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Taz1004

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Everything posted by Taz1004

  1. I just tried from A10C-II. Rippled 4. Aiming for the 4 ZSU in the corners. 3 were right on target. One was off. It still killed the ZSU but it wouldn't have if it was a tank. Also noticed that accuracy is higher with point track instead of area track.
  2. I'm still missing fired from Hornet. Haven't tried from A10C yet.
  3. You can see that bug on Wags video too. You'll see that timer on the left of the HUD reach 0 and L stops flashing. And then he re-fired the laser at 12:21. He doesn't mention it tho. Only use for L that I found other than the obvious JTAC and buddy lasing is if you want to be precise from long range. I often find it difficult to lock D or H exactly on the specific target I want if targets are bunched up. L can be more precise. And you can also change target as you get closer. You need to stay within gimbal while slowing down to avoid getting too close.
  4. That's actually for Windows 7 and what it does is same thing as what I posted for Win10. Disable crash dump in Regedit and Services. And they're both disabled.
  5. Had a crash after today's patch and I'm still getting these dumps. I did the Regedit and Services fix above and still getting it. By the way, the dump file is only generated if you get the crash message box from DCS. Not when it just quits or hangs.
  6. I saw this on today's patch notes Effects. Updated smoke presets. So I thought they mean vehicle smoke presets so I looked through the files and those are not changed. Instead, they fixed tank/truck smokes. Which I'm glad by the way. Less mod the better. Everything's same except color which I thought they tried to be more compatible with desert maps and while it looks good close up, I think it's actually harder to see from distance. I'm not going to update the mod just so we'd have more options. If you want the new default tank/truck dust, just delete following files from the mod. They're located in: /Bazar/PartcleEffects/effects/ TankDust.lua TankDustLow.lua TankDirt.lua VehicleDust.lua
  7. Thanks. Seems like you can disable it in Services too. https://www.ibm.com/support/pages/large-dmp-files-example-cusersappdatalocalcrashdumpsccrexe12345dmp-filling-client-device-typically-citrix-server-hard-drive-triggered-microsoft-windows-wer-user-mode-dumps I just never concerned myself with it but noticing it now because DCS crash dumps are big.
  8. Just realized something right after I bumped it. I was mistaking crash log with crash dump. I believe crash dump is disabled in Windows Advanced system settings.
  9. Gonna bump this one more time. I'm still getting these crash dumps filling up my SSD. I'm sure it's same with others who are experiencing lots of crash. I remember seeing some autoexec.cfg setting that disables crash dumps... or was it crash logs. Isn't there documentation for autoexec.cfg?
  10. No. I delete'em only when things are wrong.
  11. While all features seems to contribute to long load time, the bulk of it seems to come from the shadows.hlsl. And GBuffer I believe is the culprit for jagged displays and ghosting. I am now using the IC Safe version (with all improvements disabled as those costs frametime) and it seems to be much better at loading time. And doesn't seem to have the ghosting issue.
  12. I should try your version as my suspicion is on the GBuffer.
  13. I think you can download the converted one from User Files. https://www.digitalcombatsimulator.com/en/files/3312775/
  14. HAGS is always off. Ghosting from SteamVR motion smoothing is more apparent with this mod. Like what I posted while back below. This doesn't happen or is very minimal without the mod despite higher ms.
  15. I'm having some issues with this mod and wanna throw it out there to see if any others are having same issues. First of all, loading time is unbearable. The first time loading the module is huge (Syria takes about 20 minutes first time) but it seems like everytime it loads new asset, it takes extra time to recompile shaders for that new asset. It did this in 2.5.6 too but not this long. Was more like 5 minutes at most. MFD/HUD texts and lines are more jagged. There's couple second pause first time using Maverick. I believe it's from recompiling shaders too. Performance hit of some of the improvements are pretty big now. Albedo for example causes 1ms hit. Lastly, this is strange one. I get about 3ms better performance with this mod. But despite what the stat says, I get more ghosting with the mod. It's actually smoother without it. And I can't troubleshoot what's causing some of these issues because the loading time is so huge whenever I uninstall/reinstall the mod.
  16. Are you guys using Kegety's mod? I ran into this when I installed his mod. And gone when it was removed.
  17. If you don't want to use mod manager, you can unzip the "Mods" folder of the zip file into main install directory. Idea is to replace the default files so replace/overwrite matching directory. V5 will work with current 2.5 and 2.7 When using Low version, I get slightly better performance with the mod. About 0.1ms - 0.2ms improvement in VR.
  18. I really wish you can skip the text by pressing the space bar or pressing the highlighted button early. I think Viper training lets you do that. I know I can fast forward with time accelrate but I find myself doing same thing Mover was doing. Pressing the button before voice over ended and having to keep pressing again. Also, "Why wouldn't you do IFA?" The EA manual also says "The INS knob is usually set to IFA when the alignment is complete."
  19. It really depends on hardware and supersampling setting. You can get away with less AA if your display resolution and supersampling is higher. Edge detection threshold seems to be the only value that really does anything. It affects AA amount and performance. And I have it set to 0.14
  20. Strange, as soon as I turn FXAA, toggling SMAA does absolutely nothing. Yet still incurs performance penalty. And 2x MSAA is equivalent to adding 300x300 pixels per eye to supersampling on my end. So instead of MSAA, adding 200x200 to supersampling and using SMAA is much better use of resource for me. I like things to be sharper than blurry.
  21. Really... MSAA 2x is about 3ms higher than SMAA for me.
  22. It disables real time adjustments. I get about 0.4-0.5ms extra.
  23. You could lower your supersampling or resolution to better see if its working or not. Also try with MSAA off if you have it on. It's most obvious when you look at horizontal or vertical line, tilt head slightly, and toggle ReShade on/off with End key. Also try turning on the SMAA debug mode like I did. Real time preview doesn't work if you have ReShade Performance Mode enabled. Even if you turn it off, you have to restart. Enable Performance mode only when you're done tweaking.
  24. Performance hit of SMAA seems directly related to amount of pixels it anti aliases. And is tied to the sharpening radius setting of the sharpen filter. Below is SMAA with debug filter. And the circle in the middle is the sharpening radius (set to 0.4). I exaggerated it to illustrate but basically, SMAA is doing far more anti aliasing inside that circle. So bigger the radius, more work SMAA has to do. Sharpening radius by itself didn't have big performance impact but coupled with SMAA (or FXAA), its performance characteristics is amplified. So it's important to set that sharpen radius no larger than what you can see.
  25. What era?
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