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112th_Rossi

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Everything posted by 112th_Rossi

  1. Thanks. I'll fix that. Sorry :(
  2. I'm on Reddit as CptCreosote. Happy to assist in any way
  3. Sure. So long as I'm credited. I will be making an update for this later as this is just the first iteration.
  4. WpvMAvkGeqo This mod improves the overall engine sound (I am doing an update to include the engine spool down sound) and also adds realistic in cockpit ambiance taken from actual Harrier cockpit footage. The engine noise now has added stereo spacing to make it sound more 'full'. This is especially noticeable when the throttle is applied. You can download the mod here: EDIT: Updated zip file is now here: https://drive.google.com/open?id=12RFHvJKY7lTSe8V28hIm3-dsTNC2ebbg
  5. PBR is the best way to get things looking realistic. When things look realistic it enhances gameplay.
  6. This. It's the only thing stopping me from flying the C101
  7. The assets for the game are stored in Zip files. I suspect it's slow at decompressing them for use.
  8. An overly simplistic and ignorant view if I may say so.
  9. This really hasn't been thought through from a player and community perspective.
  10. Forgot I posted here. You can get v1.0 here https://drive.google.com/open?id=0B0tlTWd6ZHYHNEdNdnNrSjlFc2c Comments, thoughts welcome.
  11. Buy link is broken on the DCS site
  12. rneLxfkIz-o Enjoy. Feedback appreciated.
  13. This happens when you taxi away without disconnecting ground power first! :D
  14. Biggest performance bang per buck. By far.
  15. Considering the fact that DCS never uses 100% of any core says to me that it'll be fine.
  16. Thats the theory
  17. SLI might be ok. Could prove problematic though. I would also say just an SSD as an upgrade. Keeping texture settings to medium to save on VRAM and things should be fine.
  18. Your rig looks fine!
  19. Kinda missing the point here.
  20. ^^ If I want to create a trigger zone over a taxiway I can't :( Also allow us to angle them in the same way you can with units.
  21. Yep you are introducing too much fuel. So you have to slowly increase fuel flow until RPMs are up to speed.
  22. This would be great. Also, the starter makes a hell of a noise when it forces air through. It would be nice to hear that.
  23. My point was that you don't need cores to multithread. Modern CPUs are adapted for threaded operations but the assertion (if there is one) that you need multiple cores for multi threading is false.
  24. Cores have nothing to do with threads. Please for the love of God stop confusing the two. You can multi-thread on a single core if you want. Cores help to spread processing load horizontally across the CPU instead of having to ramp up the clock speed to do the same job. The DCS.exe process has one main thread and that executes top to bottom. If you want to multi-thread you must decide what parts of the process can be done asynchronously without affecting the overall processing chronology. Some routines must be executed in order while others can execute at anytime. It's not as simple as it sounds and depends on how tied together many of the routines are. You can open up a can of worms in terms of memory access since you are no longer just adding to a heap. Memory must be managed in such a way that async rountines don't conflict with each other. In managed code like C# that's easy as it's all taken care of (look at Task Parallel Library) while in C++ an appropriate memory manager must be employed to marshal read/writes. That said there are few quick wins with threading. Loading of resources, such as textures and models can be done asynchronously, that is, the system can load up many resources at the same time instead of one after the other. Also, it could be possible to load assets during the game on another thread as to reduce load in stutter. The downside of this is that assets may not appear at exactly the right time and you may get pop-ins. This is the nature of the async beast. You must identify what routines are ok to siphon off to be async. Lets be clear though, threading has nothing to do with cores. At all. It's a programming technique and this technique is architecturally independent.
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