-
Posts
84 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Dr. Anti-Vehicle
-
I tested every possible setting. SSAA and MSAA on and off. With MSAA off, average FPS is higher, but FPS dip still exists. I uninstalled LED applications, yet there is not difference. I agree with you. This kind of performance with 50% resolution is ridiculous. I remember about 2 months ago running full SSAA and MSAA with 80% SteamVR resolution with ease.
-
Setup Reverb G2 i9 9900K RTX 3080 64GB NVMe SSD SteamVR 50% (I know it's ridiculously low but performance matters) The game feels really smooth in general, but this kind of frame rate dip causes massive image desync when I move my head. I tried bare minimum graphic setting, but no hope. It's almost as if something is interfering DCS. I started to notice this frustrating performance about 1 or 2 months ago. Performance was like a dream before that. Any idea what could cause this or how I can identify the cause?
-
correct as is Rocket launch sounds
Dr. Anti-Vehicle replied to BlueSteel's topic in Bugs and Problems
This is pretty sick. Is it the sound that current Beta version has? I wasn't paying attention to the sound yesterday when I played. -
correct as is Rocket launch sounds
Dr. Anti-Vehicle replied to BlueSteel's topic in Bugs and Problems
I think in the real life video, there is little to none sound of "bang" upon rocket motor ignition. In DCS, the "bang" is very obvious and it's the same for almost all missile EXCEPT HARMs. In my opinion, in DCS HARM launch sounds more realistic. Real life video for reference. -
Excuse my stupidity. Why and how throttle can control AOA? Why not trim?
-
现在还是没有。Beta版本还没跟上内部版吗
-
reported Spawning on cats - can't remove chocks
Dr. Anti-Vehicle replied to StandingCow's topic in Bugs and Problems
I know this is annoying but the workaround is when you respawn, make sure to return to spectator before selecting a new slot. That way you won't spawn on any cat. IIRC I was able to remove the chocks after unhook the launch bar. You can try that too if you don't wish to return to spectator first. -
I feel MP performance has dropped in the last few weeks
-
Is the rain drop missing just from VR or all users?
-
Yes, I'm the guy who got downvoted like whirlpool on reddit for this post. The only purpose I brought this up is to learn and get to the bottom of it, not to say "ED this is bug so fix it". Then if it does turn out to be a bug, this can be reported. But people are very defensive yet little evidence is produced to prove otherwise. So here I am, looking for insights so I would really appreciate any feedback so that I can keep testing. Please, I need your help. TLDR with my Youtube video: When landing with full flaps, nose drops down immediately upon touching down regardless of speed, AoA, or stick input. While in half flaps, nose keeps up until the jet slows down even without stick aft. Reference of real life video. Nose does not crash down even with speed brakes extended. Now, you might ask: why do you want to aerobrake anyway if Hornet is not supposed to flare landing? You are right, but this doesn't mean I cannot question it, right? I notice it on day one with this module but I didn't think twice. Until last year someone told me "It's because the wheel friction is modeled abnormally high to prevent it from sliding on carrier deck" so I thought weird but ok. Then a few months ago someone else told me "It's because full flaps has reverse ground effect bug with wheels on the ground. If you try landing with half flaps, you will be able to aerobrake". Then I tried it, and he was right. There were many possible explanations given by other players and here are my thoughts: When on speed AoA with full flaps the elevator is already near its full effectiveness and can’t hold the nose up no matter what you do. My test: The stabs trim position is nowhere near max rotation. Full flaps causes little airflow over stabs so it cannot hold nose up. My counter point: when plane is still in the air, stick aft can still bring nose up easily. Full flaps introduces greater pitch down rotation force. My counter point: on speed AoA trim already compensates that force. So the downforce at the rear and pitch down force on the nose stay balanced. Wheel friction is higher with full flaps. My thought: this is possible because speed drastically decreased upon touch down while speed maintains relatively steadier with half flaps. I don't think it's because full flaps has higher drag because again throttle input neutralizes that the force if you fly a butter landing which was the case in my example video. Reverse ground effect with full flaps and wheels on the ground. My test: in order to test it, I figured to do a butter touch and go and compare landing speed and take off speed. Because my assumption, and I hope it makes sense to you too, is that if throttle input is smooth and steady, plane should touch and leave the ground at similar speed with the same configuration. And the results are surprising. The result is: full flaps take off require 15 additional knots compared the moment before touch down, but half flaps land and take off at similar speed. Screenshot 1: 130 kn moment before touching down with full flaps Screenshot 2: 145 kn moment after wheels up with full flaps Screenshot 3: 142 kn moment before touching down with half flaps Screenshot 4: 144 kn moment after wheels up with half flaps To better elaborate this: with flaps full, there is some kind of force that is preventing lift off that requires more speed and more lift. And once plane takes off, you can slow down and maintain 130 kn right above the ground just like the moment before touch down. But with half flaps, the energy states are almost the same the moment before touching down and wheels up. In other words: flying on speed AoA with full flaps with wheels just barely touching ground required much more energy than flaying 1 inch above ground. In reality, the only additional force with wheels on the ground is friction What I also don't understand is take off speed with half flaps is almost the same as full flaps. But AoA is different so I can't say anything about it for sure. I encourage people are are interested in this to test it with as many configurations (weight, AoA, stick input) as possible and let me know your findings. For people who think current flight model is accurate, my question would be: are you saying that there is absolutely no way to do a wheelie during touch down with flaps full, stick aft, and steady throttle input? I think this is hardly the case in real life. As we know Hornet flight model review is still in progress. I don't know if this is something ED is also looking into, or if the updated model with change this behavior. Tracks are attached. Please note: the tracks were used to take those 4 screenshots, not the same tracks that created comparison video in the beginning. Full Landing & Take Off.trk Half Landing & Take Off.trk
- 1 reply
-
- 3
-
+1 Hornet bug fix has been slower recently in general
-
Thrustmaster TFRP Pedals toe brakes inverted
Dr. Anti-Vehicle replied to Solbaru's topic in General Bugs
Try reset the device in Control Panel. Don’t calibrate it. -
I forgot to ask, is this a VR bug or a game bug in general?
-
Carrier Operations Guide by Pieterras
Dr. Anti-Vehicle replied to Lex Talionis's topic in DCS: Supercarrier Tutorials
Official super carrier manual is good enough, and this is even better. -
Towards the end of the track, I moved TDC in the sequence of left, right, up, and down. But the cross went left, right, down, and up. This behavior started since the last few patches. It's worth to mention that previously during roll alignment, moving TDC would also make bottom cross swing to the opposite direction, but this behavior was reversed and now it will follow TDC direction, which makes logical sense. So if anyone can try this and clarify a bit, that will be greatly appreciated. JHMCS TDC.trk
-
resolved Arrester Cable VR render
Dr. Anti-Vehicle replied to Convexrook's topic in Bugs and Problems
Edit: I found this line in graphic.lua file which is already set to false by default. I can only see cable retracting in one eye.