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MoleUK

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Everything posted by MoleUK

  1. Have any problems with menu screens been flagged? That's the other noticeable change in the latest patch for me. Bringing up and scrolling through role select on a busy server can result in severe stutters and freezes now. Not sure if it's related to the startup problems, though the main menu can also be iffy in the same way when it first loads up.
  2. Unfortunately the clear canopy glass mod by Taz1004 now breaks IC. I don't know of any other clear glass mod for the Huey atm, there are some module specific one's that don't fail IC but none were as effective as Taz1004's solution. Definitely recommend the hanger screen mod though, been using it for over a year. Helps with some F10 issues.
  3. The MT build actually still supports the Oculus runtime on VD on the Quest 2, to clarify. Personally I've been using OpenXR via oculus link and having pretty solid performance, as I have been having problems on VD on the oculus runtime (nothing to do with DCS I don't think) for a few weeks. Do have some odd issues where FPS gets wonky for a bit at random times and the view lag behinds (feels like vram/asw problems but not sure), and big fps drops while on the menu. These don't happen on the oculus runtime via VD however.
  4. You can definitely redline and beyond the torque without a problem atm. I have no idea if it's accurate or not. I have hit 160 knots fairly easy in a moderate dive, others have hit much higher speeds. Doesn't fall apart unless you start doing hard turns. I suspect a lot of people won't like the new FM (And that's what it feels like, not just an engine overhaul) when it's running light or unarmed. When it's heavy it feels closer to the old Huey with some new oddities like losing a lot of rudder authority (consuming fuel at 2x or 3x the rate it feels likeit maybe should) and a weird hover transition area for landing in particular. When it's light something feels very off. It wants to go UP. Almost get some Gazelle tingles when it's light. But, again, i'm only judging that by other FM's and the previous huey FM, not any RL experience etc.
  5. Ran a quick track for you. Loaded up with 50% fuel so 700 pounds-ish, kept the flight relatively steady, no harsh maneuvers or takeoffs and landings etc. Lasted almost bang on 27 mins, so 54 mins if it were 100% to get through 1400 pounds. Napkin math would put that at 1550 pounds of fuel consumed per hour. In my experience though, with a more realistic flight in a MP environment you're much closer to 40 mins than 54. In that case fuel burn would (very roughly) be around the 1700lb's per hour mark, which lines up with tims chart. huey consumption4.trk
  6. I'm assuming so. Possibly other folders as well.
  7. Just to give you a heads up, the glass mod now fails IC so you will start running into this problem again with shadows off for now.
  8. The customer isn't always right. But when 95% of your customers are trying to tell you something, it's usually good to at least listen. This has made 1440p a FAR more playable experience. It's not perfect, but it's a big improvement imo.
  9. Reeeeeally hoping the crater issue is fixed as that still cripples my MP performance. That and the Mi8 CTD's but i'm less hopeful they've tracked that down yet.
  10. If there are no intentions to create earlier/later hip variants currently, some extra flexibility for loadouts to let us ape those variants a little would be an excellent addition to the module. As we've seen recently with razbams harrier getting earlier than strictly correct variant sidewinders, it opens up some more options for imitating an earlier period variant for mission creators. And as the S-13's are already in and modeled, hopefully it wouldn't be too much additional work, particularly if a pass is being done on the hip this year. A man can dream. I'd love shturms and iglas too to be fair .
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  11. Two crashes today in hip, both on impact with ground. dcs.log dcs.log Cold-War-Syria-v77_DME2-20230331-135200.trk
  12. Gotta bring up the VD menu on the headset. Hold down menu button on left controller, go to stream settings and tick enable performance overlay.
  13. It's VD but via the oculus API, not OpenXR atm. You can tell by bringing up the VD overlay which will tell you the current runtime. VD can't work with OpenXR natively yet, it has to go through SteamVR for that. If it starts launching into SteamVR randomly instead, all you have to do is open up link and set Oculus back as the active runtime, and you will be able to resume launching it via VD with no link/steamVR. That happens when the runtimes get switched, so it's easy to fix. VD may be updating to native OpenXR sometime soon. Once it does, we may be able to launch DCS in openXR in VD without SteamVR, but the dev hasn't confirmed that yet.
  14. This is now fixed as of todays patch. Set oculus to current openXR runtime, and right click VD select launch and point it towards the MT exe. No need for any additions to the shortcut.
  15. Incase it's needed as I just had a CTD in the mi8 on death: Cold-War-Caucasus-v99_DME1-20230321-182428.trk dcs.log
  16. https://clips.twitch.tv/CleanLachrymosePuppyTBTacoRight-UsKXsTzHRZIIsnd4 After the main body of the hind disappeared the rotors remained. Wasn't long till server reset so can't tell how long they stick around. It feels at times that some objects/debris are sticking around longer than they used to, but not sure about that.
  17. I saw huge improvements pre MT update when moving from a 5800X to a 5800X3D. The cache meant I could enable shadows without massive performance loss, so DCS does definitely utilize the cache. However, since the MT release my performance between ST and MT exe is VERY similar atm. I was mostly GPU bottlenecked after grabbing the X3D, so that is not entirely unexpected. The main simulation/logic thread is still a big potential bottleneck, particularly in busy MP servers I think. It is however a higher bottleneck ceiling for many than before the MT release, which is good.
  18. No worries, VR is it's own can of worms. Cheers.
  19. No idea not seen it before. Exact same process launches the non-MT exe without issue though. Only way I can get the MT exe to launch on VD is via SteamVR on OpenVR still.
  20. Removed it, still no joy. Crash on launch when trying to open in Oculus API. dcs.log dcs.log-20230312-103556.zip
  21. I will try lowering the resolution another step and doing another comparison over the next few days to see if the MT build really starts to pull ahead. So far it doesn't really appear to do so.
  22. Will do. To be clear i'm not trying to launch it in OpenXR. I'm specifically trying to NOT do that.
  23. These aren't apples to apples comparisons, as currently the way I launch VD via the Oculus API to avoid SteamVR does not work on the MT exe. So I have to launch into SteamVR then start the MT build. Not seeing much of a performance difference between the two currently. The ST build seems to show a consistently higher GPU uttilization, usually a couple of % higher. 5800X3D, 3090, 32 gigs of 3200mhz ram. I typically play in the "high" setting on VD, it's all the same there too as you scale up. Wanted to see if the CPU would push harder if I dropped the resolution though.
  24. Good to hear, unfortunately launching VD in the Oculus api is not doable on the current MT build for whatever reason. Still works for single threaded exe tho. Hopefully that gets fixed, I think it's trying to force everyone to launch in OpenXR again like last time.
  25. Deleted mission editor folder, ran the repair. No joy, instant crash when trying to start in oculus api. Didn't even get an error that time, just closed itself. As I said I can launch in VD > OpenVR > SteamVR > DCS, but that's much less efficient overall. Single-threaded .exe still launches in Oculus API on VD just fine. dcs.20230310-212717.crash dcs.20230310-212717.dmp dcs.log
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