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Dangerzone

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Everything posted by Dangerzone

  1. Wags does. I'm sure he'll share it with us with a few YouTube video's in the near future, and then we'll get the actual manual with the chopper when the AH-64D is released for early access. Going by previous releases - I wouldn't expect to have access to the manual prior to the aircraft though. (Happy to be corrected if I'm wrong).
  2. Thanks. I'm suspicious that the slippery Huey problem creates additional problems when being used on a dedicated server as per my tracks above with extra rocking. However according to that thread, this is a known and old problem - so I'm guessing that what I'm seeing will only be fixed when the slippery Huey problem is fixed and won't hold my breath. I guess the other solution will be just to fly the AH64 instead when it comes out and forget the Huey for a while.
  3. OK - I may be onto something with the whole 'dedicated server' bit. I've just ran the attached mission on a dedicated server and it behaves differently to single player. Dedicated server has it rocking around on the deck prior to startup. (I haven't been able to find out the parameters that had it rocking to the extent where the tail was going through the deck yet) - but there's definitely rocking going on with the dedicated server that wasn't with the SP. So it seems while in single player... the Huey 'edges' forward. Same mission in multiplayer and something must be done differently to keep the helicopter in the one spot, yet it doesn't rock - instead it slides forward until it falls off the front of the ship. client-debugmission-20211110-180947.trk server-20211110-180404.trk
  4. Thanks for trying Tanuki44... I've just tried myself - and haven't got a problem with the rocking yet running single player, but I have got a problem with the helicopter moving forward until it falls off the front of the ship. All I did was start it up (although the helicopter started moving before then)... Track file attacked. DebugTrack.trk What I'm wondering is whether or not this may have to do with the creeping forward in the track file - but it's escalated with lag / syncing when on a remote server. I don't have a remote server to try this test mission out on at the moment but will see what I can come up with.
  5. Thanks Flappie. It was the Tarawa - but don't go to any effort - I'll see if I can replicate it when I have some time on a single mission with no scripting that I can shoot through.
  6. OK - seemed as though it was easier to do than I realised... Just change the line in the CheckMovement() function to the following: From: if v.x == 0 and v.y == 0 and v.z == 0 then --Check if speed is zero To: if v.x == 0 and v.y == 0 and v.z == 0 and u:isActive() then --Check if speed is zero (So just adding an "and u:isActive()" check in there) seemed to do the job. Disclaimer - I'm a hack at lua, not proficient. YMMV... test well.
  7. Both in VR and not in VR. (My friend was having the same problem at the same time). No track - as this was on a server with server side scripts. Before investigating any further I just wanted to see if this was a known issue, or whether it's isolated to us or the server that we're on.
  8. It appears as though it detects it as not moving, and dismounts the units in the non-activated units location. I'm not great at lua, but trying to find if I can get a solution for this at the moment... Will let you know if I'm successful.
  9. I have been having a problem with the Huey where if it's on a vessel that's underway that it rocks excessively on the deck of the ship during a cold start. After the latest stable release patch, this has become even more significant now - to the point where the helicopter in front of my rocked so badly that the tail went through the deck, and then after a few minutes exploded on the deck in front of me. Seas are relatively calm, light wind. KA50 seems to be fine on the deck - this seems to affect the UH1 most. Just wondering if anyone else is having these issues as well, or whether it's server related (to the server that we fly on)?
  10. I would love to see this too (especially as someone who already uses CTLD) - but TBH - I would prefer no new features are added until they can get the CPU sorted down for larger missions / larger client filled servers, and of course dynamic compaigns first.
  11. I know you've mentioned 'signing off' so this post may be more beneficial to others reading this in the future looking for a similar solution if you've really made up your mind, but either way... for me - the trick to fixing this was: 1) Load up DCS to get to menu 2) Alt+Tab out of DCS to another app (while still having VR on my head but peeking underneath to see the monitor) 3) Windows+Y to turn OFF the 'mouse is in VR view' option for WMR (as it will still say that the mouse is in the Virtual Desktop Window) 4) Click mouse on the desktop into DCS window on desktop and go back into VR. Mouse is now in the game for me. (DCS 2.7 with HP Reverb, WMR, SteamVR) FWIW I started DCS in 2D and then switched to VR. (More accurately - purchased VR solely for DCS). The problems I had when I switched to VR were substantial. Had I not already been involved with DCS and with other mates playing it - and already owned a VR for other reasons and was trying DCS in VR straight off - I may have been tempted not to pursue DCS myself, so I appreciate the OP's frustration. I think I spent 8 or 10 hrs in total trying to get VR to work before I had it working to my satisfaction (and then many hours after trying 'tweaks'). Thankfully I was already immersed in DCS and determined to make it happen - as it's paid dividends with enjoyment since.
  12. I’ve noticed they won’t respond if there is an aircraft with Charlie clearance. Also won’t respond if an aircraft is already on the cat and one of the aircraft is a F14. (I think the 14’s are too wide to have both at the same time?) Worst one was accidental, players took off and one accidentally menu’s for landing. They got Charlie but just continued off on mission. Next player on server couldn’t launch. Was only when first player realised what had happened and called “abort inbound” that the 2nd player was able to get the ground crew to “see” them. Don’t know if this has been fixed out of it’s considered “working as designed”. This was a couple of months ago. Seems there are some “gotcha” scenarios that could cause this. It would be nice to have some feedback from the ground crew. “No can do, landing aircraft inbound” or “Wait your turn” etc so we know the reasons why.
  13. Looks like where you get your enjoyment from and I are on similar wavelengths. Having just started in the F14 for a trial - so far I've found it both challenging and rewarding. I've found having a real human RIO for me really changed the dynamics. Not yet ready to commit - will give it some time, but so far with the limited time I've had after going to trial, I'm really enjoying this.... and I haven't even managed to get to the stage of being really immersive by playing "playin' with the boyz", or "danger zone" while flying it yet. For A-G operations, I suspect the Hornet will always be my go-to aircraft. But at this stage I'm thinking it will be nice to have a choice between Hornet and Tomcat for CAP operations to shake things up a bit. But what I'm really being drawn to is that there is less to learn / get into it - but far more to practice skill wise to be proficient.
  14. I don't think you've insulted the hornet guys at all. I am primarily a Hornet flyer so far - but I am thinking of getting the Tomcat. From what I've viewed - the Hornet is more a weapons deploy system (not to the extent of the A10 or KA-50, but much more than the Tomcat). Half (or more) of the pilots interaction is with the weapons, avionics, etc - and not about 'seat of your pants' flying. I also fly helicopters. My favorite being the UH-1. It's all about the flying with the Huey. Very little systems, but in combat it's all go-go with flight only. I'm thinking that I may enjoy the Tomcat more than the Hornet - simply because for me - I enjoy the flying more than I do the weapons delivery. I enjoy the challenges brought with realistic flying. IRL I'd far prefer to be doing circuits on a blustry windy day than flying in a straight line for hours on a calm day - because I like the challenges. I think that flows over to the simulator for me as well. The only reason I haven't gotten the Tomcat yet is that I want a couple of weeks free time to try it out first (live has been too hectic lately) to make sure that I'm actually going to use it - coz I have a couple of other modules I've purchased and hardly use. I like the Hornet (now that I have learned all the systems) - because it allows me to be a jack of all trades on multiplayer. I can work with other people, and be effective at multiple tasks depending on what's required on the day. That's very handy. But it seems that the Tomcat is more about the flying (and additional challenges), whereas the Hornet is more about the weapons system, and half they flying/thinking is done for you by FBW computers - and it's that which is appealing to me with the F14. As for the O.P. - whether you'll like the F14 over the F18 will really depend on what it is that you enjoy out of flight simulators. It may not hurt to actually write down a list in priority order about what gives you the most satisfaction to the least, and post it here - and then people will have more to go on. I really appreciate knowing the systems and being able to fly the Hornet using most systems now - but if I had to go through all that learning curve again - it would be a tough one. It was made easier because I had a coupe of other friends - we were all starting off together, and we did one system at a time online in multiplayer with missions designed solely for those systems which was much easier to talk back and forth - than trying to learn solo. I could be wrong with this - but would the following be a fair assessment: Hornet - Far more to learn - and take in, but easier to fly / handle. Tomcat - Much less to actually learn - but much more skill refinement required to fly it well.
  15. Probably intentional... you know - to give all the other attributes a chance of getting a run on the board.
  16. I'll be watching this with interest. I'm using the universal shader mod (which as I understand doesn't change any DCS files - so there's no risk of an integrity check violation) - but from what I can tell, this replaces one of the DCS files in the BIN directory. Have you had any issues with integrity checks on multiplayer servers?
  17. Your problem is probably CPU, not GPU based. The GPU is probably going 'down' as it's got little left to process while it's waiting for the CPU to 'catch up'. Given that you don't have this problem if you host the mission on a separate server, and/or that changing GPU settings make no difference - it only adds to my suspicion that it's a CPU bound issue. If you can OC your CPU you may be able to overcome the stuttering, or otherwise you may need to look at settings that will assist your CPU over your GPU.
  18. Nice. Do you know what changes you made since before and after?
  19. From what I can tell the video is basically saying to install OpenVR_FSR from https://github.com/fholger/openvr_fsr/releases I didn't know this supported DCS! Have you given this a go - are you saying that you got a 15fps boost in VR on your HP!? If so - that's extremely impressive!
  20. You're welcome. In my case, I was already connecting to a multi-player server, so I had already 'offloaded' the server side of CPU but was still getting the spike. The only other thing might be the mission that you're running. I know that some missions are extremely CPU hungry (number of active units, plus scheduled tasks that run, etc) - where others run much better. Do you get the same problem when playing an 'instant action' mission, or just on your missions?
  21. I've seen that same CPU spike before. Royal PITA. However I don't have a problem at the moment (Running on a 2080 Super). I'm not 100% sure what I did to fix it, but as I recall the problem you're indicating which I had too was CPU based more than graphic related - so my suggestion is to start looking for things 'outside' of the graphics setting areas. Some things I recall doing included disabling Tacview, disabled track saving (for multiplayer servers) in the autoexec.cfg file. Turned on DEP for essential programs and services only. Excluded DCS from 'Exploit Protection', and overclocked to 4.9Ghz. Disabled device_hotplug too in autoexec. Disabled Windows Game Manager (To name a few things). The spike now is managable in VR as opposed to being completely immersive breaking previously. I'm running a 2080Super on a 10700K, so I don't know if that makes much difference - but as mentioned - I think this spike is more outside of the Graphics area - just that it impacts the graphics because everything 'locks' while it's waiting for DCS to finish that function in the dcs thread. I hope this helps.
  22. FWIW - you may be able to do this by 'hacking' the mission file. I've seen an aircraft carrier half way up a mountain before on youtube by someone doing this. I admit - this isn't the answer, and would be great if gunboats are set so they can be placed on rivers within the mission editor itself - but if you're desperate to have this added while waiting for a response - it might be worth seeing if that's an option. If of course this is more a wishlist and non-urgent - please disregard my post.
  23. While it's pure speculation, but I doubt that the AH-64 is the reason for the delay. It's my understanding that the majority of DCS users are off-line single players only - so there would be no advantage in having the Apache released at the same time. Additionally - there may be a number of people that can only budget for one or the other and not both. As such - getting the module out earlier would be an advantage in this instance. Take the Hind for instance. I'm one of the users that purchased it to use.... while I wait for the one I really want. Once the Apache is out - it will be questionable how much I fly the hind. Had the Apache been released before the Hind - there's a good chance that I may never have purchased the Hind (or otherwise waited for a 'sale'). I was very keen about the Kiowa last Nov/Dec. I am still 'interested' but less keen. If it was released now - I'd probably purchase it, but definitely not straight away anymore. I have the Hind now I'm playing with. I'm definitely less keen now than I was in Nov/Dec '20. Come this Nov/Dec '21 - if I get the Apache and am loving it - there's a good chance that I will leave the Kiowa while I focus learning the Apache only (as I prefer to learn one module at a time) - and I expect that the Apache will have a lot to learn. I'm only one person and I know everyone's situation is different so I could be wrong but in some scenario's there may be benefit for the two released at similar times, however it's my thought that releasing at the same time would have more disadvantages than advantages. As a result I suspect that the delay is more unintentional than opportunistic. Whatever the reason, PC has been extremely tight lipped about it - and IMO to their determent so I'd say that it's not something they really want to admit, or otherwise are at liberty to disclose. I just really hope that it's not health related and that the developers are all doing OK and otherwise wish them the best - even if it's released later down the track and I don't end up being one of their customers.
  24. Email address is NOT required for password rest - only the LOGIN. So if your login is Maks12 and someone has the account Maks21, and they are trying to get in with Maks12, and have put that into the 'Get Password' - you will receive the email from their attempt.
  25. My 2c worth: Helicopters are more difficult to 'learn to fly' - but once you learn it - at least for me - I've found that they become quite easy due to 'muscle memory'. A few things not yet mentioned however: Modern helicopters? No - I don't think you could base ease of flight on generation. The Hind is harder for me to fly than the Huey for instance (more below). FWIW I found VR to be an absolute game changer though when it comes to learning to fly. The situational awareness in 3D gives a significant advantage that can be underestimated. Not saying that you can't fly in 2D and many do quite successfully - but if you have an opportunity - VR definitely makes learning to fly in Helicopters much easier (bigger contrast than fixed wings). Additionally for me at least, having decent controllers as well (especially dedicated rudder pedals that are easy to control) also is a game changer. Even more so having ones I can control precisely. I started off with CH-PRO, and switched to VKB's T-Rudder. Being able to rest my feet on the ground and control more precise with my toes was a significant advantage than sliding my heels and toes in the 'foot rest' of the CH-PRO which I found more difficult with precision as I had nothing 'static' to help me keep position. Although I do believe there is a 'cheat' or 'auto-rudder' option in DCS as well to help newby's get started if needed. I think it ruins the fun and learning experience, but can appreciate that for some where learning is becoming 'too difficult' - it could be a good tool to use. Conventional helicopters (main and tail rotor) will be more difficult to fly than coaxial rotor designs (Ka50) because of the torque with additional input. Up, Down, Forward, Backwards will all increase or decrease torque requiring counter-inputs. For those having difficulty I would recommend the KA50 as it's a lesser learning curve - and with most of the vision forward it may be easier as well on 2D instead of VR than other helicopters. The KA-50 more feels like a 'platform in the sky' for me than a helicopter. Very effective in combat situations - shooting Vikhr's at 8km's out with the Shval. The autopilot / flight director is a pain in the but though to try and understand - often it feels like it's trying to kill you rather than save you. I'd say the hardest thing about the KA50 isn't learning to fly it - but rather learning how not to fight the AP/FD, and understanding the systems. Get around that and the skills needed for basic flight in it are quite light compared to other helicopters. I found the Gazelle to be very twitchy - but also once understood - easier to fly in the sense that it stays where you put it (you're not constantly flighting it like others). Although there is much controversy about the flight model of the Gazelle. I found it difficult to get my head around always recentering the stick after doing a manouver. For me I'm used to holding the stick forward when going forward, and left when turning left, etc. This may be the systems in the Gazelle - I don't know. I just found it 'too different'. I find the UH-1 is the single most fun helicopter to fly 'by the seat of my pants'. I can throw it around all over the place - and even treat it rougher than I should. It's more forgiving than the Mi-8 and Mi-24 in many areas. VRS still can kick in - but it's easier to stay out of, and also more forgiving if I get in it than the Mi-8 or Hind. Incredible fun for Heli-ops- but as far as combat is concerned - very difficult to engage enemy units and survive compared to other helicopters. The Hind is probably the most difficult helicopter I've found. Very unforgiving. VRS is on steroids compared to the others. So is power management. Very easy to find yourself spinning counter clockwise with full right- pedal down waiting for the engines to spool up more and give more power. It wouldn't be the helicopter I'd suggest learning to fly in unless you have a lot of patience. In summary - for the easiest to fly and good 'all rounder' - KA50. For the easiest to learn a conventional helicopter and a good place to start - to both 'have fun' and also as a spring board for more difficult units - the UH-1 Huey.
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