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Everything posted by Boogdud
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I've noticed that he is off target with the gun, even when point tracked. It's regularly about 1-5m off target, especially when you're close to the target. Typically if it's far away enough the cannon spread is enough to hit the target even if he's off-aim, but close in you just see a pile of lead hitting off to the side/rear of the target.
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OH-6A by Tobsen and Eightball
Boogdud replied to tobi's topic in Flyable/Drivable Mods for DCS World
Pro-tip: Don't fill it completely with fuel while you're learning. It's tough enough to fly on half a tank. -
OH-6A by Tobsen and Eightball
Boogdud replied to tobi's topic in Flyable/Drivable Mods for DCS World
TC would be proud of this wallpaper. Fantastic job! -
Problem goes way back, to at least September 2022. Reported, I think they even acknowledged the problem on the discord. Unfortunately nothing has been done about it for well over a year. Since the Harrier is the red headed step child right now, who knows when they'll ever fix it.
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Same problem for me (and many others as well). It's been mentioned on their discord but I don't know if any official fix is in the works for it. It's been around for the last few patches at least. I think it has something to do with the smoke/fire and the new(er) FLIR modelling from ED.
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Yup this is my exact experience as well, I'm not in VR though this is 2d and it's not a cpu/gpu performance issue, I'm normally running 140+fps but typically right after a run on the target when the TPOD gets masked, I get a massive frame dump (frame time as well) from 140fps down to 20-30 fps. Sometimes lasts for a good 10 seconds or so. Really great for SA as you're getting shot at... Has this issue been acknowledged by anyone? It's killing the module for me, seems like it's been going on for quite some time.
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Well, I can't explain exactly why this worked, but here's what happened. After testing with different sticks and different curves for hours, I ended up looking at the collective. For some reason my collective axis had the "slider" checked (I don't remember changing it, but who knows). So I unchecked that box bringing it back to 'normal' axis and applied a small curve (I like some granularity on the collective). Once I unchecked that, suddenly the aircraft became tame as a kitten in comparison to what I was experiencing before?! Small inputs actually corrected movement unlike before where they were over-correcting every single input which cascaded into a wild pony ride every time. Level flight was a breeze (I do now see the sas in action during level flight). It was literally night and day. What's really curious is I re-selected the 'slider' setting just to double check and again the cyclic would overcorrect and any collective input seemed to throw the cyclic into fits, working against each other, maybe not quite as bad because I knew what I was looking for, but turning tha setting off for me definitely fixed it. It's at very least back to 'normal'. Extremely weird.
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I did a little bit of experimenting with some old sticks I had laying around, an old CH Fighterstick as well as a TM 16000 I had laying around just to see if there was any difference in behavior from other sticks vs my VKB NXT. The difference was staggering, I could fly much easier and with much more stability on both the CH and TM, with the same curve setup and even with zero curves vs my NXT. It's like the NXT is 3x as sensitive as the others. One touch of the stick sends the apache barrel rolling or trying to kill me I'm not sure why this would be, but it's very evident. It's so severe I can get SAS Saturation warning at will just sitting on the runway by moving the stick along it's axis in any direction. All other modules seem to be unaffected. Does anyone at ED have NXT gear to test with? At first I thought the slower return to center on the nxt (from the built in dampening) might be messing up central trim position settings causing instability after trimming, which it sill may be. But it seems to me that the hall effect sensors on this model are so sensitive it really makes flying very difficult.
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[REPORTED] AV8B Rockets don't sequence properly
Boogdud replied to LorenLuke's topic in Problems and Bugs
Has this issue been acknowledged? It is still broken. Multiples don't seem to matter, rockets fire two from one launcher rather than in pairs. -
So how would this work with 'central position trimmer mode'? Wouldn't you have to release your stick (to center reset) at which point it would be pretty difficult to tell when you are reaching the ~2% breakout point. I really don't envy you guys trying to find a compromise on so many control methods, especially when none of the consumer ones are designed to work like an actual helicopter control, with the exception of maybe ffb which is a niche of a niche.
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I'm on non-ffb as I mentioned previously and tried both central and instant same results on both but obviously with more 'bob' from the instant trimmer mode. Honestly the aircraft is flying like SAS is disengaged. I've only experimented with the aircraft hot (instant missions), I wonder if doing a cold start might see different results.
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Well you don't need to feel alone, I'm experiencing similar things and I'm not on a ffb setup. FMC seems to just 'break wild' for me even during level trimmed flight. Almost like flying in a storm. I get the same experience in hovering as well, it may actually be worse than before the patch. Instead of holding a trimmed hover the aircraft just seems to randomly drift (while still maintaining 0 speed somehow). forgot to mention, I'm on VKB nxt evo stick and nxt omni throttle with the gnx-thq add on, as well as t-rudders.
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I think you mean from 3:45 on (which honestly isn't 'rapid' it's smooth rudder action), because all the stuff you're talking about from 2 minutes on is just him applying the brakes while taxiing (spitfire uses differential brakes which shows from the outside as rudder input).
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At this point it might be easier to just say "we didn't make any changes to the flight model this patch", though honestly that probably wouldn't even help.... reminds me of a phrase my grandma always used to say: Buy 'em books, and buy 'em books... all they do is eat the pages.
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Severe Framerate dips while firing Vikhr Missiles
Boogdud replied to briguy3's topic in Game Performance Bugs
Here's an example. Drops start after the shots at 54 seconds or so. On my rig it goes from around 105 fps down to 30 when the Vikhr smoke is visible. The smoke seems to take a very long time to dissipate (killing the framerate in the process). System specs are: Ryzen 5900X 32GB GSkill 3200 Nvidia GTX 1080ti installed on Samsung NVMe 970 This issue was also mentioned in this recent thread as well in the KA50 bug forum: Thanks vikhr fps drop.trk -
2.7 performance hit with new smoke / effects
Boogdud replied to Gryzor's topic in Game Performance Bugs
Any word on this issue? Is it being looked into at this point? I mean, look at this, the KA52 shows no real framerate degradation when he fires his Vikhrs -
2.7 performance hit with new smoke / effects
Boogdud replied to Gryzor's topic in Game Performance Bugs
After running some other tests in ME, the smoke definitely causes a performance hit, but also destroyed/damaged ground units seems to have giant performance hits as well. Since they go hand in hand it's a double-whammy. Talking with a friend he thought it might be related to the fire effect, I think he's onto something. Also clusters... holy moly. Load up some cbu 87/97's and destroy some ground units. It's a huge hit. -
2.7 performance hit with new smoke / effects
Boogdud replied to Gryzor's topic in Game Performance Bugs
Thanks NEWY. I'm including one from the formerly mentioned instant action, as well as one that I think shows the issue even more prevalently (Normandy Close Air Support). System specs are: Ryzen 5900X 32GB GSkill 3200 Nvidia GTX 1080ti installed on Samsung NVMe 970 No shader mods (no mods at all actually). KA50 CAS instant action.trk KA50 Firing Rng shkval fps.trk -
2.7 performance hit with new smoke / effects
Boogdud replied to Gryzor's topic in Game Performance Bugs
Has this been acknowledged yet? I noticed it after the latest hotfix (2.7.0.5659). You can easily see the issue if have PG map and KA50. Load up the mission "Firing Range", shortly after the mission start one of the SU-25s directly in front of you will fire off a large salvo of rockets, once the rockets hit (causing the explosion/smoke effect) near the ammo dump the framerate will drop by at least half no matter what your settings (chimney at 1, msaa on/off, etc.). This was not present before 2.7 and the latest fix. It seems that there is something going on with the particle effects either being more dense or incorrectly being rendered. -
You can't just disable DEP for DCS, as it is a 64bit application.
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I'm running the previous version of windows as well (OS build 19041.928) and I get the crashes. It seems random, sometimes I get crashes every load, other times I can run several missions in a row. Early this morning I was running ww2 instant actions in the Spit, P47, P51, and BF109 and was getting crashes constantly. Later this afternoon (with no changes) I did several missions with the huey and didn't have a single crash. I don't think it has anything to do with the windows version.
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Crashed after the first mission after doing this. Not surprising though, I've done 2 clean installs of DCS since the patch and still have the issue. It was a valiant effort Flappie.
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Yeah I'm in the same boat, not only did the patch not fix it, it is worse than it was previously on release 2.7. One thing I did notice on release 2.7 (and the latest hotfix as well) is that the loading times are significantly longer. Not sure if that has to do with the new cloulds/effects or what but I'm on an nvme SSD and previously it took just a few seconds (say 5) to load a mission and now it's significantly longer (20-30+), almost like it 'stalling' while loading a mission. It's slow to load DCS world on startup as well, which makes the crash so frustrating it takes so long to get back to where you were previously.