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Hello fighters! We're excited to introduce what you've been asking about: Airfield Lighting Systems. Lights . . . . . . . . . . . . . ON Unexpectedly, many airfields were equipped with permanent lighting systems. The Allies and the Wehrmacht ensured round-the-clock operation of airfields and already in those years, lights hidden in the ground were created - the ancestors of airfield lights that we can see now in airports. Depending on the situation, you can choose the mode when the lights are on or off. P.S.: We congratulate the ED team on the introduction of multithreading in DCS World. The entire DCS community benefits from this: for users, this is an increase performance, for developers, this is pushing the boundaries of development possibilities. Tangmere Needs Oar Point Odiham Amiens Glisy11 points
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I just wanted to say thanks to ED for…. everything they do. I’m part of the “silent majority” of DCS players. I almost never post here, I only pay passing attention to all the detailed ins and outs of what’s happening with development, and just play an hour or two here or there each week as I get those rare blocks of time not taken up with work or family. I spend a lot on various modules, but I don’t have much of an “online presence”, so to speak. That’s why I wanted to share this thought. As I was playing the multithreading beta in VR this weekend, I looked out from my F-14 in an extremely heavy mission over to the sun rising over the mountains as I was getting 100+ fps with settings maxed out. And it occurred to me: DCS has spoiled me so much that I can hardly play any other games. I was thinking of firing up one of my old favorites, EECH Comanche vs. Hokum, and I though, “no, it doesn’t have anywhere near the realism of a DCS helicopter. I might as well play an arcade game”. I look at games like IL-2 without the moddability and think “I could be playing all the amazing user-generated content in DCS instead.” I look at MSFS and think “the terrain is nice but the system simulation is so poor relative to DCS, why am I not playing DCS instead?” DCS is the game we all dreamed we were playing as we squinted at our 320x200 version of Tornado screaming along at 2 fps on DOS in 1993 and declared it the future. DCS is the game we thought we were getting every time a new landmark sim came along – Longbow, Tornado, IL-2, etc. You take: 1) The best, most photo-realistic graphics of any sim out there 2) An enormous library of switch-for-switch accurate jet aircraft, helicopters, piston aircraft, multirole fighters, civilian cargo helicopters, and more 3) An astoundingly rich database of user-generated missions and other content, including a dynamic campaign generators and all sorts of weird and wonderful aircraft 4) The best VR compatibility of any game on the market 5) Constant free core updates plus loads of new aircraft, missions, and campaigns coming all the time; 6) And oh, by the way, the framerate just doubled this past weekend with multithreading. For free. Only in DCS can you use the real flight manuals as a truly useful guide in-game, or vice versa. Every switch, every obscure radar mode, every rivet is lovingly modeled. And its trump card over the likes of BMS is that it just doesn’t do this for one aircraft- it does it for nearly every major American and Russian postwar fighter, with more being added all the time (plus helicopters, plus civilian aircraft), and even more available via mods. Are there bugs on page 57 of the MFD when you’re in an inverted flat spin in a rainstorm at that one spot in the map if you press the fire button and open the airbrake at the same time? Aboslutely? Does the AI eagerly find a taxiway full of aircraft to land on at regular intervals? No doubt. Does it make an RTX 4090 look like a PS1 struggling to put frames on the screen sometimes? Sure. But find me another game where I can race over the treetops at Mach 2 in my F-14 in the rain, at night, in virtual reality, trying desperately to avoid that SA-6 as I attempt to reach my target airfield and obliterate it with GBU-12s, sputtering back to the carrier on my last 300 lb of fuel as my HUD winks out due to my engine fire. It is my contention that anyone who does not consider DCS to be the definitive postwar combat aviation sim either hasn’t played it, or is wrong. I’m going to for the most part recede back into the background here, but keep developing this amazing sim to the standards you’ve held up so successfully over the years, and I’ll keep supporting it and buying pretty much every module that you release. So thanks, ED. You’ve spoiled me. I don’t want to play anything else anymore, because I know I could be playing DCS instead.6 points
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From Metal2Mesh: Behind the scenes WIP getting the shoulder straps in with new UWARS, I ditched the SEAWARS. Still have to do the retractor straps and texturing, and then skin it for movement. And from @Razbam Twitter accounts6 points
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Even more so, you will be abel to tie it to a livery even for as long as you wish. However in service these things would change in the same jet, too. Wire might have gotten lose over a mission, replaced with the metal plate, or tape, etc... It was not really like "this jet will only get wire for the duration of red flag" or similar.6 points
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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.lua6 points
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5 points
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5 points
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No, not until we are done with forge. And it is not "weird stuff", it is a part of the Tomcat's operational reality. Once we are done, you will be able to put together "your jet", according to your own preferences.5 points
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Hi all, thank you for the feedback and kind words we really appreciate it. While we have had an overwhelmingly positive reaction to multi threading and our first preview we still have a lot of work to do. If you are having issues please post in our MT section in the bugs forum area and attach your dcs log and dxdiag, it really does help the team gather info. If you are just using the auto crash submission we appreciate it, it helps build patterns for the team to check. We will continue looking into reported issues, but we are very busy so please continue to be patient. best regards Bignewy5 points
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It's a figurative speech, and it means we made a decision to wait, because the spotlight and major attention is now on MT, deservedly so. We'll publish it, when we feel the time is right, which will be soon enough. Whether that makes sense to you, is irrelevant, to put it bluntly, we have our reasons. Please realize that we neither invited you to give, nor need your approval to make decisions of any kind. There's a difference between constructive feedback (which we care about a lot) and disagreeing with almost everything we do, as you seem to be doing lately (which I hope you will understand we do not care about just as much). Thank you for your kind understanding.5 points
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** UPDATED TO WORK WITH NEWEST DCS OPEN BETA (WITH MULTI-THREADING) ** - Better performance with hardly any shadow quality loss - Works perfect with both screens/monitors and VR - No slower loading of missions of any kind - Made for DCS 2.8 but also works with DCS 2.9 (both MT an ST, Open Beta or Stable) - Not IC compliant for Multiplayer (only with servers which allow mods!) Shadows Reduced Impact (v2.11) download: https://www.digitalcombatsimulator.com/en/files/3329503/ ______ NOTES AND DESCRIPTION __________________________________ This is a modification that alters values of shadow cascade(s) for better performance. In practice, what happens when using this mod is the terrain shadows (outside-cockpit) being drawn as far as before, but with overall performance improved with quite small visual difference trade-off. The other benefit is that, at the same time, the inside-cockpit shadows maintain high quality in all settings (4096x4096 pixel shadows, though even that can be changed if really desired). ______ INSTALLATION ______________________________________________ This mod replaces one file found in the game installation folder (same paths and structure as you see in the mod). A mod manager (such as OvGME) is recommended, because it's the quickest way to install and uninstall mods in the game. If instead you prefer to install this mod manually, there are some very simple instructions in the "READ_ME" provided with the downloaded file. After installing this mod, and for the game system options/settings to use for shadows, I suggest to put them just like in the image I attach with this mod. It's merely a suggestion, feel free to use those shadow settings as you see fit. Please remember that if updating or repairing DCS, then the SHADOWS.LUA file will be reset, and you'll need to reinstall this mod again to use it. ______ EDITING THE MOD __________________________________________ If you need to further improve performance (but at cost of shadowmap quality), you can edit the SHADOWS.LUA file with any text editor and change the size value of shadowmap. I left some notes about this subject in the "READ_ME" file. Feel free to experiment - remember to always backup your files! ______ CREDITS AND THANKS _____________________________________ - To KEGETYS for the original mod this was based on. - To the people at E.D., as there are original files modified for the purpose of this mod. ______ CHANGELOG ________________________________________________ v2.11 -- minor corrections in cascade(s) v2.0 -- changes for compatibility with DCS 2.8 OB featuring MultiThreading v1.0 -- initial release based on older Kegetys mod4 points
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so from my experience, anything above safety only dictates where the jets are allocated for example, the display jet is likely going to be a <profanity>box, and the sqns will focus on keeping the reliable aircraft mission ready, we had a load of hangar queens across the fleet and they were used as rob jets to facilitate the rest of the fleet. there were an number of jets where you could reliably tell what was going to be wrong with them, DASS, SMS, FLIR, etc, and they got reputations.4 points
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Вопрос. Влияет ли изменение настройки "Видимость"(низк/средн/высок/оч. высок/экстрем) на дальность видимости контактов (самолётов) находящихся в полёте?4 points
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I am lazy, so I asked Chat GPT explain: Can you explain how both CPU frame time latency and GPU frame time latency affect fps Certainly! Both CPU and GPU frame time latency can affect frame rate in Virtual Reality (VR) applications. The CPU is responsible for managing the overall system resources and directing the flow of data between the VR application and the GPU. If the CPU is unable to keep up with the demands of the VR application, it may take longer for the data to be sent to the GPU for processing, resulting in higher CPU frame time latency. When CPU frame time latency is high, the GPU may have to wait for the CPU to finish processing before it can start rendering the next frame, causing the frame rate to drop. In other words, if the CPU is not able to feed enough data to the GPU in time, the GPU will have to wait, and the frame rate will suffer. Similarly, GPU frame time latency measures the time it takes for the GPU to render and display a frame. If the GPU is unable to keep up with the demands of the VR application, it may take longer to render each frame, resulting in higher GPU frame time latency. When GPU frame time latency is high, the CPU may have to wait for the GPU to finish rendering before it can send more data to be processed, again leading to a drop in frame rate. Overall, CPU and GPU frame time latency are closely linked to frame rate in VR applications. If either the CPU or GPU frame time latency is high, it can cause delays in the frame rendering process, leading to a lower frame rate and potentially causing motion sickness or breaking immersion. Therefore, it's important to ensure that both the CPU and GPU are capable of handling the demands of the VR application to achieve a smooth and responsive VR experience. What CPU frame time latency and GPU frame time latency do you need to render at 90fps? To render at a consistent 90fps frame rate in Virtual Reality (VR), the CPU frame time latency and GPU frame time latency should ideally be under 11 milliseconds (ms) each. This is because 90fps means each frame needs to be rendered within 11.11ms (1 second divided by 90 frames), and any delay beyond this threshold can cause lag, motion sickness, or break immersion. Therefore, both the CPU and GPU need to be capable of processing and rendering the VR application's data within the required time frame to maintain a smooth and responsive experience. It's worth noting that achieving this level of performance can depend on various factors such as the complexity of the VR application, the graphics settings used, the hardware specifications of the CPU and GPU, and other factors. However, as a general rule, maintaining low frame time latency for both the CPU and GPU is critical for achieving a consistent and high frame rate in VR.4 points
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We'll talk more about this in the update we will publish soon, to not spill all beans ahead, but once done, it will be pretty sweet imho.4 points
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4 points
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I appreciate the dedication to realism but an option to not hear it would be nice. For someone like me, repetitive clicking noises start to irritate after a while.4 points
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4 points
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It would prolly be a good idea to make new presets w/ MT anyway, But the Binaries will only be separate for so long, The new version of the App may be ready by the end of March, but it really depends on circumstances beyond my control (and EDs for that matter). Myself and the other testers have been abusing the new functions, some are still WIP, others are being cleaned and condensed.4 points
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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
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3 points
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No, thank you guys for the obvious love and respect you have for the Tomcat that you take the time to model it as it truly was. Safety wired loose pushbuttons and all.3 points
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So were issues like the radar failing after take-off, but I wonder how many people would want that in a sim? Me, no thanks. Please can we have a way of disabling it, I think its horrible. Oh, and tilting the mirrors is lovely, but can we please have a simple click to enable/disable them too?3 points
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Here are a couple from me for Upuaut's US Navy Lemoore Rescue liveries. EDIT: see this post:3 points
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It really shouldn't, because it was a reality of the Tomcat. We will do it in the end as a service to you guys and out of good will. What if someone doesn't like where the RWR is placed, or how it looks, or whatever example you want to think of. Could make that a special option, too, and "no one loses anything in that way"... This is not something arbitrary, but part of the jet's history, whether you like it or not. Please be patient until we finalized forge, and then you will be able to put together your very own jet, to your very own preferences, unlike a real Tomcat pilot, who could not do that. For four years we got asked "Forge when?" - now that it is finally here with its first elements, some already want it turned off... What was and what wasn't in the jet, generally is not part of a personal wishlist, or something we make up out of thin air. Grumman did not design the jet, the placement of buttons and the workarounds needed for parts of the jet, with the personal preferences of simmers 50 years later in mind... It's not something any of us have a choice in. It is how the jet was, and that is what we are depicting as accurately as we can, whether one likes it or not.3 points
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F/А-18С Hornet - вообще эталонистый эталон, почти полный набор игровых механик, кроме, разве что VTOL. После него, с мыслю «теперь я видел всё», вообще забрасывал симулятор на месяцы. Так что осторожно с ним)))3 points
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threads merged we will investigate thanks3 points
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Let me start off by saying that this is a great conversation. It is very clear that many, like you, do not experience the significant improvement in fluidity so many are reporting. We need to figure out what is going on. I tested your track again until the end: I experienced zero stutters, perfectly smooth. The only reason I went 46 fps is that I have enabled all eye candy (that would destroy performance in ST, btw) and I am running at a very high resolution. Seems like there is a trend: folks on streamVR are generally not happy. It seems like this first version of MT DCS is optimized for native openXR. ED is aware of these stutter problems: they mention it specifically at release. I am hopeful they can fix this: because it seems for open XR native this does not seem a problem. I also suspect that SteamVR and Oculus have a considerably higher CPU overhead than native Open XR. (conversely: reprojection is no way near as good in openXR) Also, it is clear that DCS MT seems to prefer newer CPU's with higher core counts. MT can even render worse results on old CPUs with only a few cores. This makes sense because managing MT processes instead of ST does incur a sizable overhead for tracking and syncing all those threads. If you do not have enough cores, ST will the better option. Lastly, it is also clear that when somebody is GPU limited you should not expect higher FPS. But this is only half of the story: DCS always has been severely CPU bottlenecked: just check multiplayer, Supercarrier, high complexity missions, and even maps like the Marianas: CPU latency is all over the place. With MT these are fundamentally more fluid now. That is why I put so much emphasis on the Carrier example: Total CPU latency combined (app + rdr) in ST: 41.1ms, and in MT CPU combined is only 16.2 ms: this is x2.5 faster. Especially the 'app CPU' 22.5ms (ST) vs 4.0ms (MT) difference is stark: this is more than 5x faster. In VR this means that the chances of the CPU bottlenecking your VR experience is so much lower. I am a casual flyer since Flanker 2.0. (Yep I am that old). Many moons ago: only the DX11 update improved performance in DCS. But never in the history of DCS updates have we got this kind of performance improvement. But I do think we need to manage expectations: Always 90fps in VR without any drops in a simulation like DCS is close to impossible. DCS is such a complex program, simulating the constraints of reality like AI, war logic, physics, technology, weather, multiplayer, and graphics. DCS IMHO dwarfs MSFS in complexity: There is absolutely nothing (for consumers) that comes close. That is why I am so appreciative of MT in DCS.3 points
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3 points
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Hi - very impressive results in this first iteration of MT. I have not noticed much difference in VR as I suspect even with my card I am GPU bound. But in 2D at 4K the results are clear. I used the Raven One campaign and selected the second mission. I used FRAPS to log frames etc.. Started the logging just as I got into the cockpit (set to the static front view). Let the game run until the words "...start your engines!". Blue is ST exe, Red is MT exe. ST: Min (81), Max (108), Avg (95) MT: Min (105), Max (126), Avg (119) EDIT: cleared out those shader folders etc and now feels buttery smooth in VR in MP with 16 humans. Super job ED!3 points
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is there any way to disable "dynamic cockpit (FORGE) elements." and get clean cockpit without weird stuff ?3 points
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Another reason why HB is awesome! Meanwhile another Dev team constantly want you to know it's "the Year of the Strike Eagle"3 points
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Are you using any cockpit mod, re: mirrors? If not, please show a screenshot. If yes, cockpit mods seem to be currently conflicting with the mirrors. It would be up to the mod-creator to update them accordingly. Also, is this in MT or ST, please? Forge elements cannot be disabled. That's how it looked and what was used in the real aircraft. Later, once we are done with Forge, you will be able to "put together your own jet" just as you like it best.3 points
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Lateral refers to stick roll input (aka left/right) and directional controls is the rudder. To avoid wing rock at high AOA, it is best to roll with rudder only, and not use any lateral stick input at all, or you can relax the AOA, roll for exampel 90°, then pull again with the stick, and so on and so forth. The worst is cross-inputs, which means using rudder and lateral stick input at the same time, which can also lead to a departure from flight. Using lateral stick can also lead to roll reversal at high AOA, meaning you will command left roll input with your stick, but the aircraft will roll right.3 points
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Update March 11, 2023 - 1: TTI SP v2.4.4a Fixed a major crash/CTD, and loading issue with DCS 2.8.3.37556 Open Beta Multi-Threading (MT). - This version now works and is fully compatible with Multi-Threading (MT). Fixed an issue where CTLD and CSAR menus were not loading. Fixed an issue where enabling the WW2 Asset Pack units were breaking the scripting environment. Added new customizable settings to adjust tanker speed. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo53 points
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Heh, Maxsin, I also wrote earlier today that we postponed the update to tomorrow due to the huge and predominant interest in the MT update, which is normal. We don't need to take first stage all the time, this is ED's moment, they did such an amazing job with it. Just enjoy it for a moment be patient a couple days and the indepth FM/Performance update and discussion thread will be up. And seriously, you need to stop picking fights with everyone, they don't mean ill, they mean well. And I know, you will now say, they are picking fights with you, but, from an outside view: it is how you take it, not necessarily how they give it, and the way you keep coming back at everyone, just always invites even more dispute. This, too, btw, is not an attack on you or personal, it is well meant advice.3 points
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3 points
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Очень удивило это обновление. Думал выйдет не раньше лета. А тут на тебе такой подарочек=)) Результатом крайне удивлен. Я конечно понимал что производительность поднимется но не думал что на столько прям. Создал тяжелую миссию там и РСЗО работает, артиллерия, танки и авиация. Очень много юнитов и все стреляют и т.д. Без многопоточности 25-40 фпс. А с многопоточностью от 100 до 140. Прям чудеса. Так же раньше когда на аэродром заставишь по самое самое то при начале миссии еще надо было подождать пока все вокруг прогрузится , а тут мгновенно и никаких лагов. Собственно доволен как слон. Спасибо за такой подарок=)3 points
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3 points
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AB-212 / AB-412 / Huey II - look-alike facelift MOD for the UH-1H by Rato653 points
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Can I suggest that when you add such a 'feature' (like battered cockpits or pilot body), the first thing to implement is a method of disabling it, rather than leaving this until last Then those that don't like it, don't have to suffer and have the inevitable extended wait for the enable/disable implementation.2 points
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I compared it to this video : And it seems like the direction of the light may be wrong ? nullHere's one screenshot from the video: The light seems to reflect on the probe and the basket even when the probe is on its left. That isn't the case in DCS, even when closer. The light seems to reflect on the basket only when the probe is higher than the basket and on its right.2 points
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2 points
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you need to allow time for it to load in VR, there is a much greater overhead when running VR setups2 points
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Seems like someone already mentioned him with the fix I've posted on the post but I'll post it here just in case. Add this to description.lua Previous topic post:2 points
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Update March 11, 2023 - 1: TTI SP v2.4.4a Fixed a major crash/CTD, and loading issue with DCS 2.8.3.37556 Open Beta Multi-Threading (MT). - This version now works and is fully compatible with Multi-Threading (MT). Fixed an issue where CTLD and CSAR menus were not loading. Fixed an issue where enabling the WW2 Asset Pack units were breaking the scripting environment. Added new customizable settings to adjust tanker speed. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo52 points
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2 points
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i did, he said "go look at the manual," I reckon if you were nicer, people would be more willing to help, maybe its time to remove the chip you have on your shoulder.2 points
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Issue confirmed, we will ask for a DCS hotfix as soon as possible. Here is a patch fixing the issue in the mean time clickabledata.lua2 points
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