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Racoon-1-1

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Everything posted by Racoon-1-1

  1. Now I have the same issue with the hornet again on carrier start. Same when the aircraft is passing me supersonic in the F3 view. My VR screens (Reverb G2) just go completely black for 5 seconds. I am flying in Steam VR and MT.
  2. Hey BIGNEWY, I had the exact same problems in VR and MT with an i7 12600k. 90fps, but game breaking freezes and stuttering every 5 seconds. For my system I could 100% fix this by disabling intel efficiency cores for DCS with Process Lasso. Unfortunately this is probably not a solution for KoN and his Ryzen processor, but maybe you could fix the problem for 12gen+ intel users by forcing DCS to just use p-cores on an intel system or perhaps this info could help you otherwise. Kind regards
  3. I found some kind of work-around. You can still not use ship groups with, but at least you can synchronize different groups a bit. For example I have 2 waypoints for the stennis (WPT0 and WPT1), at WPT1 I give the go-to-wpt0 command, but with the condition that a certain Flag X must be 1. Then I create a few single-ship escort groups in parallel with analog waypoints (and analog condition for the go-to command) and also set a rectangular triggerzone T that encloses all WPT1s of all groups, with a little bit of error margin. Then you need two continuous triggers. The first sets X:=1 when all ships are in T, the second sets X:=0 when one ship of any group is not in T*. It's not pretty, but at least the groups stay more or less synchronized even in longer missions. * I don't know the exact trigger names, but it goes s.th. like PartOfGroupNotInZone("group-1", "T") [OR] PartOfGroupNotInZone("group-2", "T") [OR] ... -> Set Flag X:=0
  4. (I don't know if this was adressed before, but I didn't find anything regarding my issue.) My problem is that when Ship Groups are on patrol (between 2 waypoints with go-to-waypoint-0 command at wpt 1) and have to make a 180° turn, they always try to stay in formation, but absolutely fail to do so. Then they start to zigzagging like crazy to prevent collisions which also often fails. So the ships start to drive through each other which kinda breaks immersion. Also when a carrier is involved it's almost impossible to land on it until it managed to drive a straight course again, which can take several minutes. This seem to happen no matter how large the distance between the ships are. The solution for me now is that I simply can't use ship groups on longer missions. I think there would be a simple solution if ship groups would have an option to just make in place turns without trying to turn the whole formation. So that after the turn the ship that was in the back is now on front, the ship that was left is now right etc.. Is there anybody else with this issue or am I missing s.th. in the editor? Thank you in advance.
  5. Found a small one. The coordinates for the red and blue bullseye are not on the actual map. Their longnitude is like 32° too far in the east and hence you cannot edit the coordiates manually (just drag&drop the BE object) you can't place it somewhere else. The neutral bullseye is fine though. kind regards
  6. Sounds like the train is calculated in a client thread concurrently to the server logic.
  7. As the title says, I noticed that when infantry gets wounded, they start smoking like a damaged vehicle, which looks pretty ridiculous tbh. ^^ I tested this with the units "Infantry M4" and "Infantry M4 Georgia" (both non-static). I can provide screenshots if necessary, but this should be simple to reproduce. For example I set up a mortar to fire upon an infantry squad. Since it fires indirectly and doesn't have the destructive force of real artillery, many units just get wounded... and start smoking immediately.
  8. After landing on a carrier I noticed that the AI parks its aircraft, shuts it down, but then for some reason disembarks and keep standing on deck (sometimes right next to the touch down area 0.o) while keeping the canopy wide open even when it rains. It would be way cooler and better for the overall immersion if the pilot would just disappear on carrier and the canopy stays closed after shutdown. Of course this shouldn't be a priority, but imo it's always the details that make this simulation shine. kind regards.
  9. I came across the problem, that I can't get any GPS on the persian gulf map (after 1986, "unlimited satnav" is activated in the ME). Another problem is that the manual says nothing on how to fix the NAV error during flight. Selecting IFA in the air seem to make it much worse very quickly. But when just just selecting NAV even after a short flight (~5min) (and after a full carrier alignment ("0.5 OK")), CCIP becomes so unprecise that it's completely unusable. Any help and/or information on that matter would be awesome. kind regards. EDIT: Ok, it seems that when I change the date to >= 1996, GPS works again. (even though "unlimited satnav" seems to indicate that the date shoulnd't play a role) But is there still a possibility to fix NAV error?
  10. It's seems to me they're talking about a slightly different problem. They're describing units going to the wrong waypoints. I have a problem with them not moving at all and the problem occured only after patch 2.8 for me.
  11. For ground units and ships I noticed since 2.8 that the go-to-waypoint logic doesn't work anymore. For example the setup is: ( WPT 1 ) -> ( WPT 2, advanced wapoint functions: go-to-waypoint-1 ) Most units seem to go back to WPT 1, but then they just stand still forever and don't go to WPT 2 again. With some units I noticed that they even ignore the go-to-waypoint order completely.
  12. Since it's often very important to take notes, for example: writing down coordinates of a ground target, this becomes a problem for VR users. So something like a tool where you can copy&paste coordinates to a noteblock (on the kneeboard), so you can then manually transcribe it to your target/nav computer would be pretty nice.
  13. You're right, this is just of minor importance, but I was using this just as an example. But what about a dynamic campaign, the problematic AI or finishing the Hornet and other planes first? Imo there are many parts of the game that should get more attention before putting all resources into developing new modules. For example I love the F-16, but I refuse to buy that module right now because of this current policy. From what I see right now, it will probably also be left in its half-finished state for a very long time while the team goes over to their new projects.
  14. Hey folks, I get more and more the impression that the current focus is to produce as much modules in the shortest amount of time possible. I mean yeah, a lot of planes are definitely cool, but when I read that huge parts of the F/A-18C team switched over to the F-16 while the hornet is still in early access, the question comes up if the current strategy is really the best. What about the ground statics or a lot of the ai-controlled planes like the B-52, B1 etc.? To say they look a bit dated is an understatement. We have the Hind and the Apache now, but where is the fun fighting such old assets with these cool machines when they don't even have adequat damage models? I get that new modules are the stuff that keep attracting new players, but at this point I think the rest of the game also deserves a bit more attention. Kind regards
  15. It's not the same, but you can still program your jdam stations via ufc in pre-planned mode. You have to type in all the coordinates manually of course, but then you can still drop them all at once and on different targets.
  16. I noticed that it is absolutely impossible to use the Supercarrire how it is intended to be. When there are multiple flights departing at similar times from the carrier then the AI completely quits its service. Planes are unable to taxi to the catapults because they totally get in eachs others way and even drive into each other which is causing damage to planes. It isn't even possible to do workarounds in the editor since you can't determine where planes spawn on deck.
  17. Ah dammit. I guess it was an R37 or R73 then (it was a head-on engagement, so any missiles should have been in the RWR scope), I was way too close anyway. But I guess it's always not the best idea to end your defensive flying right after an engagement just because your instrument don't tell you you're still in danger. ^^
  18. I had an BVR engagement on a 4ya server just now. I flew the F/A-18, enemy AI was a SU33. I splashed him (also got a notification) and turned defensive. I turned of the AB, leveled out and then got hit by a missile. Either the remnants of the down spiralling SU33 had still a stable lock on me, my RWR didn't detect an active R77 or there is something about radars and missiles I still don't understand.
  19. ok guys, if someone still has this problem, with the help of the support guys I finally managed to get DCS to run again!! Problem was that I didn't remember that I not only switched DCS to open beta (right click on the game in steam library). But also switched steam itself to the beta client (Steam -> Options -> beta subscriptions (loosely translated)). So basically those are two different things. I remembered that I thought like one year ago when I wanted to change to open beta, that you also need the steam beta client for this. But at least now I can say that after the unsubscription from steam beta, DCS still stayed in open beta (2.7.7). This just initiated a steam update and directly after it, DCS started without a problem again.
  20. I am currently re-installing DCS, but for me it's nearly 150GB so this might take a while. XD Maybe this is unrelated, but I found something weird in my DCS DLCs: There seems to be something wrong with the timestamp (Unix Epoch ?) for the Mariana Islands Map DLC. Is it possible that this can have a negative effect on something? kind regards
  21. I have this exact issue on steam open beta since the last client update(10-29-2021). DCS worked perfectly fine 10min before the update. In multi- and singleplayer. The steam repair tool couldn't solve it either. Nope, I get the same "Can't run" error message. I closed steam, clicked on the .exe and got the same message as if I would open it in steam directly. === Log opened UTC 2021-10-29 00:54:02 2021-10-29 00:54:01.900 ALERT SECURITYCONTROL: Can't run Steam! 2021-10-29 00:54:01.902 INFO APP: Command line: "S:\SteamLib_SamsungEVO970\steamapps\common\DCSWorld\bin\DCS.exe" 2021-10-29 00:54:01.902 INFO APP: DCS/2.7.7.15038 (x86_64; Windows NT 10.0.19042) 2021-10-29 00:54:01.902 INFO APP: Application revision: 195037 2021-10-29 00:54:01.902 INFO APP: Renderer revision: 22490 2021-10-29 00:54:01.902 INFO APP: Terrain revision: 22438 2021-10-29 00:54:01.902 INFO APP: Build number: 687 2021-10-29 00:54:01.902 INFO APP: CPU cores: 4, threads: 4, System RAM: 32699 MB, Pagefile: 49152 MB === Log closed. Update: And I get the same after I opted out of the open beta on Steam! === Log opened UTC 2021-10-29 01:24:26 2021-10-29 01:24:25.813 ALERT SECURITYCONTROL: Can't run Steam! 2021-10-29 01:24:25.815 INFO DCS: Command line: S:\SteamLib_SamsungEVO970\steamapps\common\DCSWorld\bin\DCS.exe 2021-10-29 01:24:25.815 INFO DCS: DCS/2.7.6.13436 (x86_64; Windows NT 10.0.19042) 2021-10-29 01:24:25.815 INFO DCS: DCS revision: 193433 2021-10-29 01:24:25.815 INFO DCS: Renderer revision: 22322 2021-10-29 01:24:25.815 INFO DCS: Terrain revision: 22345 2021-10-29 01:24:25.815 INFO DCS: Build number: 662 2021-10-29 01:24:25.815 INFO DCS: CPU cores: 4, threads: 4, System RAM: 32699 MB, Pagefile: 49152 MB === Log closed.
  22. I have now the same error. It occured directly after a steam beta client update. Game ran perfectly 10 min earlier! ******************************************** My \Saved Games\DCS\Logs\dcs.log: ******************************************** === Log opened UTC 2021-10-29 00:38:09 2021-10-29 00:38:09.530 ALERT SECURITYCONTROL: Can't run Steam! 2021-10-29 00:38:09.534 INFO APP: Command line: S:\SteamLib_SamsungEVO970\steamapps\common\DCSWorld\bin\DCS.exe 2021-10-29 00:38:09.534 INFO APP: DCS/2.7.7.15038 (x86_64; Windows NT 10.0.19042) 2021-10-29 00:38:09.534 INFO APP: Application revision: 195037 2021-10-29 00:38:09.534 INFO APP: Renderer revision: 22490 2021-10-29 00:38:09.534 INFO APP: Terrain revision: 22438 2021-10-29 00:38:09.534 INFO APP: Build number: 687 2021-10-29 00:38:09.534 INFO APP: CPU cores: 4, threads: 4, System RAM: 32699 MB, Pagefile: 49152 MB ********************************************
  23. It's maybe just a minor issue. But for the immersion I find it really annoying that the AI just leaves the cockpit open after the pilot exits the plane. Especially when it rains...
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