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Everything posted by Sickdog
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Can anyone confirm if the darker carrier deck mod/livery is working yet or not for dedicated servers? It's still not working for me, but I've heard from someone that he saw it working on someone else's server, just not sure if it was a dedicated server or not. Interestingly enough, I did a test and it appears to work on a normal (full game install) server, just not a dedicated server.
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+1 +1 +1 +1 for a slider for Wake Turbulence, I've been saying this for awhile!
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Myself and my friend are having this issue as well, I want to say mostly after 2.8 but really can't say for sure as neither of have played much for the past month. Maybe a Windows update? He's running an original Reverb and I'm using a G2, both with Windows Mixed Reality of course, but also we're using OpenXR. Can't say we see issue in other applications or not as we pretty much use VR with DCS exclusively, but I can say this wasn't a problem I noticed until recently.
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Seeing other client's pilot walking around in MP
Sickdog replied to Sickdog's topic in DCS Core Wish List
Is it ok to bump my own thread 2 years later? Well, I don't care if it breaks protocol, I'm bumping! I've talked with a lot of people that would like this, and now with the blackhawk mod it's even more desired for CSAR! Please ED, how hard is it to see each other walk around in MP? Weird thing is TacView is picking up MP ejected pilots walking in my dedicated server, so seems like it's just disabled for clients. Any ED guys seeing this have any comments? Just tell me no way if that's the case... and I won't bump again. -
cannot reproduce and missing track file Datalink showing no contacts ?
Sickdog replied to Jel's topic in Bugs and Problems
This very well may not be the issue for you, but I've had this problem a few times when mission building and just ran into again today. I've found that if you are using a tanker (in my case a big-wing) and setting their Tacan to 3Y or 4Y, it seems to bork my datalink contacts. It makes absolutely no sense at all to me, but I've reproduced this in a Caucasus Mission and Syria Mission. Again, maybe just a weird thing I keep running into, but perhaps check if this is the case for you. -
Sn8ke, nobody here said it isn't "real", and nobody said it isn't "very violent", but I still think it is over modelled when flying though wake created by a hornet on landing feels like wake from a 757. Well, we can all agree to disagree as to the extent wake turbulence is modelled in DCS. Perhaps my idea of a slider scale to adjust to what we all "think" is realistic is the best option, otherwise we'll all be going round and round forever debating how it is modelled in DCS. I doubt ED will do this, but it sure would be nice.
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I was referring to the wake in DCS felt by the warbirds, my mistake I didn’t specify. I am very aware of those differences, but you should also be aware the worst wake turbulence is caused by heavy, clean, and SLOW. So perhaps you just learned something new. Regardless, I believe the wake turbulence is too strong, and so do other guys I fly with in DCS, former air force and navy pilots that have flown small fighters and trainers, sorry they’re not on here to challenge your assertions. And as for in real life, I fly a 99,000 lb MGTOW corporate jet, I have a much better understanding of wake turbulence in that size jet than that Marchetti, that was just an example of when I purposely flew through a lot of wake in a maneuvering situation. I get it it’s still a threat in real life for fighters, but in my “opinion” and other professional pilots/former military pilots it’s still overdone.
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I wish ED would comment on this, other than just saying "opinion" under the thread title. I feel it's way too much, and when I've flown SF260 Marchetti's in real life in close formation (performing drills behind the lead) and simulated ACM, there is more of a "buffet" feeling passing through the wake behind the other aircraft, rather than a violent rolling motion. As for larger/heavier aircraft, I've flown through airliner wakes in a large corporate jet and have felt a wide variety of effects from a violent jolt to a violent roll almost 20-30 degrees, but that was from something big. Lighter aircraft just don't create the wakes we experience in DCS in real life, in my humble "opinion". Oh no, look what I just did there! Maybe we need a poll and/or more RL pilots chiming in to get ED's attention.
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This is a bit of an old thread but wanted to breathe some life into it and chime in as a RL pilot of a large corporate jet and formally regional airliners. Myself and other RL pilots I fly DCS with all agree it's way too much. The wake we feel from each other's hornets coming in to land feels like something from a "HEAVY" aircraft, granted I've never flown a hornet IRL so I can't comment on that precisely. I think a great solution to this would be a slider scale in the settings so those of us that think it's too unrealistic on one side of the spectrum can set what we think is more realistic than the next guy, or ED for that matter... increase or decrease the effects to our heart's content.
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Potholed Runways: Excessive bounce/vibration on takeoff/landing roll
Sickdog replied to Nealius's topic in General Bugs
Just to help get some attention to this, thought I’d give you a +1. I completely agree.- 1 reply
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I think this is an issue with all fixed wing DCS aircraft, I’ve felt this way for a long time. I have nearly every module and perform a lot of crosswind takeoffs and landings, it’s really apparent to me. It feels like a lack of inertia being calculated or maybe too little lateral friction with the tires/runway, but the end result is it requires too much rudder input at high speeds. I’ve never flown any military aircraft but I fly a 99,500lb MGTOW corporate jet IRL, so have a pretty good idea what it feels like to takeoff and land from around 60k lbs and up.
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Table mounted landing gear selector switch from a Tornado
Sickdog replied to DeadMeat's topic in Home Cockpits
Thought I’d pop back in to share my latest, in case it helps anyone. first of all, I think I must be mentally challenged as I just wasn’t understanding the different DCS bios versions before, have it all clear in my head now. I think my main problem was I wasn’t using the Flight panels Fork, not sure what I was using. But definitely using the HUB version was not working. I started using the Flight panels fork with a fresh install, had to make my own adjustments to each aircraft library lua in order to have unique WOW code for each aircraft, and now I have almost every module with retractable gear (including the two helos) working with my gear solenoid. (I’m sure there’s a smarter way to check the module being flown in the sketch and not have to change the WOW code to make unique for each aircraft so sketch doesn’t throw an error) As for my LED issues, that also required the small changes in the Flight Panels version to be updated into my sketches and now all is working perfectly! thanks to everyone that helped me out! -
I had upgraded my system and my new crazy powerful system wouldn’t power up my G2. Turned out it was the onboard USB ports, I had to buy a $15 PCI USB card to plug into MB, then when I plugged my G2 into it, it worked. Not sure if that’s related to the problem you’re having but perhaps that helps you.
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Ahh, so is this a known bug then? I’m just glad it’s not just me, was beginning to think it was specific to my server or client machine, or my MIZ is borked.
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Thanks for the update. Yeah, I’m not seeing a pattern, I see it on two of our servers on two different client computers, yet other clients I’ve asked don’t see it. Strange. I’ll keep trying to gather data and report back it I find anything.
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Did you ever figure out what’s causing this? Still seeing it? I’ve been observing the same thing on our dedicated server for the past few months…I’ve seen on almost all AI aircraft, including WW2 birds and the B-17. I’m not sure if it’s my machine or the dedicated that is causing this, about to do some testing to get more data.
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Connect to launch bar should drop over the catapult shuttle
Sickdog replied to lester's topic in DCS: Supercarrier
Think it’s been reported/received by ED in the Hornet Bug thread… tho haven’t seen anyone mention precisely what it is… but didn’t take me long to notice that the problem is the launch bar over extending, making contact with the deck, and lifting the nose up. You can even see sparks flying as you taxi forward into the shuttle. -
Table mounted landing gear selector switch from a Tornado
Sickdog replied to DeadMeat's topic in Home Cockpits
That seems backwards to me. When I goto the flightpanels GitHub it appears that it’s not updated anymore. When I use what you call the hub/web browser interface, it appears that’s where the updated aircraft are. Going off the top of my head, I’ll double check tomorrow to confirm but what you’re saying is opposite of my understanding. But thanks for the info on the LEDs, maybe if it comes to it I’ll give that a try. -
Table mounted landing gear selector switch from a Tornado
Sickdog replied to DeadMeat's topic in Home Cockpits
Yes, it’s beginning to come back to me now. I did much prefer the web browser connection version (I’m confused now what to call the two different versions, maybe I had them backwards earlier when mentioning them- I’ll just call them original batch file connection and web browser connection versions) for exactly that reason, back when I was controlling my entire pit with arduinos. Think I had 7 different inputs at one point. But then I switched over to using Leo Bodnar boards after getting frustrated with the pit losing connection now and then while flying (can’t remember the specific problems) but ultimately the ease of using Leo Bodnar boards to use my pit with other modules just made more sense. But I kept the arduinos for lights and my gear solenoid. And the exact reason why I switched back from the version that connects the arduinos through the web browser interface was because I had a hook light that was working backwards, illuminating when handle was up and extinguishing when lowered using the hub. (I remembered when i tried using this web browser version for connecting again the other day and saw weird behaviors with my lights) Think I had asked blacklibrary or someone high up in the DCS-BIOS wisdom what I was doing wrong/if there was a bug and they said it worked correctly for them, and then I figured out they were using original version of DCS-Bios using a batch file for connecting arduinos. So I switched back and life was good again. And yes DeadMeat, I use the multiple-com port batch file and it works great. conclusion- I might try the web browser connection version again but I suspect if have to go through each light assignment and rewrite the code in my arduino sketches to make sure it’s correct, then give it a whirl. Thanks for the reminders of the web browser connection version and replying guys. I’ll come back here and post my results for anyone curious when I find the time to tinker with this. In the meantime just so happy to have the solenoid working again, even if just for the Hornet. Cheers! -
Table mounted landing gear selector switch from a Tornado
Sickdog replied to DeadMeat's topic in Home Cockpits
Hmm, there was some reason why I switched back to the Hub from the newer Flightpanels version, but think that was maybe when I was running most my pit by DCS-Bios instead of Bodner boards. Maybe it's worth trying it again since I only use DCS-Bios for lights and my Gear solenoid switching now. Hmmm. Thanks for the reminder, I'll give this a try and see if that gets my F-16 working. -
Table mounted landing gear selector switch from a Tornado
Sickdog replied to DeadMeat's topic in Home Cockpits
Coming back to this thread, I have a question for DeadMeat or anyone utilizing DCS-BIOS WOW (external animation category) for the F-16. I was back at making my gear solenoid work with various modules and can’t get the F-16 to work. I think I remember seeing somewhere that the F-16 was broken with either DCS-Bios or maybe specifically trying to use this WOW function, but can’t find where I read that. Has anyone gotten the F-16 to work? I’ve utilized the same technique as other modules to try to get it to work: 1) added the “external animation category” lines of code for WOW to the aircraft lua file in the DCSBIOS\Lib folder, and used unique naming conventions to differentiate between aircraft modules. 2) ran the module in game so it writes the new changes to the JSON file, so then I could pull up the web based configuration for the aircraft module. 3) found the “external animation” WOW code and copy/pasted into my sketch for my arduino nano. 4) uploaded the sketch and ran the DCS-BIOS command and tried in game. On a slightly separate topic, I’ve noticed that DCS-BIOS appears to not be updated/supported anymore, which is a shame because there are new modules since and coming out that I wish I could use. Does anyone know how hard it is to create support for a new aircraft? All I want is to configure it to use WOW and maybe some lights, like the gear warning lights. -
Thanks Speed, I have been testing with it off (and have tried it on), haven’t seen much difference. Guess I’ll be giving up and sending this machine back. It was my first AMD trial, not sure if that’s the problem… I figured it should be stellar performance with its single core processing speeds, but who knows what the problem is with so many variables at work.
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Thanks for all the work Speed-of-heat, great write up and I’ve read all 17 pages here, twice. question: should a RTX 3080ti in an AMD R9 5900x with 32GB DDR4 and NVMe have similar results with a G2? (New rig is a Corsair Vengeance gaming machine) I’m coming from a 1080ti on an i7-9700K and 32GB DDR4 and NVMe and find after 3 solid days of tweaking I am only seeing marginally better results. I realize that’s a subjective thing to say and this thread is all about data results, but what’s odd is I find on my old rig DCS is satisfying to me with frame times in the mid to high teens but the new rig needs to be in the low teens or less to my satisfaction. And seems like there are moments where the game just stutters completely on the new rig. I know I shouldn’t let perfect be the enemy of good but I’m very disappointed at the results after following this guide as closely as I can (and also the VR4DCS guide). The only way I can get the new rig playing well is simply by reproducing the settings I have on my old rig, essentially dumbing down the settings for a PD of 1.0 and WMR resolution to 74%. This is my last attempt before I return this computer to Corsair and wait until DCS is optimized better for VR. thanks for any help in advance!
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No LSO waveoff light control in VR & AI ignores wave off lights
Sickdog replied to BMGZ06's topic in Bugs and Problems
Starting to figure out what’s going on here... appears that in order to interact with the cut and W/O lights controls (at least in VR), I had to have the IFLOS overlay showing (selected in the options-> special-> carrier menu)once in game. Been consistently working for me. However, cut lights are nearly impossible to see until In Close (I have a G2, can see the meatball itself clearly), as tested between me and another multiplayer client today. Kinda defeats the point if you can’t see cut lights from farther (when used to acknowledge call the ball with zip lip).