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Showing content with the highest reputation on 03/15/23 in Posts

  1. Nothing much happend lately. Progress is crawling as i work overhours since collegues are on sick leave... Good news is that ive tackled most bugs discovered so far and doing minor touchups here and there. Will call it a day in a few weeks tho so you guys can fondle the dora and i can get a broader feedback. It wont be as good as i want it to be but its sinply not doable with the canvas given by ed.
    8 points
  2. Pantsir SPAAGM 1.1.0 released! Changelog Version 1.1.0 Release version PGL-625 SPAAGM 1.0.0 released! Changelog Version 1.0.0 Release version HQ-17A 1.0.0 released! Changelog Version 1.0.0 Release version
    7 points
  3. Hey Guys! I have released my updated version of the USS Constellation FFGX-62 Frigate with liveries. Vers" 1.0.1. Please see page 1 of my forum # 16. I would like to state the USS Constellation is a Frigate so it's not comparable to a Cruiser or Destroyer. However, she holds her own as you will see. If you have any MAJOR Technical issues with the mod please PM me and I will correct it. ENJOY!!!
    6 points
  4. @Flappie @Маэстро I tag you both because that's possibly a very important one. While doing testing on the Mistral missile, I found out, as I have suspected for some time) that the ccm_k0 parameter has absolutely no effect. For those not aware, lower ccm_k0 means better resistance to countermeasures (flares or chaff, since both IR and radar missiles use this parameter). Even setting ccm_k0 to a value very close to 0, the missile almost always goes for flares. So I go check the Igla and FIM92C (stinger) files, and the ccm_k0 is not even present! The conclusion is that the ccm_k0 parameter is not used anymore for IR missiles using the new seeker modelling. That leaves the seeker field of view as the only parameter effecting the resistance to countermeasures. Since ED chooses realistic FOV for their missiles (between 2° and 4°), that means that those missiles are modelled as if they haven't ANY algorythm to reject flares. Which is of course not realistic at all, and gives all those missiles a terrible resistance to flares. I don't know if the radar missiles are also affected, but I think it would be worth to check for those too, especially the ones using the new radar seeker modelling.
    5 points
  5. While for pancake (2D) simmers in DCS performance tuning is also a critical topic, it is imperative to do so with VR. The stack to render DCS to your eye's retina is in VR so much more complicated than in 2D: we VR users are constantly tweaking and tuning. Frame-times spikes, jitter, fps swings, CPU bottlenecks, and GPU limits have a massive impact on our VR experience. Currently, performance analysis is so cumbersome, we are really missing a standardized, consistent, precise, and easy-to-use solution to measure and compare performance in VR. I believe we really need a simple, in-game, standardized benchmark solution to analyze (community build) replay tracks with fixed views for consistency. This allows us to easily compare fps statistics and frame-time data to tweak, tune and troubleshoot DCS the VR stack. Importantly, it would be essential to integrate performance statistics from the render stacks like OpenXR and SteamVR. ****EDIT**** I created a proof of concept below, you can use any track you like:
    5 points
  6. UPDATED TO V20 for DCS 2.8 3/15/2023 Smaller smoke markers Fixed minor compatibility issues between ST and MT version of DCS Smaller Smoke Marker.
    5 points
  7. Hi since we are playing in the cold war on many aircraft, it would be great if you could add cold war era infantry and units with different skins?
    4 points
  8. DOWNLOAD For DCS 2.8 OB Multi Thread: IC Fail version for Multi-Thread: Better Smoke V19SP MT IC Safe version seems to work fine for me so no change needed there.
    4 points
  9. - VF-154 BLACK KNIGHTS * 50th Anniversary. 1996 - WIP I am currently working on this. I am sorry for the long wait, but I will be updating past works in the future.
    4 points
  10. Hi, Just some feedback on my impressions reading thru this forum. I do not own this module, but decided to look through the issues before I pulled the trigger on what looks like a very nice implementation. I own the other dcs trainer modules, am interested in this one in particular as it has waypoint navigation. And the cockpit looks gorgeous It looks like you have a core group of loyal supporters active on this forum, and you have been nicely communicative with them. However I fear everyone's patience is being a little stretched given the period of time it is taking to fix some pretty serious issues. For me (even though I don't own the module), these are wrong Nav bearing, Comms n/w with Tacan, AoA not working, and of course the infamous NWS blow-up. I understand it has been christmas break. But some of these bugs were implied to be somewhat easy to fix (eg AoA). Looking at the recent OB changelogs, it does not provide an impression of good triage and prioritisation of issues. Anyway, all I'm trying to say is before the goodwill you have clearly earned with this great release begins to get lost, which it doesn't look like it has yet, I think it would be good to focus on and communicate a plan to address some of these long standing issues. cheers
    4 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
    3 points
  12. Voted yes for upgrade... but I'd much rather have a 'downgrade' upgrade, in form of -A model, than anything more modern.
    3 points
  13. 10/10 as always, thank you for continuing to provide critical modern assets for us to toy with!
    3 points
  14. Maybe some years after the Viper module is done, I wouldn't mind even for a small paid upgrade to the module that increases the tape to cover more modern weapons.
    3 points
  15. Note: I fly entirely VR. I don't understand the appeal of hiding half of the real estate in the cockpit behind a semi-humanoid looking monstrosity. Razbam seems to be doing an admirable job of making a human-looking pilot body, much better than what you see from most developers / sims, but it still is a big immersion breaker for me to look down and see someone else's legs, torso, arms, hands, etc blocking half of the cockpit. I find it even more distracting should I happen to move my legs, hands, etc, and the pilot body remains lifeless. Just one guy's thoughts.
    3 points
  16. This has been a great patch for me, in terms of performance. I play exclusively in VR and I've gained a significant increase in performance and FPS. I've been able to turn the eye candy up, so VR feels even more immersive and I enjoy smoother gameplay in SP and MP. Not only that, watching track file replays back I can turn most settings up to high and I've never seen DCS looking so good! Very realistic at times. I know there are still some bugs and issues to fix but overall, nice one ED!
    3 points
  17. Completely untrue for the F1 Mirage. There, the left side panel holds one of the most important instruments of all: the cigarette ashtray. It takes two entire Gauloises just to get through start-up, so you need at least 12 trips to it before the bird is even ready to roll (and I still think Aerges should have modelled the Bordeaux bottle holder under the seat...).
    3 points
  18. My OpenXR Toolkit has an on-screen overlay that will display FPS, CPU/GPU frame times, and VRAM usage, as well as an option to record data to CSV file: https://mbucchia.github.io/OpenXR-Toolkit/
    3 points
  19. trevoC, I would like to encourage you to continue sharing as there are many of us who are looking for info on how 7950x3d performs. Unfortunately we sometimes become a little too passionate Myself I have a 9700K and a 2080Ti from 2018 and I am trying to figure out whether to go 13900K or 7950X. Since MT just halved my CPU frametimes I just pulled the trigger on a 4090 that I can use on my current build until I figure the CPU out. Last time I bought an AMD was 2005 and I wouldn't mind doing it again but all the discussions about core parking kind of worry me. Cheers
    3 points
  20. Hi, I noticed through RenderDoc that the frame rendering starts out roughly with a bunch of ClearUnorderedAccessViewUint calls. They actually take some GPU time, on the order of 0.4ms on a 3060 Ti. But it seems half of them are redundant, so each buffer is cleared twice with the same value. It would make sense to only clear them once, or so I think... Should hopefully be a small/easy fix, with a measurable GPU performance improvement. My settings was "high", and the latest Stable release was used (2.8) Best Regards.
    2 points
  21. Hi, DCS 2.8.3.37556 Open Beta Multithreading or normal made no difference F-16 Litening TGP travels downwards when commanded POINT or AREA track from over 54 NM slant range. In INR (TMS aft) it says in place, but when commanded POINT or AREA track, coordinates start running on the display and the view starts to travel downwards. Steps to reproduce: Fly towards a steerpoint over 54 NM away TMS aft - Note the pod stays in place Enter either POINT or AREA track - Note the pod travels downwards and coordinates change on screen TMS aft - Pod returns to STPT, view stays in place and coordinates are stable Repeat steps 3&4 and keep flying towards the STPT When withing 54 NM slant range, note that POINT or AREA track work as they should: Coordinates are stable and the view stays in place. I say repeat steps 3&4 because it seems the pod might not stop moving on its own even when inside 54 NM slant range, if commanded to track when outside 54 NM. So to test, keep repeating the TMS aft / track commands. Best regards, itn F16 Litening over 54NM slant range.trk
    2 points
  22. Hi, When you do the Mission you get to the basket and plug in and it starts jittering with an Associated high pitched clicking. It still refuels and completes mission. Just thought would like to know. Btw this is the Multithreading version. Cheers....
    2 points
  23. If it would be possible in the future, like with the A10 and Black Shark upgrades, I'd love to see Tape upgrade to for the F-16, which would bring more capabilities. Off course paid upgrade. from: https://www.f-16.net/f-16_versions_article2.html M5.1 tape Integration of capability for stand-off weapons (AGM-154) Introduction of more advanced A/G weapons (EGBU-12) Introduction of advanced Stores Management System and Joint Mission Planning System Introduction of an improved GPS/INS system (more accurate and jamming proof) Introduction of new Link-16 message standards to improve interoperability between different aircraft types Installation of AN/ARC-210 VHF radios to enable radio contact with FAC’s on the ground M5.2 tape "Clean-up" tape (intended as correction to imperfections found in earlier phases) Maybe even M6 tape. M6 tape M6.1 tape Improved IFF system (Mode 5 waveform with better distinction between friendly and enemy aircraft) Introduction of AIM-120D missile (two-way datalink, improved navigation and High-Angle Off-Boresight capabilities, a doubled range) Introduction of more advanced A/G weapons (GBU-39 SDB, GBU-54 LJDAM) Integration of improved Link-16 functions with net-centric capability Integration of a new Universal Armament Interface to standardize communication between the aircraft and the weapons, illuminating the need for new OPF tapes with every new weapon system M6.2 tape "Clean-up" tape (intended as correction to imperfections found in earlier phases) Included minor updates like Auto GCAS capability nearly eliminating Controlled Flight Into Terrain (CFIT) accidents, a leading cause of F-16 loss of pilot and aircraft accidents.
    2 points
  24. Небольшая хотелка по главному экрану. Количество модулей растёт, в одну строчку на экране уже давно не помещаются. Собственно хотелка - разделить иконки модулей на несколько строчек: карты и ассет-паки, вертолёты, поршневые (ВВ2), реактивные (СБА). Так будет видно какие есть, каких нету, ну и в целом - любоваться всей этой красотой.
    2 points
  25. I gotta agree, if Replay is fundamentally broken, that need to be fixed first. As an intermediate solution: keep track and mission relatively static? BTW I asked ChatGPT 4 for help... How can I automatically start and stop capturing OpenXR performance when I replay a track in DCS? To automatically start and stop capturing OpenXR performance when you replay a track in DCS, you can use a combination of scripting and OpenXR Developer Tools. Here's a step-by-step guide to achieving this: Install Python: To run a custom script, you'll need Python installed on your computer. If you don't have Python, download and install it from the official website: https://www.python.org/downloads/ Install OpenXR Developer Tools: If you haven't already, download and install the OpenXR Developer Tools for Windows Mixed Reality from the Microsoft Store. Create a Python script: Create a new text file and save it as "DCS_performance_capture.py" (or any name of your choice with the ".py" extension). Open the file in a text editor and add the following code: import os import time import subprocess # Configuration dcs_executable = "Path\\to\\your\\DCS.exe" track_file = "Path\\to\\your\\DCS\\Tracks\\your_track_file.trk" openxr_dev_tools = "Path\\to\\OpenXRDeveloperToolsCLI.exe" capture_duration = 120 # Adjust this value to match the duration of your track replay in seconds # Start OpenXR Developer Tools performance capture subprocess.Popen([openxr_dev_tools, "-CapturePerformanceData"]) # Start DCS with the track subprocess.Popen([dcs_executable, "--track", track_file]) # Wait for the track to finish time.sleep(capture_duration) # Stop OpenXR Developer Tools performance capture subprocess.Popen([openxr_dev_tools, "-StopPerformanceDataCapture"]) Replace the placeholders "Path\to\your\DCS.exe", "Path\to\your\DCS\Tracks\your_track_file.trk", and "Path\to\OpenXRDeveloperToolsCLI.exe" with the correct paths to your DCS executable, the track file you want to replay, and the OpenXR Developer Tools CLI executable, respectively. Adjust the capture_duration variable to match the duration of your track replay in seconds. 4. Run the script: To start DCS, replay the track, and automatically capture OpenXR performance, simply run the "DCS_performance_capture.py" script. You can do this by double-clicking the script file or executing it from the command prompt: python DCS_performance_capture.py The script will start the OpenXR performance capture, launch DCS with the specified track, and stop the performance capture after the specified duration. Make sure to close any running instances of DCS before starting the script. ------------------------- If this works then "HAIL CHATGPT" PS: I have zero Python experience. EDIT: Close but no cigar; see below. EDIT2: HAIL CHATGPT!! sort of...
    2 points
  26. It does not have to be. If DCS allows any module for replay purposes only, the community can design tracks that are focussed on CPU or GPU or both. Guidance can be improved for sure: however there are already plenty of guides, but the world is continuously evolving and users have very different setups and even more different preferences. No guide will ever take away the need for performance testing. How do you know something right or wrong, and what the impact is of a configuration change?
    2 points
  27. I am trying to squeeze every frame I can from my mere 2070 to play VR so turning off pilot body is a first thing to do after unpause
    2 points
  28. Depending on how you have them set up they can pitch over to impact the target from vertically above, they pick up quite a bit of speed before impact.
    2 points
  29. The fin should always have horizontal bottom after all and all drawings with slant bottom should be imprecise. The rear edge might be very slightly sweeping forward and looks exaggerated from some direction, so maybe neither the squared nor greatly sweeping drawings are precise. But I'm not sure! J-8II series has two main frame design and the main difference is the 2 vs. 4 fences. I don't know whether the fin was changed because the "sweeping" rear edge appears on photos of both frames. If necessary, I can try to go to check the one in Beijing in several days. It should be in China Aviation Museum, but now I'm not sure its display area is open or not. Another question I'm wondering is, whether J-8II retained the excess fuel tank of J-8I? J-8I has an excess or backup fuel tank in frontal frame, which is empty in most cases but usable in ferry flight or long-range patrol, like the flanker's excess tanks. Those excess fuel is unable to drop quickly like drop tanks, and it causes forward moving of mass center, lower overload limitation and in takeoff it makes rotation a bit harder. But the tank causes no drag like drop tanks so the range could be longer than using drop tanks with equal fuel. This tank is intended to make some use of the space left after the cockpit is moved forward to balance the two heavy engines. But the frontal fuselage of J-8II is largely redesigned, so I don't know whether it's retained.
    2 points
  30. Those are objects of the Massun92 pack.
    2 points
  31. I have made a trick, i created a shortcut to DCS MT in a folder then configured a custom app in Updater GUI that links to this shrotcut, now i can launch DCS MT from DCS Updater Utility
    2 points
  32. 2 points
  33. I have called for this for years. The suggestion is shot down by 99% of the community, who say ED shouldn't waste development resources on it. The thing is, performance tweaking is a HUGE part of setting up DCS. Most of us do it, VR users even more regularly. Getting everyone testing with identical methodology via an integrated benchmark would save so much pain. ED has never commented on building a benchmarking tool, but perhaps with all these new performance improvements, they'll spend a few days putting something simple together?
    2 points
  34. Don't know for sure, but judging by the RWR, it is at least the B variant. Because the earlier variant has the same RWR as the PP. Also, I found another one with a different HUD. This may be the later production of the B variant.
    2 points
  35. Do you plan to make Tor M2E (I'm sure you already understand that its basically the same as HQ-17A) and Buk M2E using the same chassis?
    2 points
  36. Yeah, it's always hard to find exact dimensions, especially for the Chinese assets. But the HQ-17A is based on a variant of the MZKT 6922 chassis which is deceptively large with it's almost 10 meters length.
    2 points
  37. we have made admin aware, thanks posts merged
    2 points
  38. Based on 571 Squadron No. 8 Group All have adjustable numbers. Standard Livery: https://www.digitalcombatsimulator.com/en/files/3329677/ Standard with Full Invasion: https://www.digitalcombatsimulator.com/en/files/3329678/ Standard with Half Invastion: https://www.digitalcombatsimulator.com/en/files/3329679/ Night Attack Varient: https://www.digitalcombatsimulator.com/en/files/3329680/
    2 points
  39. Version 1.3.1 - 15 March 2023 - IM BACK!! Can be downloaded here or on first post Change log Fixed for to work with DCS 2.8 and Multi threading versions. Removed noise files as DCS incoportates simplex and perlin noise calculation .lua's Future focus - noise and color user control - additional viewport options
    2 points
  40. Why have you renamed the executable? Rename it back to DCS.exe, the commands are ONLY appended in the properties window FOR THE SHORTCUT, NOT THE EXECUTABLE.
    2 points
  41. Just some ideas: - Make sure that HT/SMT is enabled (I see it is for you guys, but it should be checked, as we told a lot of people to disable it in the past as it was better back then). - If you see a lock at 60, that sounds like there is VSYNC active somewhere. - Make sure you deleted Saved Games\DCS(.openbeta)\fxo and metashaders2. - If no joy, try deleteing %LOCALAPPDATA%\TEMP\DCS.openbeta (or DCS for you steam users). - Check Saved Gamed\DCS(.openbeta)\Scripts\Exports.lua. I've seen winwing doubling and trippling their exports in there. If unsure, just rename the file to Exports.old and see if your issues vanish. Then we can work from there. - Disable Windows Game Mode. - In your Nvidia control panel: - Make sure that Threaded Optimization is turned on (not auto) for your DCS World profile. We've seen some suspects that auto is not fully working. - Enable the performance settings on the Power saving and Texture Quality values. - Set low latency mode to Ultra.
    2 points
  42. I have added two new liveries to the disk space version at the bottom. This only increases the disk space by 5MB, to 442MB total for 8 liveries. They are of a generic RAF scheme, but with the red bort numbers of the night fighting squadrons. While we don't have the appropriate Mosquito for such, I hope it at least opens the possibility to get as close to them as possible. Here is the LINK, again. Cheers!
    2 points
  43. @Art-J. I agree that the original photo looks like it might be camo. So here's that version. I added some more weathering "eye candy" and corrected some copy / paste mistakes in the original weathering. This will be updated into the silver versions. Muddy tail gear and mud spatters Muddy main gear with mud spatters. There's also an Erk's handprint on the nose bay door. Better view of the handprint And one on the other door In flight view of muddy gear Links: Disabled letters - https://www.digitalcombatsimulator.com/en/files/3329622/ Letters on - https://www.digitalcombatsimulator.com/en/files/3329623/
    2 points
  44. Got a lot of work done this weekend. gauges are non functional, but switches, buttons and pots will work, as well as the 7 segment LEDS.. hopefully Sent from my Samsung Chromebook Plus using Tapatalk
    2 points
  45. 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
    2 points
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