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Highly detailed units should only reduce performance within a few meters of the player. At great distances, they shouldn't have a big impact, and you shouldn't see the buttons on the officer's shirt.
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I've been thinking, maybe this doesn't work, because it would limit the number of players that can fly a mission. If all those taking off from the aircraft carrier are shot down, it would no longer be possible to occupy a new unit in the aircraft carrier again and if all those returning, park badly and leave the module leaving this visible, it would not be possible to operate on deck. Stupid of me for long missions and lots of participants.
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Yes, it is also confusing to me. Now I am getting confused on boot sequences. I personally preferred the older design.
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I ask for both things, realistic graphics and realistic behavior. If you don't mind graphics, you can have fun in Spectrum simulators and let graphics evolve for everyone else. Thank you.
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Sí, vengo del foro internacional y he visto el log. Por eso no uso mods, aunque algunos son muy buenos, causan muchísimos problemas. Antes de reparar, guarda una copia de tu carpeta (imput) de juegos guardados para no perder tu configuración personalizada de mapeo de teclado, etc.
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I would like all the planes in client mode to have the possibility of being visible before being manned. This would avoid the collision of a newly incorporated player with another player who is maneuvering on deck. Of course I do not intend to impose it, if this reduces the performance of missions with many units, but at least make it optional for medium missions or specific areas.
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Lag at low altitudes in forested areas.
... replied to TacticalError's topic in Game Performance Bugs
You have one of the best computers for simulation, but DCS is very demanding even on the best machines. I understand that no one spends $ 800 on an RTX2070 to fly with flat shadows. Even Matt Wagner has MSAA on 2x The best returns are always obtained with presets. In my opinion, what kills your performance is MSAA 4x and Ultra range. DCS is still not very well optimized. I recommend you try with a preset (high) setting and after that, add things to see what affects performance. The presets are intended to offer the best balance of performance vs. graphics quality. -
Realizada la prueba con distintas armas sin bloqueo.
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The latest update appears to have affected the infantry. Now he does strange things when boarding. Start spinning around senselessly without obeying the waypoint and scheduled action. Sorry if this breaks the mission. Two updates ago it worked perfect. EDIT: I have had to update the mission because the infantry option (custom) is giving problems. The group is out of sync. I have changed this option to the option (off road) and it seems to obey better. (Customize) causes the group to disperse away from the points and actions to be performed. It becomes imprecise. It is now available for download. [ATTACH]243375[/ATTACH]
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https://drive.google.com/file/d/1kiByYKFp8ZyJQD4BbJ-qzpNuR0dUH_aO/view?usp=sharing Updated August 14, 2020 Here is the Simple Player version, it includes a Ka-50 defending the prison camp. Now it is mandatory to deploy the manpad at strategic points to cover you throughout the mission. Each UH-1H has 5 individual Manpad to disembark at strategic points. If you want, I can add air support, but it would be too easy if a Hornet shoots down all threats.
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Tiene pinta de proceso en el modelo de daños. No se me ha llegado a bloquear el simulador, pero me ha ocurrido algo similar atacando a infantería. Hace seis o siete actualizaciones, el proceso de los puntos de ruta de la infantería cerraba por completo el simulador. Esta noche lo miraré y te cuento. De todas formas, como no vamos a tener la solución y tampoco creo que encontremos el problema, lo mejor es que lances la incidencia en el foro internacional general, sección de errores.
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If anyone wants the simple player version I can attach it. It has Ka-50 (AI) defending red side and possibility of air support to destroy armor at the extraction point.
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I'm not a great mission editor, but I want to share this one with UH-1H lovers. It involves rescuing a group of six officers from the Marine Corps. I have two versions for this mission, multiplayer and single player. I have decided to share the multiplayer version, so the option of receiving air support and defense from both sides will depend on the number of players participating in the mission. It is possible to carry out the extraction without air support by entering through the appropriate point, but it is not objective for this to be said by the person who edits the mission and knows where the threats are, so it is realistic to carry out the mission with air support. The prisoners are within a few meters of the enemy guard corps, making it impossible to activate the gunners. To enter the area it is necessary to disembark an assault group made up of 5 men who will do the job of cleaning the infantry area. The assault group would have to cross the line of fire of a SA-19 Tunguska and a BTR, so without air support, those two targets would be a high priority. Each UH-1H, three in total, has an assault group of five soldiers and five individual manpads for tactical landing and covering the entire route, leaving them at key points. The landing of the assault group would take place in the demolition area a few meters from the extraction point. In the landing area we will see a UH-1H and a navy support vehicle shot down. In that display the six captured officers were traveling. After disembarking the assault group, the priority is SA-19 Tunguska and BTR. There is a T-90 to the SOUTH, but if we don't fly very high, the terrain will cover us. We will not be able to fly through populated areas because there are insurgent manpad and RPGs. The entire journey will be between mountains, through low points. Here comes the tactic and skill of each pilot. EDIT: Multiplayer version withdrawn from downloads. Single player version added. Updated 08/14/2020 https://drive.google.com/file/d/1kiByYKFp8ZyJQD4BbJ-qzpNuR0dUH_aO/view?usp=sharing If there is something wrong, or something to add, suggestions are welcome. Luck!
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https://www.youtube.com/watch?v=xhDgdfHAg3U&feature=youtu.be Here I show a sequence of the assault on an enemy camp to carry out the extraction of a group of prisoners. We observe that the assault group advances body to ground in a way that completely breaks the realism and after the assault, one of the soldiers dies stumbling over a log.
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Could you share a screenshot with the specific NVIDIA panel setting? Thank you. I am referring to that "adjustment" to which you are referring.
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I have also noticed. It occurs randomly and is usually point 4 of a group of four components. It begins to rise and fall abruptly until it collides. Every time it has happened to me and I've tried to play it, the track doesn't show anything like it does due to timing issues. Point 4 has a hard time catching up with the rest of the group in formation because of the catapult delay and I suspect that somehow influences their timing.
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Totally agree. I applied for a realistic animated infantry in current NATO uniforms two years ago and no one listened to me. I have seen American soldiers die tripping over logs. The current body-to-ground advance animation is hilarious.
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STT has caused me to lose too many targets within 8 miles because it puts them on the defensive. I only use LHAQ / ACM when I know what I'm looking for has disabled their radar.
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Thank you! I thought it was me alone.
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For me TWS is perfect. It is a fast and efficient system that does its job. I was just in doubt, or thought I was doing something wrong by not being able to de-designate the contacts, but if this is a real feature, I am glad I couldn't do it =) After seeing the potential of TWS, I have never again operated radar on RWS.
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I can't imagine how they could stay stationary while losing sight of an external benchmark. My technique is to visualize the load and the objects around it and to establish and maintain a reference point when I am in position. If we look at the load and ten meters to the north there is a container, a tire or a vehicle, all you have to do is use it as a reference taking into account its distance and position of the load. We cannot see the load because we are on it, but we can see the objects around it and make a rough estimate of the distance-position. That and the assistant's voice should suffice.
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AC POWER and VM AC PHASE, MAN, GEN, ETC, did they change the mouse click in the last patch or is it just me?
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The problem is that all the good Hornet tutorials are in English, including the manual. Those of us who do not speak English have to translate, as I say at the beginning of the thread.
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EDIT: Yes, control sensor switch depress is working on TWS. It shows diamond on the HUD in my last test. I don't know when it was fixed. In this case I have to apologize.