uh-1h-attachments-mod/ In ME: - first load the payload - second load EightBalls PylonOff Livery - third load your desired UH-1H Livery 2. Attachment colors (updated): All textures are now in one folder without subfolders, and named after color. They can be chosen by the Livery description.lua you like to use (see below) 3. Liveries: The appearance of the AB-212/AB-412 should be constistent on the complete fuselage. I include 2 real live AB-212/AB-412 liveries which are tuned with spec maps so they match the AB-212/AB-412 attachments relatively well. It was the best I can do, others may have more knowledge to make it even better. See the description.lua how the different colors of the attachments are configured according to the UH-1H livery. 4. JSGME Specular Map value replacement: In order to make the AB-212/AB-412 reflections and metal surfaces look consistent between fuselage and fuselage attachments (see screenshots provided), you need to tweak the games original AB-212.json file. Most of the people have done that long time ago already to remove the unrealistic reflection appearance. I recommend strongly to use JSGME to install the MOD-folder "UH-1H Spec Map Mod" to remove the UH-1H unrealistic shiny effect. With JSGME you can restore the original setting anytime with one click. CREDITS: This mod was inspired through the work from Upuat, EightBall and some chat with Lvergara. I used some snippets of lua-scripts from each of these authors and modified them for this project. The Assets were modelled by me, the AB-212/AB-412 parts were taken from a basic royalty free cad model and modified by me. The example liveries included were published by AWACS_Bandog and tango down565. EightBall proveded some immediate improvement regarding texture organisation and livery configuration. Have fun! cheers, rato65
    3 points
  25. Dear Hornet Pilots, Thank you for your participation in our F/A-18C Hornet Roadmap features poll. 3000 responses were received and thank you for your valuable feedback and participation. The chart below illustrates your priorities. In summary: We have reconsidered our plans in accordance with your priorities, and adjusted our planning based on this and our capabilities and available development time. The final list of features that are planned to be delivered for DCS: F/A-18C Hornet: Completion of the Litening Targeting Pod [completed] Dynamic launch zones and AUTO LOFT mode for JDAM [completed] AG radar: Real Beam Ground Map (MAP) [completed] SLAM air-to-surface missile [completed] AG radar. EXP modes (1-2-3), GMT and GMTT modes, and SEA search mode[completed] Datalink symbols, EW symbols, and AG mode for JHMCS [completed] AG radar. AGR (air to ground ranging) mode[completed] AG radar interleaved mode (SEA and GMT) [completed] ATFLIR [completed] ASPJ ECM jammer [completed] Azimuth / Elevation air-to-air radar mode with AUTO IFF modes[completed] Mark points [completed] SLAM-ER air-to-surface missile [completed] Harpoon, SEA radar directed mode (FTT) [completed] S/A and AUTO countermeasure modes [completed] Flight member TGT ground target SA page symbol missing [completed] HARM Pre-Briefed mode [completed] Correct possible flare number loaded [completed] Adjust countermeasure programs when on ground [completed] GBU-32 JDAM [completed] IN LAR cue is missing [completed] Select AA and AG on ground [completed] Fuel BIT (FLBIT) Page [completed] BDU-45 Training Bomb [completed] New and updated HOTAS functions [completed] Radar SPOT mode [completed] Jamming targets not displayed on radar, should be in dugout [completed] RWS RAID air-to-air radar sub-mode missing [completed] The missing function of WIDE radar auto acquisition mode, cannot slew it [completed] Coupled autopilot modes [completed] Offset waypoints [completed] ACLS mode [completed] AIM-7P [completed] GBU-24 Paveway III LGB [completed] New PWIII autopilot being created. TALD decoy [completed] Gun sparks at night [completed] UFC BU page [completed] Updated pilot model [completed] INS / GPS full simulation and carrier alignment [completed] Update flight model for ground effect, takeoff pitch effects, auto-pilot based on FPM, touch and go handling, and other remaining flight model issues [completed] JPF Fuze settings (first need new fuze options for DCS [completed] Radar Bump mode [completed] Radar Terrain Avoidance (TA) mode. [completed] After Early Access Additional MSI functions [In Progress] Continued refinements to the flight model and flight control system [In Progress] Updated external lights [In Progress] Updated radar performance [In Progress] AUTO LOFT mode and remaining JDAM and JSOW functions. Mk-77 firebomb (visual effect first required). GEN-X decoy (missing needed data). We have one encompassing feature that requires cooperation between the F/A-18C and F-16C Team, the DCS Core Team, and 3rd Party Developers: create a shared planning environment and agree on a single strategy to support mission planning for many aircraft types. This includes an Aircraft Setup Card in Options and a Mission Planning Card for waypoints with properties (Sequences, Target Points, Pre-Planned Targets, Pre-Briefed Targets, Initial Points, Bullseyes, etc.) and MUMI and similar pages. This is a complex task that we have been designing, and we will be working with all participants to create the best Aircraft Setup and Mission Planner possible. Sincerely, The Eagle Dynamics Team Updated 25 July 2025
    3 points
  26. Dear all, we are happy to bring you some further significant improvements for the Viggen bringing us closer to full release, apart from multithreading compatibility, including some new additions, such as a new and highly detailed turbine model to the aircraft exhaust and much more. We will publish more detailed updates about the general state of development progress across Heatblur modules later today. As always thank you for your kind support and feedback, and we hope you enjoy the update! It is paramount that you add if you are running on ST (singlethread) or MT (multithreading) to your report please, everyone. Thank you! DCS AJS-37 Viggen by Heatblur Simulations NEW: Added new, highly detailed turbine model to aircraft exhaust. NEW: Added new boarding ladder to static aircraft. NEW: Added intake covers to static aircraft. NEW: Added dynamic gear door numbers. Updated AJS-37 codebase for multi thread compatibility. Added tertiary air hatch model and associated animations. Resized tail dynamic tactical numbers for better accuracy to standard placement. Dynamic tactical numbers now show when the argument is set to 1 rather than 0 - fixing doubled tactical numbers on static liveries. Fixed formation lights (slime lights) not appearing. Fixed canopy not being replaced during repairs. Corrected animations of tires for both AI and human aircraft. Corrected AI aircraft rudder moving in the wrong direction. Fixed some clipping faces on the right wing-root. Made LoD transition more aggressive for better performance at distance. Added “SE-DXN” bare metal livery by Mach3DS. Added “The Show Must Go On” livery by Mach3DS.
    3 points
  27. Скоро ST не будет. Только MT. Пока, на переходный период, даем два комплекта бинарников.
    3 points
  28. Spent much of the day today flying campaign in the Spit on Normandy Map, holy cow I am so pleased with the performance I am getting with my Aero in VR now. MT today along with native Open XR support we got on last update are both a big win, especially MT!! Great job ED!! Thank you so much also for still considering VR players in the equations as well!
    3 points
  29. Thank you for the reports, guys. MT sure has some flaws still, we will iron them out - if our side, and work with ED to fix what is DCS side. I agree, the refuel probe light needs more boost, but that is more involved than just "turning it up", unfortunately we were not able to go beyond this increase for this patch. Shadows, shader related issues (like TCS), etc is likely DCS side, but we will investigate it all, ofc. How is the performance for everyone? I hope you see some significant improvements there. Forgot to mention: FORGE elements are dynamic/random for now - once we are done with FORGE, you will be able to put together "your jet" fully.
    3 points
  30. Fantastic improvement on my old pc. I7 980X . GTX 1070 . RAM GT dominator DDR3......!!!!! From 40-60 FPS to 90-100 FPS Single player. Soft as butter..
    3 points
  31. As an example, I have an i9 11900K and a 2080TI, I saw a big increase as DCS took advantage of my CPU better. Now I will start running up against my GPU, but the fact that I get over 100+ easily in most cases puts me in a place I can relax for a while.
    3 points
  32. I see from your screenshot that we have the same antivirus program. I changed the cleaning method (https://help.eset.com/eis/16/en-US/work_avas_realtime_cleaning.html) to "Always ask the end user", restarted the update and did a full repair. After that, the update was successful. I managed to upload the file to virustotal: https://www.virustotal.com/gui/file/e8f7484b57e61371ff4741bea1b9d4aaa860753db7a17f43e6721e3be7230800/detection But I can't tell if it is a false positive or not.
    3 points
  33. Nachtflug und Nutzung der Handlampe:
    3 points
  34. Just tested it for 10 min, its all I have till next week, and in a quick flight in Syria, with many AI vehicles and planes, 2D monitor, the improvement was noticeable
    3 points
  35. Yes, the timing of this thread was amusing
    3 points
  36. the only mistake in ED's removal of features was removing the laughing react emoji on this forum.
    3 points
  37. For the front seat after late 1986 mission dates (as Charlie would have left a three month instructor washout for the second time by then).
    3 points
  38. Haha! Thanks guys. Didn't consider that. Well, I'm off to get beers now, might be a long weekend and I changed my plans. Cheers, happy Friday to all! [emoji482] Sent from my MAR-LX1A using Tapatalk
    3 points
  39. Looks like it is happening! Open Beta Public testing build Current version number: DCS Open Beta 2.8.2.35759 Next update: Planned 10th March 2023 ( subject to change )
    3 points
  40. It seems there will be an option to run DCS with or without MT. I'm guessing DCS with all 3rd party planes / maps / campaigns and community mods, can't be reliably tested (end to end) and many people will have problems, so ED will introduce MT to let devs/modders gradually bugfix their work and a fallback for those that are not able to play because things broke.
    3 points
  41. Let's take those rose colored glasses off for a moment, and go the whole nine yards if we're going to wax poetic, and add in the value since this seems to get brought up in these conversations. 4.0 was the the culmination of nearly 14 years of work, with the first release in 1987. 1.0's MSRP of $39.99, 2023 dollars makes that $105- all for a grand total of *12 missions total*. Gee- bargain. AT a year later, again, $39.99 MSRP puts it at $101. And don't forget the two scenario packs, $29.99 each ($75 per, today). You'll note at this point, if you recall the designer's shareware demo note- that the manual was worth the price of admission, when it was essentially a pared-down translation of Shaw, with an F-16 focus, and not remotely near the contents of a -1A or other service tactical manual. And they reused that same section twice. MP tried SH's trick, but kept regurgitating the same thing across titles- F-15SE, F-19, FD, with little to no type clarity in those applicable sections. See- that's the age where the Prima guide took hold, which was another $25 bucks to get a real understanding of what was going on under the hood; 4.0 needed it, because the binder lacked substantive weapon and systems employment context- which made for a lot of unfun explanations for those who came in late after the patch series broke some measure of HOTAS logic and presentation. And lets not forget a third of these manual pages were a couple of maps, details of the campaign and various OPFOR info bits- again, regurgitated across titles within firm products. Back to the F-16 title. 3.0 and 1991 comes along, and you're talking an MSRP of $69.95- that's $150 today. Realistically- if you've been along since the original title at that point: let's call it "Early Access", considering 2.0/AT was just a year out from 1.0, and now you've just got to get in on 3.0- you're now $350 invested in today's dollars, and seeing a better than 1:1 comparative increase in quality, modeling and experience that has been grown in the F-14A and B since the initial EA release in 2019- at four times the cost, when taken against the F-16 series. And if you only bought 1.0, you got all of twelve missions, whereas the Heatblur F-14 is at two modeled aircraft, will essentially be 3.5 when its done with the early pair of configurations, missions on every map in DCS, and two voice acted campaigns. *shrug* The cost/value argument simply doesn't work in any way, shape, or form. First tier DCS modules are more factually accurate and representative of their respective targets versus any aircraft presented in 1990s simulation, and are dollar for dollar a substantively better value- adjusted for inflation or no. You ask why Heatblur, and other DCS module developers, don't play faux tacman authors- simply put: at best, after ED's (and additionally for Steam: clearing house) cut, they're making perhaps half per copy, inflation adjusted, than those 90's publishers were on a full price license. Half off sale? Now they're making a quarter. More man-hours than most of those titles, substantively less money. What gets cut? The feelies. Why? This isn't 1991, 1994, or 1998- Wikipedia is deeper on publicly available information than MP, SH, or Janes titles ever were; and it's all built on materials authored and published by the latter's namesake. Hit up particular publicly accessible (see: you're not going to jail) service websites, and you can download training materials substantively deeper than the generalized playbooks MP and SH rewrote once and kept shoveling for years- with revisions every two to three years. YouTube exists. And there's always the forums of a certain F2P for the spicy stuff. In 1991, an interested buyer didn't have remotely the amount of information available at their fingertips- they saw a box with a jet on it and thought "awesome"; it was the publisher's job to fill in the blanks for those with no grounding on the subject matter. Now it's a Google or YouTube search away. To whit- it's not a reasonable use of their (developer) time and resources. To which I reply, in the words of Lord Flashheart- this isn't a reasonable use of my time and resources, but I'm gonna do it anyway. What's past is past, and what we remember as quality needs to be considered with doubt, when they were selling us licensed guides on the side to fill in the employment gaps. Work like Naquaii's original F-14 manual are substantively better in actual detail regarding both the module and the real aircraft itself where the baseline manual is concerned. The online decision is the correct choice, and it does receive updates. There is material that does need to be added in due course, and it will. Chuck's guides are fine for those that need them, but they're really two sides of the same coin with regards to presenting information and process; one is simply more wrote than the other. But there's still a missing component. The after-sale guides used to point at it for a few pages, but then orbit what was missing for spacing. Training missions as we've seen tend to solve some of the equation, but not all, because they're not requiring actual solutions- just a talk through with step prompts. So there's a conceptual framework in place being worked through with the F-4E to fill in that missing component in a way that's more comprehensive, at least with respect to employment technique, than has come before. It's beginning there because the documentation is in process, and is set up to work into the necessary text sections. And if it works, the instruction technique will be back-ported into the Tomcat and Viggen for the techniques that would find the exercise useful. Either way, both will receive their necessary revisions in due course. TLDR: DCS modules aren't short on manual, and are better money for value than what came before. The Tomcat (and Viggen) manuals will be effectively finalized. The F-4E manual, when complete, will have something new to fill in much of what has always been missing, without the (supposed) value added filler that no longer satisfies, or is justified. And if that something new works, the Tomcat and Viggen will get the same nature of treatment.
    3 points
  42. I am sorry, but not only is this wrong, it is also misplaced. And shows that you have little idea of the matter at hand. We know exactly what, where and how long. And we are talking precisely about game audio recordings, not the Jester code. But hey, feel free to create your own Jester-language that has thousands of voice call snippets that are not only compatible with each other, but also deliver a diverse range of emotions, personality/character, cultural background, distinct humor, mood and provide functionality at the same time, without jarring each other. Move fast and break things? You have no idea how long it took to create this and how many decates of acting and directing experience went into creating it. Even if you gave your best, you wouldn't get anywhere close this result, not even remotely, I can tell you that. And apologies if that sounds harsh, but with comments like that I have to facepalm myself really hard. Neither do you seem to understand the underlying endeavor and what I was precisely talking about, nor do you seem to appreciate what you actually got with it. That's fine, but please don't tell me how to do my job, if you don't even understand it fully in the first place.
    3 points
  43. Yes, we need to form a class action as I’m sure many have been damaged by this unfortunate move by ED to remove the launchers. eye roll
    3 points
  44. We are still updating and tuning some aspects of our radar, once that is complete I will again bug them about the whitepaper. The good news is the discussion and starting of the whitepaper seemed to have led to some improvements which should be coming soon. Thanks all!
    3 points
  45. было бы удобно, если в всплывающих подсказках, при на ведении курсора на органы управления, по мимо описания, было отображение назначенных клавиш.
    3 points
  46. Dear all, A little update on DCS: AH-64D development. We understand that some of you are concerned about the lack of new features. No resources have been taken off the AH-64D, and work continues ahead steadily. Much of this work has focused on bug fixes and tunning. Before we add too many new features, it is very important that we first have a solid foundation to build upon. Additionally, a big push on bug fixes and tuning has been required to avoid player confusion and frustration. Some of the larger bug fixes and tuning that have been underway include: Tuning how George calculates target range. Corrected TEDAC video errors. Adjusted HUD only views. Tuning damage model like flying sans-tail. Adjusted gun fire shake. Fix multi-crew ASE sync. Removed HDU glare. Fix some engine start issues. Tuning LMC. Further improvements to the PERF page. Better IR texture maps. Lesson, input, and tool tip improvements. Fixes to the CMWS flare system. Tuning of SAS collective channel issues and altitude/attitude holds. Fix SAS tones and hold behaviors. Tuning yaw offset. Fix PNVS stutter. More accurate weight calculations. Trim tuning. Multi-crew hold modes sync. Fix hold modes disengagement logic. SAS fixes. Better SAS Collective altitude hold. More realistic slip ball behavior. APU not requiring fuel fix. Fixed various warnings and advisories. Fixed standby indicators. Tuning TADS and NVS relationship. This is to name a few. A great deal of work on this front is ongoing. Although bug fixing and tuning has been our priority, we have certainly been working on new features that are not gated by existing bugs. Some of these include: Option to remove the auxiliary fuel tank for more cannon rounds. Adding the AGM-114L radar-guided Hellfire. Adding the Improved Datalink Modem (IDM) and LB Net. Adding the Fire Control Radar (FCR). Adding the Laser Spot Tracker (LST). Adding animated engine nacelle cooling doors. Wipers removing rain drops. Many of these items are rather complex and take time. Please be patient. Kind regards, Wags
    3 points
  47. DCS Patch status Current versions: https://updates.digitalcombatsimulator.com/ Change logs: https://www.digitalcombatsimulator.com/en/news/changelog/release/ Release Version Current version number: DCS 2.9.19.13478 Next planned update: To be announced
    3 points
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