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ChillNG

DLC Campaign Creators
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Everything posted by ChillNG

  1. That's great to hear, and no apology necessary. I think the main issue is that the campaign is pretty complex and in every mission there's a lot going on, a lot of statics, a lot of air defences and a lot of stuff to make the world feel alive, this is a manageable workload for most systems I think, and certainly the testing process helps tune it to be so. I suspect though that when the campaign meets another performance heavy element and VR then things get a bit more dicey and it starts to overwhelming our over worked single cores. Hopefully what you've posted here will help anyone else who runs into a similar issue, thanks for sharing!
  2. Really sorry to hear this, again I can only reiterate the campaign was fully tested in VR, on lesser systems than yours and performance was completely playable. It was one of the most important parts of testing for me and anywhere we felt performance suffered we made cuts to the mission design. There are actually zero scripts in the campaign so the issue can't be in the scripts as such, I guess more an issue in the code of DCS itself and how the data is processed. Now if this is down to units numbers, trigger complexity or the Syria map itself I'm afraid that's still unclear, likewise I can't explain the big disparity in performance between users, I would expect to see these issues impact all users, but up to now I'm only aware of very small numbers with performance problems. That said I'd like to get to the bottom of it and fix it if I can. Do you run any mods that would use scripts in the background? Tacview? Winwing devices with scripts? Device Hotplug enabled? Just a few of the things out there that can cause performance issues. The campaign is certainly more complex than others and if you're only seeing issues in OCN there is clearly something in OCN causing an issue for you, I'm just wondering if there's something in all the complexity that's interacting poorly with your setup, Tacview hitting performance on big unit counts being a prime example. Apologies again for your experience, if you have any further thoughts please let me know and I'll help as much as I'm able.
  3. Thank you very much!
  4. Thanks, it's certainly going to be fun, got lots of exciting ideas.
  5. Thanks for the info, I'll give it some thought. I'm not always looking for total realism - just like to be in the ballpark. Can be a tricky balance between exacting real world load outs and offering plenty of game play options.
  6. Lol never a waste, always here to help. Glad you're sorted anyway!
  7. Just retested this section, didn't see any issues this time, Flanker did what it always has in the past and passed behind me...maybe just one of those things on your occasion. If anyone else reports this issue as well I'll take another look.
  8. Thanks! Great to hear you enjoyed!
  9. The heading allowance is normally around 25020 degrees either way, not being over the IP is usually the culprit. IIRC this will be the task on the two tanks on the ridge? If so the IP is the port, just make sure you are directly overhead when you all in so you're definitely in the IP zone.
  10. Thanks, let me know if it works for you or not. Always helpful to know the impact of mods etc, as can be useful for others.
  11. Still a long way out unfortunately, rough eta right now would be second half of next year.
  12. OK thanks, yes they should always be in that position, there's no randomisation to it. My next question was going to be you have any mods, it's quite possible that could be an issue.
  13. He should break off either when the Mirages arrive or if you drag him far enough north. When he breaks off he'll push to a new WP, never seen an issue with it before, but maybe the last update has created a new problem, I'll see if I can replicate.
  14. Thanks for the comments, the amount of time Poodle gives you has always been a slight issue, I think the TGP zoom was nerfed a bit since the mission was originally developed (I could be wrong but I remember it being easier to spot the Migs). I've not seen Poodle get slow here before, but it sound like one of the Hornet's persistent AI bugs the crops up every now and again. I'll keep an eye on it, hopefully it won't stick around long.
  15. Not had chance to double check myself yet but unlikely anything has changed on the mission. First thought is were you using the TGP as on BHOT or WHOT or on TV? With this recentish FLIR update they may not show up so well on BHOT or WHOT.
  16. To be fair the cluster modelling in DCS needs a bit of work, its usually the frag pattern that causes the issue, so none of the bomblets actually hit, and there's no proper splash damage either. I find the more you can concentrate your dispersal the better, so lower release and burst height and even better, drop in pairs.
  17. I'm not aware of any issues, last time I used them all was OK. I don't tend to use CCRP for Mk20s though, I often use CCIP and release in a dive with a lower burst height for a more focused concentration of munitions.
  18. Indeed, as a kid I just loved the FMV videos in Jane's US Navy Fighters of pilots in the ready room.
  19. Thanks for sharing!
  20. I've also used links to YouTube videos as well in Persian Freedom, but no we don't have proper cut scenes. The ability to embed video in the mission would be awesome though.
  21. Thanks, I'm still learning the Viper but loving it so far, highly recommended.
  22. Introducing 'First in, Weasels Over Syria', an in development Wild Weasel campaign for DCS F-16C Viper! Set during the 'Operation Cerberus North' story-line, FIWOS will put you into the shoes of a Wild Weasel pilot with the 79th Fighter Squadron as they deploy to support the efforts of the Joint Syrian Task Force in establishing air dominance over northern Syria. As with all campaigns by Ground Pounder Sims, this campaign will feature a custom built ATC system, a complex and engaging story, extensive campaign documentation and highly immersive mission design that will react to your approach and allow multiple ways of completing missions. The completed campaign will also feature the 'Weasel System' - a comprehensive air defense network built into every mission, this system covers dozens of fixed and mobile SAM sites and hundreds of pieces of AAA , all tied into a reactive network that brings units online as you enter their area of responsibility. The Weasel system also includes an electronic attack capability to offer jamming support to the Weasels and many SAM sites have weaknesses built in to every mission, that can be learned and exploited. The Weasel system will allow a blending of complex story led missions with dynamic threat behavior, and will push DCS Viper pilots to the limit as they learn to adapt, improvise and overcome in a high threat environment. YGBSM!
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