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Showing content with the highest reputation on 10/24/23 in Posts

  1. I suppose I'd say it like this: Blurry - Difficult to make out detail or text, like with a lower resolution Ghosting - When you need an object under motion leave a ghost of itself behind as a trail Shimmering - The strange edge artifact/pixelation you often see on the horizon or on clouds in VR when using no AA or using MSAA. TXAA and DLAA seem to fix it.
    4 points
  2. Would be nice if there were a pre-formatted kneeboard page in ME, for aircraft groups. That simple target coords could be entered into, in any form the mission designer needed. Basically an editable document, with a little flashy formatting. But the page would be automatically inserted into the aircraft groups kneeboards. Reducing the need for external creation of a kneeboard page.
    4 points
  3. Для Тора эта ракета маловата по ЭПР. Концепция.
    4 points
  4. DCS 2.9 Graphic Options FAQ The introduction of DCS 2.9 into the Open Beta provides users many new options to tune and improve performance and visuals. Please note that you must be running the Multithreading version of the game to use these options. DLSS 3.5 for Nvdia Users DLSS, or Deep Learning Super Sampling, has been introduced for DCS users that own a Nvidia 20xx, 30xx, or 40xx series graphics card. With DLSS you can run DCS at a lower resolution that is upsampled to a higher resolution to provide better visuals without a performance hit. Why is the option greyed out? As stated above, you need to be running in Multithreading and have an Nvidia 20xx, 30xx or 40xx series Nvidia card. These options are not available for the Single Thread version of DCS. Why is it blurry? With DLSS you have a number of options; Quality, Balanced, Performance and Ultra Performance. These along with the Sharpening slider, described below, allow you to adjust the upscaling between visual fidelity and performance. There is no one answer for all players, so we suggest that you experiment to find the best balance for you in combination with the Sharpening slider. Is Frame Generation supported? Because DCS 2.9 is a DirectX 11 title and DLSS 3.0 Frame Generation requires DirectX 12, it is not possible at this time. Why do I see little to no performance increase with DLSS? If you are CPU-limited, meaning that CPU computations and not your graphics card are limiting performance, you may see little to no improvement. Further, if the scene is not very graphically demanding, you may not see much change. You will see the most change over high-density scenes like large cities. FSR 2 for AMD Users FSR 2, or FidelityFX Super Resolution 2, is a similar solution to Nvidia’s DLSS. One main difference is that Nvidia users can also enable FSR 2, which opens up options for other Nvidia cards like the 16xx series. As with DLSS, your results may vary; try out different settings to find the ones that work best for you. What is Scaling? FSR 2 Scaling controls how much the image is scaled up; adjust this to control your FSR 2 upsampling results. What is Sharpening? As an image is scaled up, it may become more blurry or fuzzy. This may be particularly true for a Heads Up Display and Multi-Function Displays. Use this to adjust how much sharpening is added to the image to try and smooth it out. The more sharpening, the greater the impact on performance. NIS (Nvidia Image Scaling) NIS is a cross-platform alternative to Nvidia’s DLSS. It does not require RTX cards and can be used on other brands such as AMD. Like FSR you can control the scaling and Sharpening. TAA (Temporal Anti-Aliasing) TAA is an anti-aliasing option that uses current and past frames to smooth out the jaggedness of the current frame. It will also result in better performance but with some loss of visuals compared to MSAA. Does Sharpening work with TAA? Yes, you can use sharpening to try to improve the image if it's still too fuzzy or is jagged. Again though, increased sharpening can impact performance. Like much of the graphics settings, it’s about finding the balance that best meets your needs. SSS (Screen Space Shadows) This is a new option that allows for better shadow rendering, specifically in environments with many objects such as grass, bushes, and forest. It gives these areas a more realistic look and feel without any performance hits from standard shadow maps. Color Grading Color Grading was generally added for you to easily add different color effects to your images and videos. You may also find a color grading that you prefer to fly with. You should see no difference in performance using this. LOD Switch Factor As we work to improve the LOD (Level of Detail) system in DCS, this option allows you to control when the LOD system changes from a more detailed model to a less detailed model at greater distances. The current default is 1. Lowering this lowers the details on closer objects/units, and this will increase performance. Conversely, increasing the slider value will allow for more detailed models to be seen at greater distances, and it will reduce performance.
    4 points
  5. If doing CAS missions it would be great to have unarmed civilians who we should NOT be shooting.
    3 points
  6. Dear friends, I have created an ILS approach chart for Kobuleti airport in Caucasus region. Chart created from scratch of DCS World v2.8.7.42718 and is not an adaptation of a real chart in order to have inaccuracies. It is under scale, that means it has extreme precision! Pay special attention to the date that you fly your mission, in order to be valid the bearings of the chart (years 2017-2023). E.g. If your mission has date 30 June 2016 (and for some years ago), then the Mag. Var. will be 6 deg. E and then the Loc course will be 064 deg. (instead of 063 of the chart) and the TACAN radial at IAF will be 243 (instead of 242 of the chart). A preview of it below: Included also the ILS approach chart for Kutaisi airport. Download link: https://www.digitalcombatsimulator.com/en/files/3333874/ I hope to enjoy it. Feel free to post your questions and remarks. Nikos.
    3 points
  7. Please attach tracks. Videos are useless. Problem is known, we are working on its solution. But additional tracks will be useful.
    3 points
  8. Dear all, I have to say that work on the mi-8 sounds is still in progress. Something has already got into the update, but it is not the final version. We are working on it. Please wait for new updates
    3 points
  9. threads merged we are investigating
    3 points
  10. Yep, most likely. Hm, I didn't know this. I would have to look into it to answer. Nope, I haven't focused on that parameter, let me see what I can do. My priority right now is to get/make a realistic Flight III model and replace the core game one I'm using right now. The reason I tell everyone that all my assets work while installed at the same time is not for bragging, but to help DCS users find solid ground when battling mod issues. If I can run all my assets without DCS crashing then we know these are not your issue. I have seen examples where my code is used in other mods and not made unique, these will then conflict and cause DCS to crash or behave strangely. I'm happy to hear that the PGL-625 update fixed your issues. Unfortunately that's the name of the game with mods, since I don't get any information on DCS changes before it's released, I can't update my assets in advance like the 3rd parties.
    3 points
  11. I have requested that this be considered to be rolled back until we can consider appropriate damage to tanks and such. I will leave this open for now, but I think I have enough for now. The F-16 still needs proper fusing to be done for these types of weapons as well which is planned and coming, that could be the reason for the poor pattern compared to the A-10C.
    3 points
  12. Fully agree that we need more unarmed units. Preferably a few civilian men/women models, but if too difficult or against ED's policy, at least a few infantry units without weapons (those could go as civilians through the 'eye' of a FLIR pod). Would be a tremendous way forward to at least have the current static deck as movable AI units. I, and probably many before me, also asked for this in the past. Let's hope your wish does catch the eyes of ED devs
    3 points
  13. Right now it's nearly impossible to kill units in the woods. They're nearly impossible to spot and even if you know exactly where they are, you can't hit them with anything but penetrating bombs. Even bullets from the M230 just get caught on the impenetrable canopy with not even a probability of passing through the leaves and branches. This is a problem particularly with dynamically generated enemy units. I thereby propose that some weapons will be able to destroy trees and/or set them on fire. Alternatively small caliber weapons should have a chance to pass through the branches, depending on the tree type and the weapon diameter in question. The more a tree is hit, the higher the probability of any subsequent shots (as the branches get destroyed)
    2 points
  14. Chaps, For those of you struggling with 2.9, please do take a look at the linked video: https://www.youtube.com/watch?v=ixzeCdeo1Hw It's not very long and in my opinion, should be watched by EVERYONE about to install 2.9. Note that I'm not a member of the AWG and have had no input into the video. Having said that, I DO agree with everything said in the video, and think that it's pretty much a "should watch". Infact I rate it so much, that I'm hoping ED will either replicate or, or link to it themselves as part of their guidance for when 2.9 goes out to the Stable user base. My thanks to the creators of the video. Had me hit the subscribe to channel button.
    2 points
  15. Hello there! I would like to submit a potential issue with the search & identify function of the Peterovich AI for Mi-24 Hind. Yesterday during a multiplayer session I noticed that Peterovich had significant difficulty in locating targets on open fields, even in very close range. In this case the target is a AI BMP-2 and a T-55, both stationary, with a handful of destroyed wrecks, and one friendly AI M-60 nearby. Time of the in-game session was mid-day and weather condition was clear. Aircraft was being flown without any aggressive maneuver at reasonable altitude and no battle damage had been sustained. Peterovich failed to locate the targets even after the BMP and T-55 had fired upon my aircraft, but he did warn me about the in-coming ground fire from 12 o’clock as usual. I do notice the newly implemented changes in 2.9 for Peterovich AI to act according to target density and possible obscurity of the targets. In this case however, both targets were located in open fields, and no bush or tree or building could obscure Peterovich’s view. It was also not likely for Peterovich to be overloaded as there weren’t too many targets for Peterovich to process. Swapping a fresh aircraft and flew to the same target area did not fix the issue, neither did re-entering the server provide any help. The issue was repetitive during the whole game session. I am therefore confused by the behavior of Peterovich and I would like to ask if you could kindly provide any assistance? Or it maybe it is a potential bug? You can find my track file as attached to this post. Thank you! 001.trk
    2 points
  16. Having spent some time getting the settings just so and having had the sim rebuild its fxo and metashader libraries, I can only react with this to 2.9:
    2 points
  17. The Quadview program works in Fixed Foveated mode on the standard G2. It provides a significant performance boost compared to the foveated in the OpenXR Toolkit. Yes, I have the basic RTX 3080. No idea what my VRAM usage is, but I'll have a look this evening and report back. I run medium textures as well. If I run high textures, it bogs things down quite a bit, but I haven't noticed any issues with running high terrain textures. I can't comment on multiplayer, as it really doesn't interest me, but I believe Liberation and Retribution are similar environments in terms of scale / complexity, and I use those programs all the time.
    2 points
  18. Зато он начал перехватывать бомбы
    2 points
  19. Plan is to replace it with the same tech used on Apache and Hind. This will take time.
    2 points
  20. This is a texture mod, it should not crash anything when installed properly. Should be compatible with pretty much anything until ED decides to change the file structure, which didn't happen for a long time with terrain textures. I'm still using 2021 version because it has low textures, and even that works just fine on 2.9.
    2 points
  21. puoi anche "montare" il pc su pcpartpicker che ti offre prezzi e venditori con prezzo migliore.
    2 points
  22. It does not mean anything at the moment. What it means in DCS, is that you can align in two different ways, depending on the availability of link4 on the carrier. If link4 is activated, and you turn on your DL (just link4, so only the first submenu) and tune in to the correct freq before you start aligning, the label 'CV RF' will be shown above your alignment timer. If it's not available or if your DL is not turned on, the label 'CV CBL' will be shown. Alignment speed seems the same for both modes, regardless of std hdg status. So, it actually does not mean a thing for us players.
    2 points
  23. The work on the mi-8 sounds is still in progress. I have to say sorry, cause something has already got into the update, but it is not the final version. We are working on it. Please wait for new updates. And hope for your understanding
    2 points
  24. BSB discord, available by invitation after pre-order, is quite active. BSB had a huge number of day 1 orders, which have all been shipped. One user reported he is evaluating BSB with DCS, but I have yet to read a review of DCS performance by an actual end-user.
    2 points
  25. It is. Once you choose any upscaling, the AA options are greyed out.
    2 points
  26. #twoweeks Since we have no idea how advanced this project is, I am hoping for second half of next year, but only ED knows. And even then there might be slippages.
    2 points
  27. Did some night flying yesterday. Most in F15 but some in F16. Definitely happens more in the F15. But I did have one such flash in the F16. It's really unnerving. Especially when it happens during SAM evasion.
    2 points
  28. I'll add my standard copypasta Fundamentally, the problem is that the damage application for anything that doesn't have complex system simulations (so, all ground and sea units) is completely backwards. Even a simple hit point system can be made to work while they chip away at more intricate systems modelling in all vehicles, but only if that hitpoint pile is treated properly. Right now, it isn't. At the moment, ground vehicle damage application basically consists of three different components: • A hitpoint pile — the bigger the vehicle, the more hitpoints it has, and the tougher it is. • A damage mitigation stat — an abstraction of armour to simply deflect some smaller amounts of damage application, including an aspect calculation whereby, depending on the vehicle and the angle of attack, the damage mitigation is scaled up or down. • A four-(and-a-half)-tiered damage state: fine(ish), system-crippled, movement-crippled, (burning, soon to be) dead. It's that last one that is set up horribly. In particular, the thresholds are nonsensical in relation to the full hitpoint pile, although the order is also questionable. Essentially, it's a case of, at 50% HP, the unit stops working; at 25% (or thereabouts), it starts moving slowly; at 10% it starts burning and will slowly lose its remaining hitpoints; and at 0% it dies and explodes. Not a single one of those are where they should be. By all means, units should probably explode at 0% HP, but they should start burning a lot sooner (and and stay burning a long time after), and in particular they should be dead long before that. The reason this matters is that the only event you can reliably automate without scripting up every single unit in a mission (say goodbye to your CPU) is death. It's what scores point in the kill screen; it's what most mass triggers (“group dead”, “group alive” and the “…less than” versions of the same triggers) use to do their thing. To make that happen, and to make the attack actually count from a game-mechanical perspective, you end up having to hit individual trucks with 500lbs bombs, where a 0.5lbs bomblet should really be able do the same job: in this case, to reduce the hitpoint pile to 0 to trigger the “death” state. Similarly, somewhat depending on exactly what kind of unit we're talking about, movement should probably be lost long before the system as a whole is gone, unless we're talking about something flimsy (eg. radar antennas and the like on anti-air), in which case the systems should be gone the moment something sneezes in their general direction. Ideally, the whole thing would be set up something like: • The hitpoint pile is still there because it's too much effort to get rid of it. • The damage states are set by unit type, and all happen a lot sooner. Eg. for a tank, it's mobility loss at 80%, system loss at 70%, death at 50%; for a mobile SAM, it might instead be system loss at 95%, mobility loss at 80%, death at 50%. The only unit where death should happen at 0% HP is infantry, and they should still lose their ability to fight long before that. • For added bonus funtime: have system loss also affect mobility so that units that lose their offensive capabilities run away really fast, until mobility damage sets in and they instead have to run away really slow… (or just have two stages of reduced mobility if you're boring). • Tie triggers into not just the revised death limit, but also to the “non-operational” and “immobile” thresholds so those can be used as mass triggers to score points and achieve objectives with ease.
    2 points
  29. A couple of examples how airplanes look like on my 27" 2560x1440 monitor at different distance [km] (FOV 97.5 deg, MSAA x 4). FW190: and Ju88: As we can see, there is a dependence of visibility range and size of airplane. It's perfect! Thank you, ED. Perhaps, it would be better to have a little more bigger difference... What raise questions: 1) As for FW190, at 2 km I see additional dot to current LOD. And it's looks like stable until at least 5 km. 2) from 2 to more then 8 km I see no changes in DOT (size, color, contrast, transparency). For Ju88 it some where between 3 and more them 10 km. 3) More contrast DOT visible much better at greater distance them more closer LOD. It's sad... Was it reasonable to integrate it in "LOD Switch Factor" ?
    2 points
  30. I'm having great results with TAA and virtually zero shimmers. The only downside is the "fiery phoenix" ghosting effect, which sometimes occurs, but I rarely notice it unless I'm low and fast or looking out the side of the canopy and pulling hard. Definitely better image than DLSS or DLAA for me, with a 0.2 sharpening factor.
    2 points
  31. Hi there! I. Enjoying my early access preview of the map so far. Regarding phase 3, I could use some clarification on those items. Are improvements to the feel of cities planned? On one hand, I appreciate the scope and density, on the other hand, the city areas feel so cookie cutter/procedurally generated as to feel fake at times. The cities in Syria map tend to have a much more hand crafted feel that makes them more believable. i do love the start, here. I think there is something special about the sprawling density of these cities, but the repetitive nature can make them feel less exciting to explore in a helicopter, for sure. full circle… when you mentioned improving city textures and adding more unique objects, how exhaustive will this process be? Are you imaging subtle tweaks, or do you see the current state of the cities as a starting draft before really dialing them in? Im hoping for the latter and that they will evolve into areas that really feel unique and interesting to explore. cheers on the good work so far.
    2 points
  32. yeah of course "useless" is overstating it. the weapon can still be used against soft targets. but for tanks its not a pick anymore currently. thanks for taking the time and looking into it. much appreciated!
    2 points
  33. as said, the weapon might be "realistic" to the extent possible, but the combination with the damage model of ground units makes it virtually useless against tanks or armored vehicles (its intended use). so maybe push for a compromise? make it "do damage" again and adjust it to "realistic" values once the damage model for ground units is at a point where it should be for the changes to work? gameplay will be severely (and unrealistically) hampered if not..
    2 points
  34. I am still pushing back on a few things. My concern is these changes are fine but we are missing aspects of the ground DM that are required to make this work. As in a 108 generating in and exploding ammo storage, or Mobility and Crew kills. So I am not giving up, but also the weapons can be effective still, although the F-16 patterns seem to be off somehow.
    2 points
  35. Useful info from the creator of OXRTK, mbucchia OpenXR Toolkit foveated rendering has no CPU cost but a lot less GPU gain Quad Foveated Rendering views is much higher gains on GPU but high cost on CPU So decide which to use based on if you are CPU- or GPU-limited…
    2 points
  36. Should definitely be a neutral and 3rd faction ability.
    2 points
  37. I was able to get an interim solution to work by modifying the entry lua to not load the 5V55R missile weapon file or the two launcher (5P85SE & 5P85SU) vehicle files that use it and then remove the 5V55R.edm from the shapes folder. This makes is so it no longer breaks IC, no longer effects ED's new s-300, and everything else in HDS continues to function as before except for the two removed launchers. They C and D (5V55RUD) launchers for the SA-10B remain and function fine.
    2 points
  38. Thanks, Jojothebox, Foudre is on my repair list. Some have reported FPS issues. Below is a running list of ships that need to be repaired and or updated but not in that order. As you all can see I have quite a bit of work to do in the Shipyard but it's what I love doing. They all will be completed in time. One model at a time. If I missed one let me know. Thanks. With each ED update come AI Ship model issues but all we can do is repair them and keep it moving. Stay Tuned! ---------------------------------------- SHIPYARD REPAIR LIST -------------------------------------- - OSA - Config arc and correct missile launch height - WIP - HMS Richmond - Recreate --- WIP - Type 31 Frigate - WIP - OAK Hill - Correct FPS - Update collision model - Blue Ridge - Correct FPS - Update collision model - San Antonio - Re-create Model - Newer model - Tarantul - AK630 config firing angle - Update US Coast Guard Boats - Weapons, flags, textures etc: - Update Cruise Ship - Off Center - Foudre - FPS Issues - Update collision model - USS Kidd - Recreate model - USS Kidd and Spruance version - Taiwan Livery - USS Bowen - Update - USS Virginia - WIP - USS Farragut - WIP
    2 points
  39. Hi,Since the last update (2.9) on open beta, a Mi-24 gunner AI has been having problems with spotting targets on short/medium distances. I know this is one of the features added in the latest update, but at this moment he is blind to the point of being unable to see targets closer than 1 km. Furthermore, the targets are usually unobstructed. At this point it becomes a lottery. Free fire mode is useless with Petrovich being blind. I hope this will be fixed in the next update. I'm counting on you!
    2 points
  40. I've tested him in single missions. He is now way worse then even a first time player in the front seat. Things like roadside powerlines that cover less then 1% of the target now completely obscure them from him until you basically overfly them. In terms of actually obscured targets he's not too bad for what you'd expect but for obvious targets in the open he's more then terrible. For targets dirrectly off the nose that I myself can see and have told him to put the center of the sight over, he should pick those up right away, maybe not IFF them right away, but the previous implementation was already good at doing that. It's way overcooked. It's like they tested to see if they could make finding targets in clutter harder, made that work, and then failed to test to see how baseline on open targets was effected.
    2 points
  41. Finally fixed in 2.9. Thank you! Fixed: FLIR Switch behaviour.
    2 points
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