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durp

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Everything posted by durp

  1. You can store the configuration in a file and load it on demand, even while DCS is running. Not a perfect solution, but feasible.
  2. I had that issue, VKB with 200mm extension. Often enough I winded up with a dead stick ..and thanks to momentum and gravity... you can figure out the rest The VKB software uses a timer for it, rather than 'center' position and as Supmua mentioned, this seems to be really a smooth and reasonable approach. Maybe ED can one day (maybe prioritize multithreading and vulkan... just saying...) implement an alternative way for the center stick option (as additional option). Something time-based. after xxx ms the controls are then moved to whatever the stick is, relative to the trimmed position. Tomorrow is a patch schedules that should include the trim reset, but I think I will keep the VKB version, as the timer based approach is so much smoother and even with a trimmer reset I may wind up with a dead stick.. time will tell
  3. Hi, those of you with a VKB joystick, you can create a trimmer with trim set/reset using VKBDevCfg-C (VKB config software) Using one button to 'set' the position (no need to return to center, you can keep hitting 'set' and the other for reset. You can also combine rudder with it if you have the T-Rudders connected to the same blackbox as the joystick. Assign a button to Trimmer-Reset (and select the desired axis) and another button to Fix-Axis, FA-Type: FA0 (also selecting which axis to apply to) On the Profile page, select on the Physical Axis for X,Y, (and Z if you have rudders) , Trimmer: "Trim+" Mode: -1- (X,Y, for Z I had to select mode -2-) On the global tab, set FA0 Mode to "M2" and M2 Time to something other that "none" (if you use none it will lock the controls, haven't figured out why, can't find any documentation about M2 Time) General Tab Profile Tab Trimmer Reset Trimmer "set" --- (alternative) you could also use another axis for each X,Y to trim like a regular plane trim. select on the profile>axes tab "combine1" for X and Y, and point it to another axis on the #Axis field (it seems the other axis must be in absolute mode) --- (alternative) another approach would be to replicate a trimmer hat (like in the Hind) by binding Trimmer: Trim+- on 4 buttons and optionally another button for reset. --- should give you some ideas what else could be done with the VKB software. I did spend quiet some time with that tool since I was desperately seeking a way to trim the Apache. My setup is just 2 buttons mapped as Trim Set (function is called Fix Axis) and Trimmer-Reset (spring joystic, GMC), both acting on X,Y,Z. and it works almost like the trim in the Huey. I have the others as separate config file. I couldn't map a Tempo button to use short/long presses, they all seem to support only logical buttons, not physical but hey.. it's a start. Oh and btw, you don't bind to the force-trim up then, it might work with the Apache trimmer mode for sticks without spring, but I did not try that.
  4. Hello, it's been a while since 2.7 came out and on the todays changelog there is again no mentioning of this issue, and since this is the 20th update since the initial public release of 2.7, what's the status on that? I could try it out myself to see if it was quietly fixed, but something tells me it is not. (it wasn't the last 19 updates) The smoke system is broken since the 2.7 release and as others pointed out the issue can be replicated by simply toggling the smoke off while on ground. I could post pictures of that issue myself but all you would see is... like on that users post image... a gigantic ball of smoke. ( ) There was some issue with the smoke effect on the F14 when engaging afterburner while dumping fuel that it would poof/expand once you reach a certain distance and pop back 'normal' once closer again. This particular issue was fixed. (I just mention this as it is likely it uses the same sub system as the regular smokepods use) I am not into the discussion about smoke on wheels and what not and that 'smokepods' are not used on ground and that BA and others use oil injection into the exhaust. In DCS the 'smoke effect' is based on smokepods, that is what DCS offers and the issue causing those gigantic balls of smoke appeared in 2.7. and comes from turning off smoke on ground. It is fine to turn it on while on ground... just don't turn it off again while on ground. It's daunting to see a big blob of white where usually an airfield would be, and not all servers can be monitored by admins 24/7, so they have to turn those pods off. Sure it is not a groundbreaking issue, but after 20 updates, it would be just kind to fix this at some point. It is nice to get more detailed AI models and and such but accumulating those bugs over time.. please not... I tried to be as formal as possible, not ranting, not complaining, but after 20 updates so far not addressing that issue.. it is a little frustrating. cheers
  5. Yah I think there is still some room of improvement. After getting clipped by an F16 I lost the entire right wing, but the flightmodel did not change. upon landing the right gear was missing.. but not really. landed as nothing happened, even taxing was no problem. screenshots are not the best.. did them from the vr mirror, but you get the idea I think xD
  6. I don't want to add any confusion, but similar seems to happen on the high AOA vapor trails, as soon as they render I get literally <10fps in VR. But I do recall this was an issue ever since.... It could be something else, but it's not far fetched to believe it's the rendering of the vapor trails. Maybe there are too many sprites spawned (dense) or whatever. criteria is to have some planes on high AOA, more common in aerobatics than in combat...watching at them on single aircrafts does nothing noticeable. replay not available because.. not working. (and certainly not happening in the first '10 minutes', I can be lucky to be just in air in that time)
  7. With the two folder method you mean a copy so you have 'SpitfireLFMkIX' and 'SpitfireLFMkIXCW' in your config/input folder? I didn't test that but I am pretty sure it works too. The symlink I did is basically doing the same, except it keeps the references to the other files, so whatever profile is getting written, they wind up in the same file. It makes sense to separate the profiles for each plane, as they do have different characteristics. All that is missing is the actual implementation (...) or a working implementation, it's partly there...otherwise this wouldn't happen.
  8. Posting this here as this issue still persists, there is another thread from June this year but doesn't seem to attrackt much staff attention: Since I just bought it and ran into that issue 2 days later.... I file a bugreport. I bound the controls on a server where I started with the CW version, all fine all good. If you restart DCS and then pick the non CW version all binds are gone (not recognized, files remain untouched!) Not the most thrilling thing to see, paricularly since there are naming issues with prefixing space symbols for VKB devices since the last update (DCS 2.7.8.16140) How to "fix"(workaround) it? restart DCS, reconnect to the server, pick the CW, enter the game, then swap it with the non CW variant. The thread I linked adds also some details about it. (It might be the other way around for you, I configured the controls using the CW version spawn) It all boils down to the config folder SpitfireLFMkIX vs SpitfireLFMkIXCW I used a symbolid link for that.. I had a setup CW profile and needed the regular version as well, yours might be the other way around (and adjust the path...) mklink /D "C:\Users\...whatever..your..username..is\Saved Games\DCS\Config\Input\SpitfireLFMkIX" "C:\Users\...whatever..your..username..is\Saved Games\DCS\Config\Input\SpitfireLFMkIXCW" There are also simpler workarounds available by just copying the folder, but this safes me from having 2 different profiles which I cannot pick during gameplay and have to relay on the particular order what plane I pick first (good luck on a server without the CW version) replay: not needed, also not reliable.
  9. Is there any particular reason why the todays update (2021-11-18) did add a space character to the input device name? it's called now " VKB-Sim Gunfighter Modern Combat Pro {23B83520-29E0-11eb-8002-444553540000}.diff.lua" (today) "VKB-Sim Gunfighter Modern Combat Pro {23B83520-29E0-11eb-8002-444553540000}.diff.lua" (yesterday) even the GUID did remain the same, usually swapping the USB port gives you another GUID, now the GUID is the same but the device name got a space in it.... Doesn't also seem to happen to all devices, in this particular case it is the rudder (also vkb) and joystick. Neitehr got updated or unplugged, not even the OS did a reboot between yesterday and today.. profile name? gonesky. Not limited to any particular module, most noticeable was the UI Layer and the missing VR center bind. I can batch rename those files but something tells me the space in the name is not by design...and thankfully I keep backups of the files. Just to make sure there is no confusion: The file did not rename itself, it remained there untouched, updating the bind in-game did create the new file with the space in it.
  10. I am currently looking for a way to reverse the effect that the better smoke mod (from tazz) was doing for 2.5 to create less smoke for the same reason. Besides, the issue with the smokepod-toggle-on-ground that is still around since 2.7 release (it doesn't dissipate once triggered on ground, thats why most aerobatic servers have it off) it barely affects the performance as much as.. say... 3 burning tanks on an airfield by just looking in that direction. With the release of 2.7 there were changes to how the smoke is displayed and handled, it got more intense and adjustments were made on the crates display.. however in VR this literally kills it. Take a multiplayer server with around 20 players and an enemy airfield.. if there is anything smoking or burning on the ground (2-5 units) the game is crawling down to less than 20fps. AI itself is already consuming a massive amount of performance in dcs, but AI + smoke/fire effects.. makes it unplayable. ( this is the main question, besides the the vague hope for better performance one day: ) Will ED add options to adjust some of the enforced settings with the smoke/fire/craters/whatnot effects in DCS? Already running the still unofficial stereo culling options (with the sick left-eye glitches) and most settings to medium and no MSAA. But I am also not super eager to make DCS look like ATF (a game from 1997) and set everything to low(est) ..it's really frustrating. (lowest will still not help on the AI performance hits, just a good meant hint..) cheers
  11. I am still using 'stereo_mode_use_shared_parser' as it makes the difference in VR to lurk around 40 fps (the min my HMD can handle in half-refreshrate) and suffering the stutter pain when it goes below. Just curious if this is still being worked on or abandoned? the discrepancies between the left and right eye are sometimes severe.. especially when you use lights inside the cockpit. One eye is lit, the other isn't. but then.. not using it, suffers in performance.
  12. OMG, I am kind of happy to find rogorogo's comment here about the trimmer bug. This was driving me crazy. Sometimes mid flight, use the trim.. nothing works on the flight controls (the throttle still works, but for me it is a separate HID) Today it happened like 2 out of 3 takeoffs with a cold start.. and it was very easy to record it since it was happening so frequent... took me longer to setup OBS to capture input controls and in-game. bear with me, the footage is VR and I slowed it down to 50% and everything is shaking. hopefully this will get sorted out since it is a known issue. cheers
  13. Well, I stumbled across this control bind today too while lurking for ways to record things. As Martin already stated, the unloading (copy to clipboard works) just not the loading. Regardless of being a debugging tool and devs can easily load things with that (I wasn't able to find the above mentioned reddit post). It would still be a very very very handy feature if you can consistently save/load camera positions for the free cam without hacking the chase view cam of each and every aircraft. Is the format just a different for loading the camera position? Or does the game require to be in a certain mode...namely debug mode? It's a pity, half the feature is there, just not the loading part. cheers
  14. well, just to add my two cents (and not have to think all the time about the degraded VR performance in the todays patch for me..) Same here with the Index and the G2, have both of them but after 2-3 weeks exclusively on the G2 I went back to the Index. The dealbreaker was mainly the FOV... ppl. can argue about it but to me it feels like wearing a diving mask. Haven't tried yet any FOV mods for the G2 but you can put the Index gasket on the G2 (it will not hold in place, but fits the area.. so you have to hold it with your fingers when putting the headset up/down... gives a little more FOV but not as much as those FOV mods are supposed to do I also find the tracking better on the Index (shouldn't be a surprise) but then, for me at least, there was only a small 'sweet' spot on the G2 that was clear, and outside that circle everything started to blur out. The quality is okay, the higher pixel density is really amazing on the G2. If you come from an older HMD you will get improvements in pretty much everything, but don't underestimate FOV.. I categorize it in the same category as when going from 2D to VR... there is no way back... Wish I could say something about the FPS, but I have to run it on 80Hz to be able to maintain the half-framerate of 40 fps.
  15. I started to get this issue too recently (around 3 days ago) Mid game, while in the cockpit, some assignments stopped working. Happened twice on the F/A-18 and once on the F-16. It doesn't affect all controls, axis assignments stay, as well as some other. Notice it mainly when the NWS stops working. On the F16 I can't remember what didn't work, it happened mid air and had to be 'solved' quickly. To solve this, select the affected controller input column and select 'load profile', then simply select again the configuration file for the controller (the one from the config/input/... folder.. not even selecting a selectively stored profile, just the whole controller config file) This never happened before (except once the GUID changes.. but thats another story). But in the last 5 flights I had this 3 times already... did something change in this regards in one of the more recent updates? I didn't check if the binding disappears in the input mapping UI, but since restoring the very same input config that was used when launching the game I would assume so.
  16. If it helps.. I had constant and persistent micro stutters, like every ~3 seconds, even without VR. What helped me there was selecting the High/Ultimate performance profile in the windows Power Options.
  17. I used it for a while to see what can be done to increase the performance in VR... Managed to get 3ms lower frametimes on the CPU by selectively testing all core combinations (2 cores to be precisely) across CCDs and CCXs, however it did cause some stuttering in other scenarios..namely multiplayer. Right now I feel I get more consistent performance without it, it's just that the whole engine is not up to date and for me it doesn't even reach the base clockspeeds while suffocating with 30ms+ cpu frametimes. It feels more like process lasso is interfering with the windows thread management and forces any spawned thread into the cores you have picked.. not just the mainthreads and such. Also as speed-of-heat mentioned, you can achieve the same via other means... maybe less user-friendly
  18. I can compare the 40/80, 45/90 and 60/120 rates on the index and it feels noticeably smoother if you can maintain 60fps (compared over 40 or 45fps) regarding the reprojection or motion smoothing on the index (aka ASW).. I find it personally terrible... from bend lines to really jittery full screen hiccups (caused by motion smoothing). I leave the smoothing off and live with the hiccups I get when the framerate runs from half-rate all the way to the actual refreshrate (i.e. between 45 and 90), which is less harsh than what motion smoothing does. Unfortunately I can barely maintain 60fps in DCS and much less on ground or online. Cannot comment on the ASW, I have it off and to stick with the small image offset you get between the left and right eye when looking sideways or when rotating in place. It is not cool, motion sickness is ... okay... it takes used to, for sure and spinning on ground with the helo still makes me not comfortable since I see lines on the ground doubled.
  19. What was the solution to the low cpu usage actually? I have kinda the same.. the CPU doesn't even reach it's base clock speed, not even mentioning the single/all core boost speeds. (AMD) Did fiddle a lot with PL, thread affinity and the Asus own OC tool.. but it kind of barely affects DCS, maybe in the 0.5-1ms range on an empty map. No observation of an even spread of the loads on all cores as with the OP, no drop in performance if I record with OBS at the same time. I think the highest clock speed I have seen was around 3.2ghz (3.7 is base speed, and 4.5 is boost speed) but online the cpu frametimes are 20+ms not rare to be 25ms, which means I can barely maintain 40fps (half rate for the 80hz refreshrate) GPU is.. okay... 150% on steam and since I turned off shadows (which is terrible...) I can go to 200-220% for some cases, sometimes the GPU frametime did boost up to 70ms (not a typo) on a sunrise/sunset multiplayer game for quiet a few seconds (that was with 200% or 220%, need to observe this with 150%) What I try to explain here is that I have more leverage on the GPU side than on the CPU, and on the CPU I don't see the game even reaching the base clock speeds. It is technically not a gaming system but expectation would be so see the game at least sit at the base speed (or boost speeds... one can dream...). Thinking to do another rig just for gaming, but if this is also happening that the game does not reach the base speeds... then it is kind of pointless. So far the VR experience with DCS was almost a disaster imho, spend 2 weeks with just fiddling back and forth with settings... and the end-result is medium visibility, with trees growing out of the ground in front of you (I am a ground hog... ), no shadows and pretty much everything off/low. (texutres are high, enough gpu memory and no performance impact at all) I can get good framerates 10000ft in the air, but then the game doesn't look much different than a sim I played in 1997. totally out of options here :/ extras: shadermod: yes (no noticeable performance changes observed) stereo culling: yes (slightly smoother, still buggy)
  20. Hello, I tried this fix and for the 30min I tested it I could not reproduce the bug anymore, in other words it seems to be working, thank you. A small downside is that you barely notice when the AB kicks in.. but that is still better then the noise from before. cheers
  21. Hello, sound logfile attached. The accompanying track can be found here: https://drive.google.com/file/d/1BLV-3w3kEUmbTGtrX5cg_g6R82lM1U48/view?usp=sharing sound.zip
  22. Hello, just deleted the log folder to get a clean dcs.log, which is attached. including trackfile. Trackfile: https://drive.google.com/file/d/1ynll76OG5E_2-SKqdD2hoIgwxZAMTwM8/view?usp=sharing same behavior, after respawn already heard it, so I rushed to just takeoff to make sure. will try to reproduce this offline in a dummy mission. dcs.log
  23. Hello, I ran quiet a few times into this soundbug, but this time I explicitly was hunting for it to be able to provide a demo and a recording. As others pointed out, the issue happens if you respawn (in a multiplayer server) while the afterburner was on, before hitting the ground. This behavior is actually consistently to reproduce... most issues in recording this was due to OBS deciding not to record the default sound source... As you can see in the video, while listening to this terrible sound.. .I was playing with some of the sound options. With "Loud Cockpit Afterburner Sound" enabled, it is barely noticeable when the AB is on. When you turn off that setting, the soundbug can be clearly heard with and without AB. I left the Controls Input indicator on, interesting behavior while I am in the sound settings, so it is not just 'perception' I am talking about. And it does just hurt the ears... Hope this helps in sorting this out. Link to Trackfile: https://drive.google.com/file/d/1Frc5MVkDXywf53cfmtLbUWhAq8zw-uMd/view?usp=sharing Link to Video:
  24. yup, it was stereo_mode_use_shared_parser = true, using false fixes the problem but also noticeably more fps drops.
  25. hmm could be I turned that on while trying to get DCS to run at least on base clock speeds (which it still doesn't) Will try it again without the vr culling, thanks for the help. cheers
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