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dlder

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Everything posted by dlder

  1. "onPlayerStart(id)" and "onGameEvent" doesn't seem to get called either, but maybe I can work with "onSimulationResume"...
  2. Okay, I've finally figured out how to use Hooks. BUT: I haven't found a way yet to determine the player aircraft when in Singleplayer where you can choose your aircraft/faction. Because "onSimulationStart" gets called before the player chooses the aircraft ("Choice of role" screen) and thus any player/aircraft data is NIL. And "onPlayerChangeSlot" seems to be purely a Multiplayer function, as it's never called in SP. How would I hook into that? How'd I get the aircraft in such multi-role SP missions? Cheers!
  3. Hm, I just came to realize, this only works if you have only the "Player" aircraft. If you can choose (ie. it's set to "Client"), the Name attribute is NIL. So this script doesn't really always work...
  4. I couldn't find any function for the export script (like "LuaExportStart"), that is run when you've selected a plane (like "OnSimulationStart"). So to get the players plane for now, I do the following: function LuaExportActivityNextEvent(t) local tNext = t if OutputFile then local OwnAirframe = LoGetSelfData() OutputFile:write(string.format("Name = %s\n", OwnAirframe.Name)) end tNext = tNext + 10.0 return tNext end Is there any better way to do this? Thanks!
  5. You're right; I'm now on 2.9 and the "original" ones work flawless with DFR! null And... this mod does now too!? -> Also, the NVGs look the same in every module, right? Because the original remind of Gen1 goggles, which is perfect for the old P-51, but tbh, in the F16 or 18 you should have gen3 or 4. Is it possible to get the year you're flying in and change the values in this mod accordingly? I have to admit, I don't think so, as those files are loaded when starting the game, so aren't really variable, but maybe there's a way for a "new" mod, which makes the NVGs use different values for different modules or year you fly in
  6. Did a few more tests (same graphic settings as before), without DFR though, as it's quite hard to keep your eyes fixed to the front^^ VR no QuadViews, DLAA, DLSS Quality, LOD = 2 Low Latency = Off, PreRendered = 4 = 37,9 fps VR no QuadViews, DLAA, DLSS Quality, LOD = 2 Low Latency = Ultra, PreRendered = 1 = 38,4 fps (a bit more interesting though is the difference in low frame rate though, because that is no "measuring inaccuracy") And here are my results between the DLSS quality levels; and quite honestly, without "looking for it", even Ultra Performance looks... "normal". Maybe when playing and using it more plus looking for differences, the lower rendered resolution would get more noticeable, but it is actually usable, which I didn't think it would. Quality = 38,4 fps Balanced = 41,3 fps Performance = 43,8 fps Ultra Performance = 48,9 fps @BIGNEWY I'm still curious about the AntiAliasing that is used with DLSS though. If it's automatically disabling DLAA (as in every other game it seems; I've never used DLSS though), will AA be forced to off or to MSAA? Would be sweet if it would "show" in the AA option; because right now its grayed out to "DLAA", which is apparently not used, so it should be set to whatever IS used, wouldn't you agree? Cheers, Hotshot
  7. That seems very doubtful. Because even if you selected MSAA with Upscaling off, as soon as you select DLSS, DLAA gets activated too (and greyed out, so you can't change it). Well, DLAA as I understand it is a shade based anti-aliasing, just like TAA and thus has a WAY smaller performance impact (if any). So it SHOULD give better performance. About the same performance as no AA at all. As per the update, the HUD problem is GONE. DLAA/DLSS (tested both individually), there is no more shimmering HUD, no matter the sharpening slider. The sharpener does make the HUD look better though; not so... thin/slightly washed out (I've tried with 0.75 just for the sake of it) Gonna try SSS in VR tomorrow
  8. Wow that was fast... there was just a DCS update (2.9.0.47168 Graphics. Some graphical options can be changed in the simulation without affect to picture: Anti-Aliasing, Flat Shadows Blur, SSS - fixed Graphics. Screen Space Shadows with DLSS cause Shadow issues - fixed MP. The new rotor wash effect is not visible other clients - fixed Graphics. DLSS. FC3 aircraft HUD blurs with rapid movement - fixed I'm gonna test again tomorrow to see what's what.
  9. I've been tinkering around with the new options and so without further ado: setting everything to max (incl. LOD to 2) is no performance issue in 2D (3440x1440) with 55,5 fps avg. (Marianas, as this seems to be most taxing when doing a low level flight): With DLSS set to Quality, this number went up to a whooping 84,1 fps! But DLAA introduces shimmering artefacts, most notable with a fuzzy HUD! And thus DLSS (which forces DLAA) is pretty much unusable: VR is a lot more taxing though, so I reduced visibility to High and 2*MSAA, with everything else is still maximum and I get 39,7 fps with QuadViews (meaning DFR (dynamic foveated rendering)): DLAA didn't improve the FPS at all for whatever reason, but the good news is: it's not effecting the HUD!! -> most likely, DLAA isn't working in VR and DCS falls back to MSAA? Though this means one can use DLSS in VR! This improves the FPS to 43,6! It's not much, but this is with "DLSS quality" + I've everything on max like LOD and trees + I'm on Marianas: Syria or even Caucasus will have a much better performance! Unfortunately there are still some problems for VR users: SSS (Screen Space Shadows) looks kinda ... "off" or wrong. I personally had to disable that, as the tree shadows looked a bit like "flickering shaders" (I aint no programmer, so I can't describe it any better) DLSS + DFR do not work well together! DFR seems to be a bit too hard for DLSS to work with, because there are noticeable visual artefacts when moving the eyes around. (I'll try to get a video of that). The Performance with DFR off and DLSS on is quite comparable though with 39,3 fps (vs. 39,7 with DFR): I hope this is interesting for some folks and let's all hope the deep-learning for DLSS will get better in time and be thus more usable for 2D as well as with Dynamic Foveated Rendering, because any one of those technologies makes this game playable with a high-resolution HMD like the Crystal, but combined, it's just a pure joy to play DCS especially with maximum graphical settings! Cheers!
  10. Had the same problem with NVGs and Dynamic Foveated Rendering with 2.8 Stable, default, that's why I tried switching to TAZs mod... gonna try again with 2.9
  11. Thanks by the way: finally a totally different campaign then the usual "at / going to war" campaigns. Really digged it (even though the 1st low flying mission past all the power lines was a bit much^^
  12. So, I'm currently using the Pimax Crystal including dynamic foveated rendering and it works great, but there is a problem with NVGs and I was told to use this mod. Unfortunately it doesn't completely remove the problem: nullDoes anyone know how to get rid of or mitigate this graphical error?
  13. Yes... and no. Today, I thought: finally it's weekend and I get to play this mission; but this time, playing the mission in DCS Beta, the planes didn't crash, BUT: they just waited on the runway. So, couldn't play this mission again. Happened 2 times in a row... So, I though, I'll try it in Stable again; got nothing to loose and it did work at first. -> yep, worked. Played the mission 2 times in Stable. Wow, this is some hard to get Ai bug, if it's behaving that strangely
  14. it does seem to work in DCS Beta (at least the 2 times I tried; but for whatever reason, OBS won't hook into non-Steam ("nativ"?) DCS.openbeta There just always has to be some problem or another, isn't there... I probably have to wait for DCS stable to update then.
  15. I play Stable (2.8.7 as of now) and here's the weird thing: I've tried the mission 2 times without a problem. And then, 2nd restart (so, third time playing the mission), this happens: But every time now! Restarting the game doesn't help either! I've also added a track file if that helps... BNBoB-7_ai crashing.trk
  16. Right, thanks!! btw, just made a bug report; and as you stated in your post: I'd like to change the mission I'm in, but unfortunately it's locked somehow (by code probably).
  17. DCS and/or campaign? (does anyone have an ETA on either?)
  18. Sorry for this ignorant question, but: what exactly does it do and why would I need it? I mean, VoiceAttack already let's me input keyboard keys and thus control pretty much everything... Thanks!
  19. I play Stable (2.8.7 as of now) and here's the weird thing: I've tried the mission 2 times without a problem. And then, 2nd restart (so, third time playing the mission), this happens: But every time now! Restarting the game doesn't help either! I've also added a track file if that helps... BNBoB-7_ai crashing.trk
  20. Good idea; not needed with Joy2Key and does use up alot of inputs though... I've now started using VoiceAttack (without VAICOM for now) and it's pretty fantastic; works great, even though I'm not a native English speaker^^
  21. Yep, couldn't agree more. It's very good; will try handtracked as soon as the module arrives, but I'm not so sure if it'll be better The only thing I did: setting the mouse cursor a bit lower: Y = 65, that makes flipping those lower controls much easier.
  22. for instance in the P-51, the Flight Indicator Knob (seldom used, but I just came across it, so I pointed it out) Yeah, I'm just now beginning to include J2K features into my layout. Very cool program. VAICOM: yeah, haven't used that yet too, mainly because - as you said - voice detection isn't all that great (that's probably more on Windows, because Voice Attack just uses that engine).
  23. I know, it's so weird... and Steam really makes this even more complicated, because it's not a 100% clear what happens, when one starts whichever exe from the command line, when compared with the settings in the Steam launch option for DCS. But seeing as the "force vr" command line parameters work "behind Steam", letting you play DCS in VR, even when not set so in the Steam launch options, it would most probably the best if a "launch in MT" cmd parameter exists.
  24. Ok, good to hear! And: thanks!
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