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Everything posted by Taz1004
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There are 8 more comments after that which explains why I wasn't turning, the cause, resolution, and confirmation. But you chose to respond to a comment on a post way up in the thread. Hence my response. Read.
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Supercarrier not usable in larger missions due to AI failure.
Taz1004 replied to Racoon-1-1's topic in Bugs and Problems
Not sure if this is related but on mission 7 of the user campaign Cage the Bear Supercarrier version, AI causes this traffic jam and don't move after RTB. Should I delete some of those static objects in the parking area? Would that make them clear the deck? Mission file FA-18C - Caucasus - CTB 7 - CLEARING THE WAY.miz -
Better Smoke V22 for DCS 2.9
Taz1004 replied to Taz1004's topic in Utility/Program Mods for DCS World
Thanks. I thought you meant those two were same vehicles. And bigger one looked strange because you took the shot early while the smoke is still rising. But that's how it supposed to look. Size is different based on the unit type and that's done by ED. And they're all connected so if I make the big one smaller, then small one gets even smaller. And vice versa. It also looks strange because you have no wind. -
Better Smoke V22 for DCS 2.9
Taz1004 replied to Taz1004's topic in Utility/Program Mods for DCS World
No. Post track. -
FSR/NIS probably wont help you much at your setting. It has benefit in VR because you can set any resolution you want in VR. And you can compensate the image loss with slightly higher resolution. But in 2D, you're fixed with specific resolution so all you'll be doing is trade performance for quality. And FSR is performance improvement at some quality loss. It's not quality improvement. But 4K gaming is still considered high end. It was one of boasted feature of RTX 3080.
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Because as I said above, texture still is more efficient than polygons for GTX cards. And no, I'm not perfectly happy with GTX1080 but with software improvements such as FSR/NIS, I'm actually quite content currently. My DCS experience has improved 200% since a year ago. Enough that I'm willing to wait longer for GPU price to drop. I honestly don't understand why some say they can't handle the performance. Yes there are some bugs like the cluster bomb frame loss bug but that's more of bug than engine issue which I'm sure will be fixed soon.
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I'm aware of the benefit if Nanite which is why I said it's the future. But not until RTX becomes the minimum requirement. And we're not even looking at the cost. 5% royalty will apply to 3rd party DCS developers and even campaign creators. And it's 5% gross revenue, not profit.
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I agree it is a problem which is why I said DCS model is both strength and weakness on previous post. And I don't believe for a second Epic will improve backward compatibility in UE5 but even if that is true, it will still happen eventually when UE6 comes out. ED will have to start over if they are to implement latest features of UE6. Which by that time, I expect DCS to have a lot more modules. It's like improving your home versus rebuilding your home. Both have pros and cons but the problem with Unreal is the cycle. You would be rebuilding every 8 years... based on previous release cycle. Nanite basically trades textures with polygons. So if it was scene with pure polygons, then Nanite would give you improvement. But comparison should be made between low poly/high texture versus high poly/low texture. Not just same high poly scene with Nanite on/off. So newer RTX cards with faster core are much better at handling polygons. Where older gen still relies on textures.
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Just personal experience of working with Unreal Engine since UDK. What you're not realizing is that if you use Unreal, you're relying on Epic. If they make a change in their engine version, you either have to stop updating or do a major overhaul every 4 weeks or so. For example, I was working on a project with UE4 and they changed the sequencer. Updating my project means having to redo every cinematics. Sometimes they just get rid of blueprint node or codes I was using altogether. I once had to redo entire menu UI because of it. Every version update of UE4 had some sort of adjustment that needs to be done in order for my project to work whether it be graphics, animations, or even base code. And most of the updated features had NOTHING to do with my project. Primary customer of Unreal Engine is consoles and that's what most of their features are targeted at. Which is also why Epic don't care about backward compatibility. So if ED were to use UE5 and keep the engine up to date, they will be spending time on things that has nothing to do with flight sim. So this leads to not updating the engine version at all. And when that gets outdated, starting over. Like most game development such as IL2. This is completely different than ED implementing Vulkan themselves. In that case, ED is in control. It's not about assets or textures or content. It's about backward compatibility. Why UE5 isn't compatible with UE4 or UE3? DCS engine is updated incrementally to ensure backward compatibility. If they rely on Epic, that's not gonna happen because as I said above, when Epic updates their engine, they will break things. Again, Unreal is great for games that you release and done. I have GTX 1080. Nanite and Lumen are unplayable. You can find examples of UE5 on GTX 1080 and 1650's. Yes, Nanite is future. Not present. Not to mention they're not compatible with VR.
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Better Smoke V22 for DCS 2.9
Taz1004 replied to Taz1004's topic in Utility/Program Mods for DCS World
Not what I'm getting. It's either that truck or something wrong with your installation would be my guess. And that doesn't look like new fire system either. Post mission or track file. -
Please check this on Page 85, 86, and 108. Based on my experience, GPS seems to be available from 1994 and later missions in DCS 2.7.
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Ok, I figured out the GPS problem. The mission has to be 1994 or newer. Then the game hot starts with INS automatically set to IFA. But Chuck's guide (Page 85) said GPS is available to any mission 1986 or newer. I'm not sure if the guide is wrong or the game has been changed since the guide. And I'd still like to know what the proper way is to change hot start mission to cold.
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Is Ugra involved in Marianas? I'm seeing a lot of similarities in naming conventions and directory structures between Marianas and Syria.
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Thanks but that wasn't the question.
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I'm reading that any mission after 1986 have GPS available? This mission is 1992 so I'm assuming yes.
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I'm currently playing user campaign and it's all set to hot start. And INS is set to NAV instead of IFA. Is there way to change the hot start config so it's set to IFA? Or, can I simply switch to IFA? Tried that and didn't seem to work. What's the proper way to convert hot start to cold? I know to change it to ramp start but how do I give myself extra time for cold start? If I simply change start time in weather section, it changes start time for all other AI. Do I have to individually adjust all other timing manually?
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UE5 cannot be used for DCS because the ever changing nature of DCS. Unreal is for games that release and be done with. Even updating UE4 project from older to newer version of UE4 was pain. Updating a project from UE4 to UE5 is almost like starting over. And major version update for Unreal happens every 8 years or so. Business model of DCS is both its strength and weakness. Continuing to support old modules means you can't start fresh like Unreal Engine can. You still see remnants of ancient DCS code in the game today. And it gets harder and harder to update the engine as the game gets bigger with more modules. And it has to keep getting bigger to make profit and keep it going. And then there's performance side with UE5. All those beautiful graphics comes at a cost. You most certainly need RTX series for Lumen and Nanite.
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I know the maverick display doesn't matter once fired. I figured out the issue however. I make the turn after firing and I level out. Then M starts flashing, L stops flashing, and maverick stops guiding. Even tho tpod is still on the target at 10K feet. I have to keep turning to keep the laser on the target. Targeting pod and laser seems to have different limits.
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Just tried. Can't turn any more than 20' or I lose the laser lock. Strange thing is you can't turn back and reaquire the laser lock once you lose it. I thought I was able to do that before. By slowing way down with flaps and turning 20', furthest I could stay away from target until impact was 3.8 miles when fired at 8 miles.
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Hmm, I remember it didn't have anything to do with tpod gimbal limit. Laser had its own which was very narrow like 15' or some. Did they fix that?
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NVIDIA RTX 3060 vs 2070 vs 1660ti value
Taz1004 replied to Cpt Cuckoo's topic in PC Hardware and Related Software
GTX 16xx series are junk because of small VRAM. Only 6GB. RTX 3060 has 12GB. Will make a world of difference especially for VR.