

SickSidewinder9
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solved DCS.exe not staying high priority
SickSidewinder9 replied to SickSidewinder9's topic in Game Performance Bugs
I'm wondering if just the act of checking on it with task manager on the other monitor is what bumps it down. Also, going into and out of the F10 map seems to cause a slowdown of some kind. Check task manager, have to select high priority again as it has bumped down to background app. Very strange behavior. -
solved DCS.exe not staying high priority
SickSidewinder9 replied to SickSidewinder9's topic in Game Performance Bugs
It actually seems to bump down to background priority sometimes now. And no, setting high priority isn't going to cause problems. Not on a modern system with plenty of CPU power and RAM and a solid state drive. If anything is going to stop responding, it's gonna be DCS as that is what's using up all the resources. I think some of it might have to do with it being launched under Steam. In Process Explorer, DCS shows as a sub process of that. And if the game is hitching, it's usually because I need to set it back to high priority. Thanks Windows? Maybe Windows is also getting confused because of the face tracker using a fair amount of CPU? Seems weird. I think I have Pro, if that matters. Should I set the game to run as admin? Obviously, my account is the admin account, but running apps as admin can produce different results. -
solved DCS.exe not staying high priority
SickSidewinder9 replied to SickSidewinder9's topic in Game Performance Bugs
Might it be a Steam thing? Steam is still ultimately launching dcs.exe, though. -
solved DCS.exe not staying high priority
SickSidewinder9 replied to SickSidewinder9's topic in Game Performance Bugs
I have an i5. I think 11th gen. Don't think that's the problem. It basically happens whenever I do anything in game, like load a map. Or at least a multiplayer map. And I think it'll just fallback on its own after a while too, because I was checking on it and that's what it seemed like. Maybe it's a temperature thing? It's been hot here. AC isn't much of a thing where I live either. At least I can still tube on the river. -
solved DCS.exe not staying high priority
SickSidewinder9 replied to SickSidewinder9's topic in Game Performance Bugs
Interesting. I've been using Process Explorer too, but I'll have to check that out. Just seems weird that the original object would downgrade by itself somehow. Is it a new Windows "feature"? I'm using 10. -
I have noticed that after setting DCS.exe to high priority in the task manager, or even with a reg entry, so that it always starts in high, at some point it will reset to normal. I have never seen an app do this before. This would be with the latest MT build. Doing things like clicking multiplayer definitely seem to change it. Or it just changes back itself after a while? Does anyone know how to get it to stay high priority without constantly going back into Task Manager and checking on it? Yes, it does help a little for me. I think I'm running full screen windowed if that helps. Or whatever it's called.
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In the first video, it looks like you didn't TMS up for a target track before selecting mark, so it went back to the HUD as SOI. Whether or not this is the correct logic, who knows, but Mark mode didn't have a SPI to use, so for all we know, this is the correct logic. The other stuff is definitely a hassle though. I just go to 10 as the range for max zoom. TBH, I don't use map targeting much. I'll have to try more. Maybe it would be more useful if some of the behavior you described didn't happen. Edit: sorry, second video. I wonder if setting a SPI is also the answer to the problem in the first? I have to try later.
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Did you at least watch the video? Because yeah, the way it works now is very hard to use. I'd say logic would dictate it doesn't work that, but this is the US Military. But yeah, freeze is freeze. Freeze the image. Just insisting on a track and washing your hands is lazy. You can see stuff in the video.
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investigating Able to slew sensors even if not displayed. SOI logic.
SickSidewinder9 replied to Furiz's topic in Bugs and Problems
I thought they consulted with real pilots on this stuff. Doesn't seem like it would be classified or restricted either. -
It doesn't seem like we get punished at all for being in the wrong cat. Nor is there any over G stress damage. Is there not supposed to be? Do you have to have random failures on?
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It doesn't seem to be working with either the radar or the tgp.
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We're still not sure what the deal is there.
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Impact angle would be the angle at which the bomb dives on its target at the end. Attack azimuth allows you to specify a direction that the bomb should be going when it hits the target. A lot of GPS guided weapons can have waypoints and hit the target from certain angles. In DCS, this would be especially useful for the cluster type JSOW's since it would control what direction the bomblets spread out in. example: destroying a flight line. How it works in DCS now is you have to precisely line up the plane. How it really works with a lot of GPS weapons is you don't. The hornet has attack heading selection, but I'm not sure it does anything. (also not sure if it's magnetic or true, lol). I can't remember if burst height is adjustable either. Not sure about the other stuff. It seems like some settings are missing from other weapons: spin from WCMD (would control how far it sends out the submunitions), spin animation on the GBU-24 and maybe other bombs. I suppose it doesn't work in DCS since it actually uses the bomb's aerodynamics to computer and guide, but they should be spinning when they fall. You can especially tell on the 24's because the control surfaces are staggered in relation to each other. That should make the bomb spin, but computing the bomb drop would probably break our CPU's. The way to fix this would be to have animations of bombs not connected to how it flies. IDK why that's not the case. Maybe it is, and I'm just talking out of my ass. But if it is already the case, why don't the bombs spin when they fall? Seems lazy. Like the lack of 4k textures for aircraft. Also, if you added a functioning attack azimuth the plane would have to calculate release for that too. Unless they don't IRL, but that would be odd. Anyway, would be nice to have more complete weapon functions. Oh, there's also no delayed fusing option on the GBU-24. Seems odd that that wouldn't be there.
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Yes, but I'm pretty sure I've seem them at airshows without them. Both in meatspace and cyberspace. Also, if it were an actual military op, and not some kind of training flight, wouldn't they be live weapons? There's too little info along with that pick to really say what's going on.
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Could the bombs have just been preprogrammed on the ground? Also, just noticing that they have captive carry training sidewinders on the wingtips, so any number of other things could be going on there.
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acknowledged Aircraft markings after latest uppdate.
SickSidewinder9 replied to Jsood's topic in Bugs and Problems
Yeah, one of the updates broke the numbering system on a lot of the skins. Even their own skins. Good move! -
Unable to keep f16 flying straight, drifts in both directions.
SickSidewinder9 replied to mazin's topic in DCS: F-16C Viper
Again, normal. Planes don't want to fly straight like how cars tend to self center. That's just how they work. Even your car will kinda drift with the slope of the road. -
Unable to keep f16 flying straight, drifts in both directions.
SickSidewinder9 replied to mazin's topic in DCS: F-16C Viper
You're saying that when you're near stall the plane doesn't fly dead straight? I don't see what the problem is. Especially if you have any wind or targeting pods mounted. Don't adjust the roll trim. An amateur mistake in the real world is trying to fly the plane with the trim. Fly the plane. Use the flight controls. Have you ever been on a plane before IRL? Most airliners now are fly-by-wire. Watch the wingtips out the window when you are landing. You are rocking back and forth left to right. Every single time. The lower you get, the more it does it. There is a thing called ground effect: The air being knocked down by the wings bounces off the ground and pushes back up on the wings, so after you cross the runway threshold and are very near the ground, the plane has a tendency to float a bit, and there's no reason for this to happen perfectly evenly and dead straight. Even if the flight control system automatically compensated for this, there's no way it wouldn't wobble because of the air is swirling. The air is swirling around parts of the plane, always. The closer you get to a stall (and the higher alpha) the more it swirls. You can hear the wind noise change in game, just like you probably would irl. This is a sim, not an arcade game, so they have replicated stuff like that. On top of that, landing the F-16 just right really does take some practice. It might be a little bit easier in real life with real flight training, peripheral vision, and the sensation of movement. Either way, what you say you're experiencing doesn't sound very strange, it sounds like flying a plane. -
Are you guys able to get it to work with full landing flaps? I only seem to be able to get it to work at takeoff flaps. I always wait till I'm abeam the ship and on speed.