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Floydii

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  1. I'd suggest it would be the missile running out of energy (and therefore lift) before the 20nm mark.
  2. Im not sure this is correct. The main issue here is that the AGM-122 can currently reach 100% further (at least) than the stated range (at speed and altitude) of 9nm. Can any of the L-M model AIM-9s in DCS go 20 NM and stay controllable?
  3. There is a bit of chit chat about the WinWing setup - disregard that and pay attention to the bit where he establishes the black and white zone to tell reshade to brighten the screens that MFDs are on.
  4. You may not be able to, but I believe you can use Reshade to brighten certain parts of your screen/s. Do that over the top of MFDs and it may help.
  5. Okay, I'm in 2D. Does the workaround work for you in either ST or MT?
  6. I have a fix for multiplayer using the Singlethread exe. The key is to force the game to render the area you are going to spawn into immediately before you jump into an F15E from slot selection. I think the issue is to do with preloading textures and objects (including the F15E itself) when slotting in to an aircraft. What I have found sounds like what Recluse is seeing in that if you don't force the game to render out the airfield you are going to spawn at, it will crash upon you slotting into the F15 at that airfield. I have forced it to render by going to the airfield in the Spectator mod Map then going ctrl-F11 in order to get all the textures loaded in the immediate area. After that I jump in the F15 and its fine. Try to spawn in another F15E somewhere else - game hangs (unless you first go to spectator and preload the area again). I'm yet to test it, but I suggest if you are going to join as a WSO, first F2 view the jet while in spectator, and then jump in. Again, Single player works fine, and Multithread works fine if you can deal with random hitching and 5-10 second pauses, So I don't know what is peculiar to the F15E on Multiplayer in Singlethread.
  7. I am having a similar problem, when loading into a MP server (using single thread) and selecting an F15E. About 75% of the time it loads an untextured cockpit, no scenery and freezes. In singleplayer, no issues. Multithread multiplayer F15E loads fine, but then becomes unplayable due to random freezes etc (all modules). I will try: - running without mods - doing a slow repair - deleting fxo/metashaders2 From everything I'm reading, I'm pretty confident is a bad mod interaction. *Due to Multithread having really bad stuttering
  8. Are Air Defence units prioritised above other ground vehicles in line with the Priority Schemes - Ie, if the scheme prioritised static ground vehicles, then the first static ground vehicle selected is an Air Defence one (should it be present). I recall this behaviour from enough earlier Longbow sims to form the view that it's likely a thing.
  9. Applying the mt.lua had no improvement to stuttering and hitching I've been having since at least the last OB patch. When panning the view, the game will consistently pause for 2-10 seconds the view is pivoted more than about 5 degrees. Hitching also noticeable when observing terrain passing by. I'm running an intel i5-7600 CPU (3.50ghz currently OC'd at 3.90ghz) - four cores, no virtual cores. Of note, hitching is not present in single core mode. I have also had some success progressively removing DCS' affinity for certain cores and then re-adding them, but it doesn't permanently solve the issue during a session.
  10. I'm on an Intel quad core as well. ST works with no issues while MT stutters when looking around in cockpitand then will randomly freeze for 5-10 secs while flying. I've unparked all cores, but no perceptible difference. I'd run ST until this is fixed except the F15E doesn't like it.
  11. I've had a similar instances as WSO in MP where the view starts shaking and the wings are badly bent up like they've overstressed. The pilot doesn't see any structural damage and if I rejoin the slot, the damage and shaking disappears. Best I can tell, desync between pilot on WSO caused warping on the WSO end which then is reported on that client as aerodynamically caused damage. I suggest a solution would be to ensure the WSO client derives all ownship damages from the pilot client. That, and the interpolation done to make pilot client manoeuvres look normal to the WSO is bounded by what the aircraft can actually do - ie, not accelerate downwards instantaneously at 70g.
  12. If you're staring from scratch, that's a fair assumption, however the DCS DTC allows you to save the coord and other settings that can be reloaded and shared with a couple of mouse clicks.
  13. 100% this. Its silly that you can fully rearm the jet with GBUs with the engine running, but can't change the codes. Given the highly abstracted rearm/refuel/repair mechanic in DCS the inability to change GBU laser codes on the ground seems like an inconsistent limitation. Note that the JF17 has a correct ground-only LGB setting limitation, but you can do that with the engine running. As such, it doesn't look like a base DCS Coding limitation is causing this, rather an inconsistent design decision. I note the same thing effects the harrier APKWS (but not its LGBs oddly).
  14. 100% this is something needed for all modules and I unserstand that ED is working on it. Now, noting this thread started life in the F16C forum, the following tool will address your need for F10 waypoint entry (and a bunch of other cool configuration stuff for the Viper): https://github.com/the-paid-actor/dcs-dtc/releases If you like it, mercilessly encourage the Author to expand it for other aircraft.
  15. My apologies, you didn't post a link initially so I must have gone to the old one. I like where its going though.
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