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Everything posted by peachmonkey
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in the last update ED moved AI calculations to a separate thread and it screwed it up on my system (5800x3d+4090 at 39ppd) as well, stuttering galore. So I'm building a new system (7950x3d+4090), hoping this much beef would resolve it, but haven't tested it yet... forgot to mention, a lot of stutters come on when getting close to the AI units (ground or air). Flying on a empty map is usually pretty smooth. I feel the AI code needs optimization for a dedicated cpu thread, I wonder if ED did any, or simply 'off-loaded' it hoping for the best..
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I get stopped engines in B17 quite frequently, and my attack is usually a very fast slashing one from side to side. If I set on their six then yes, it's usually a fire next to the root of the wing. If I focus on one engine I can usually set it on fire/black smoke, which is the most cinematic one of them all. I break their wings off quite frequently as well, but that usually involves me crashing into them otherwise wings always stay on.
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Canopy Glass is Flickering During Head/Zoom Movement
peachmonkey replied to razo+r's topic in Bugs and Problems
hi, @NineLine is this something you can add to the list of issues, possible? The flickering inside the cockpit, it seems to come from the canopy itself. It ranges in intensity from very light and barely perceptible flickering to very pronounced. The range is tied to the configured resolution/shadows, cpu utilization (as well); I'm experiencing it in VR (varjo aero), however it's happening on the monitors as well. -
I also started to get the stutters with my 5800x3d after the latest update (July update+hotfix). And after a while I noticed that when the CPU is pegged at %96-99 I start getting serious stutters. The CPU gets pegged when I approach the AI, be it ground or air. Based on the patch text it appears ED has introduced a separate thread scheduler for the AI calcs, and that essentially increases the overall CPU utilization on my rig. I was running 5800x3d + 4090, with Varjo Aero at 39ppd and DFR with 1.4 multiplier in the focus area and 0.7 in the periphery using mbuccia's VarjoFoveated. Per mbuccia himself the VarjoFoveated (and Quadview foveated app from him) are putting a lot of additional strain on the cpu since CPU needs to render the same scene twice (to overcome DCS's bug before the latest patch). To fix the stutter I had to stop using VarjoFoveated and instead enabled Varjo Aero native DFR (via registry config, there's a blog post on their website). The native DFR doesn't allow to oversample the focus area (there's no way to change it) so the resolution is a bit lower, but because there's no more need for the CPU to render the scene twice the overall CPU utilization has gone down 10-15%, which is enough of head room for my rig to have no stutters period.
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check if the throttle lock is enabled (it's a pedal on the floor, next your left foot). When I fly Anton it sometime gets engaged without me pressing any buttons, and I don't even have any bindings assigned to it, neither on Hotas nor in Keyboard. It seems like some sort of a bug. All you have to do is just click on the pedal and it'll release the throttle.
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Dora is awesome as well, but the gunnery on it.. well, you really gotta learn it, especially in upclose encounters. It looks as if the cannon rounds exit the barrel at a slight incline, i.e. they aren't centered on the center of the sigh/crosshair, but 2-3mm above it; or it maybe the sight center is simply lowered. I understand it's specifically to deal with long 300-400m shots, but in DCS nobody shoots from that far But it definitely has lots of speed necessary to fight with the p51, and outruns all other blues without problems. Just don't turn with it. Boom/zoom only.
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if you want to get into A2G business then A8 is the way to go. You get 1 bomb + 2 rockets as a load out (obviously it's nothing compared to the blue planes, but still), and a radial motor that outlasts any other plane if damaged, it's extremely survivable, talking about flying 15-20 minutes with no oil and 1-2 cylinders shot out, it's pretty fun to nurse it back to home with all the damage. It's also decent in the dog-fights. You can easily take on the P47, and the noob-medium p51s. With 4 cannons + machine guns you can kill any plane head-on. The only advice I can give you is if you want to be great with its gunnery then learn it with the tracer-less ammo. You'll see better where you shots land on the ground and you can adjust it accordingly (walking it). The same with the dog-fights, you'll get a much better idea for deflection shots, etc.
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The recent 2.9.6 update pleasantly surprised me with the updated cockpit for Anton, which wasn't even announced in the patch notes. It looks stunning, I'm at loss of words. High resolution textures, mixed in with the reflections and some sort of lighting changes make it look like a totally different plane now. The leather padding looks like it's covered in velvet . The cockpit lighting is no longer blue either, it's yellowish and more fitting the ww2 era.. Kudos, ED, @BIGNEWY! Awesome job! It seems ED also added some tint to the cockpit glass, still adjusting to it, but nonetheless an interesting change!
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yup, it is annoying, today's patch contains only the rear wheel fix for p47. Meanwhile, I can suggest using WEP at ~2,600 RPM, I never have problems with it that way.
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hi, @BIGNEWY, awesome patch, thank you!! Can you possibly explain what this change does exactly, i.e. what to expect? - VR. OpenXR. Controller/ Input. Change keypressed logic.
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cannot reproduce Controller Input not showing
peachmonkey replied to Schmafuzius's topic in Bugs and Problems
make sure you've got the take off flaps on (flaps middle button), and rotating at 200kmh. It'll roll to the left with high AOA and slow speed. null -
hi, all, wondering if anyone can reproduce the behavior, pretty much the subj.. - when equipped with Rockets (granate) and a Bomb (500kg) the rockets don't fire. The rocket Arm switch is set to ON (left switch on the arming panel). Can drop the bomb just fine, and can do an emergency rocket release as well. It's the firing of the rockets that doesn't seem to work. When equipped with just rockets they fire normally like they should. weird.
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I might be wrong, but doesn't the "new" suspension mechanic simply adds the tire's softness into the mix? When it was first announced as an upcoming change to Mosquito it was presented as the "old" was just calculating the struts compression/rebound, and the "new" was struts + tires compression/rebound. So, technically, the struts softness shouldn't have been changed at all.
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whichever stick you get I recommend to add some curves to the Pitch axis, I run at ~40, some are fine with 10 or less. It gets a lot less twitchy in its pitchy.
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alright and I piled on the bandwagon like a responsible netizen. cheers.
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that still doesn't explain it. MB = Mega Bytes mb = Mega bits the RAM is already at 16GigaBytes, not 16GigaBits. So actually need to multiply it by 8 to get your GigaBits, i.e. 16x8 = 128GigaBits why am I typing this...
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thank you, @BIGNEWY!
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hi, @BIGNEWY, thank you for the hint on the G warm up, it's exciting that we have it in the war birds as well. However, I have couple of questions: 1) how long do we do the G warm up for? I've seen some posts where it's couple of 180 turns at 4G, or a sustained 4G for 20 seconds. 2) how long does the warm up last, i.e. how long after the "warm up the training + dog fight" the warm up goes away? It'd be great if you clarify the above, for all warbird lovers indeed.
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yup, indeed. I think this discussion triggered in me a much older topic where people were calling for the true cockpit limits where you can't stick the head in either 2d or VR mode (I'm not a fan of this request if it's not done properly). Anyhoo, all good
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it's the limits that are set on the snap view/pilot head axis and lean angles, not the 'cockpit'. In VR I can turn my head 1:1 backwards it'll remain inside the cockpit. If during that movement I also lean towards the cockpit canopy then my head start to stick outside of the cockpit. It's this "leaning" that takes you outside of the cockpit limits. That's what needs to be fixed. In VR I can stick my head through the canopy of any module. There are no cockpit limits configured from that perspective. in any case, it seems to me we're just arguing about the semantics here.
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it's a snap view problem, not a cockpit limit problem. Snap view "throws" must be adjusted to the cockpit size.