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Xxx

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Everything posted by Xxx

  1. I don't think it's your SSD that's causing stutters. I see them whenever I try to use the sim as a combat sim! Create a battle scenario in the mission editor and when bullits fly and units move, everything gets bogged down. People are doing You Tube videos just flying around the map, no one is showing any battle? Digital Combat Simulator is supposed to simulate battle. Early 1.5 was fine, but these new eye candy maps don't seem to be combat optimised. I hope ED does some optimising?
  2. Xxx

    TACAN for KC-130

    I never said bla, bla bla, so don't miss quote me!
  3. I don't think line of sight is in the calculations:( I used to be able to put JTAC on high ground up to 2000 Meters away, now I am putting them 200 meters away and "pretending" they are we'll camoflaged! This was driving me to think there was something else wrong, but it was definitely the range of the laser that's got less? Thank goodness for "imortal + invisible":music_whistling:
  4. Xxx

    TACAN for KC-130

    Totally agree with the carrier requiring TACAN! It spoils the shipbourn aspect of the sim. If VRS can do TACAN and ils on their Nimitz and Ike in TacPack, we should have the same here. Speaking of fleet carriers.... It's going to be essential for the F/A 18 when the Hormuz map gets done. Or are we expected to use F10 all the time?:huh:
  5. I'll give it another try. I have indications in the mission planner that the JTAC are in laser range, less than 1 mile actually. But the Lua doesn't recognise I am there. Using the mission planner method, the JTAC stops instructions after "continue", so I don't get "laser on". It may be my high approach though. At 25 k the bomb fall time is quite long? I'll try again. Thanks for the reply. EDIT This works now, but I need to place the JTAC much closer than I had, about 200 meters works. That was the issue. So the "invisible" and "immortal" actions need to be in my mission planner for the JTAC. Thanks for the heads up!:thumbup:
  6. I just tried this with the Mirage 2000, (don't yet have the Harrier due to £). I can not get the scripts to work. I did exactly as you did in DCS 1.5 (latest update). So I tried to set up the mission the old way, using the mission editor to create the JTACs. I find that I can not get the JTACs to designate the target with a laser. I surmise that something is broken, either with the new DCS 1.5 or with my install? Anyone else seeing trouble with JTACs not lasing? The radio comms does not continue to the "LASER ON" "SPOT" it halts after "cleared to attack". Cheers David
  7. Thanks for the video. Once I have downloaded these Lua files, what do I do with them? Where do they go? Or do they install automatically? Sorry for the "numpty" question! Cheers David Edit. I just looked on your You Tube channel and found what to do in the description. Didn't realise the DCS mission engine would find the Lua's, will give this a go. Normally I assign the JTac to lase the target, from the menu.
  8. Good news re WW2 AI. Yes, I am re flying my "Deep Strike" mission and for fun, I am using all my DCS modules, in turn to see if I can complete the mission! (Most fun in the Ka-50 BTW!) In the case of the Mirage and Viggen, the wingman always gets the chop! If he doesn't collide with the ground, he gets a radar AAM or a SA-19 for his breakfast! In spite of adding all the extra mission instructions, i.e. Use Chaff and Flares/ECM etc., it makes no difference he always dies! So the AI that are not my wingman, are obviously better trained? I can not get him to shoot at anything. "Cover Me" is also useless. In each case I am better off flying solo, which is not at all realistic? Happy Holidays Regards David
  9. All WW2 modules. Getting hits is definitely not easy. AI appear to have engine that run at Max boost with no damage? Damage to the AI also seems inconsistent, you can't hit the pilot, which often resulted in a kill in WW2, so bullits/cannon need to knock out engines/controls? Or I may just be too used to Magics and Aim 9's...:music_whistling: In the Mirage, I can not get my wing man to attack anything, cover me or fly with me. He just flies off, does his own thing and 99% of the time gets the chop.....mostly because he's flying at 3000' in a hot SAM/AAA zone!:cry: The mission is the "Deep Strike" I uploaded to user files. The mission is altitude critical. Allied aircraft are required to keep below a radar hard deck. Invariably, my wing man zooms off 3000 feet higher than myself. Cheers David
  10. Please can the AI effectiveness level be worked on? If an average AI skill is selected then can the AI pilots flying reflect a lower level of skill. At least so as to give pilots with "Human" skills a chance of scoring a kill, when going up against AI as enemy? Also can the AI wingman be a little more attentive to commands from the "Human" flight leader. Many times the AI wingman just ignores mission objectives and radio commands. If this is not possible, then at least allow a court martial when your wing man flies off, does his own thing and if he doesn't get killed, just acts daft!:pilotfly: Happy holidays Best regards David
  11. Happy Holidays Chuck. Thank you for your guides. I find them essential. The updated Mirage will be well received and we'll read! Best regards. David
  12. Xxx

    HUD symbology fixed

    Just installed 2.2 and I see the Mirage HUD is now superbly clear in all weather, day and night!:thumbup: Thanks to all involved. The split HUD with a simulated an Ultra Violet filter on the top half, works brilliantly. Best regards. David
  13. I have lost the ability to record with TACVIEW, with DCS 2.2. Thanks for the fixes here, I have Tacview working again in 2.2. 2.2 is great but seems like something else always gets broke! Best Regards David
  14. +1. The main issue I have is with the HUD symbology against the bright sky. The cockpit appears better lighted in the latest 2.1. The HUD is still not right! A UV type filter (fitted to most aircraft HUD's) would help. Or perhaps a HUD symbology colour selector (black/grey/yellow). I hope the Harrier HUD is better and if so, that they "fit" it into the Mirage! Regards David. BTW the Deep Strike missions were filmed and flown by myself. Mission available from DCS User Files. The mission was a collaboration with William, another fast jet fan!:D
  15. Here is a re-run of the Deep Strike Mission. This video shows off the new DCS 2.1 lighting and boy is it good! No need for any Helmet Visor or cockpit flood lighting now. The M2k cockpit looks good! Deferred shading is on with MSAA at x2. Getting 70 fps on a 4790 CPU at 4.5 and a GTX 1080 with 8 Gb. The mission is available for download from User Files along with my replacement sound packs. Cheers.
  16. In NTTR I still can not read the HUD due to the brightness of the sky. It requires a UV filter, similar to the FA-18. That's the real life F-18, I don't know if the DCS Hornet will have one?
  17. Could the problem be in the usage of our CPU Cores? (Just speculating) In Normandy (Deferred Shading on) no ground units engaged, or moving on the map, produces nice smooth flight. Add some ground units and I see stutters. Are the computations for the ground units (threaded commands) getting baulked in the execution of the code? On the other hand, if I just have air to air action, there doesn't seem to be any stutter. Are the air to air threads better optimised? I know it's much more complicated than this! My GTX 980 is always maxed out in 2.1. 100% GPU load and 100% memory use. I am even thinking of upgrading to a 1080 with 8 Gb? If it's a GPU bottleneck? My suspicion is on the threads executed on one core. But here we need a programmer to comment. I also wonder why NTTR is much smoother than Normandy? I hope when all the maps get amalgamated, the stutters are a thing of the past? Regards.
  18. Yes this always happens in the Mirage! I like to think this stops me from "cheating", since in a real world Mirage I couldn't hit "active pause", everything has to be done real time and in good time. It kind of focusses the attention and enhances the adrenaline factor, but that's probably just me? :smilewink: Regards David
  19. Xxx

    2.1.1 Hud Issue

    I agree totally! I think there are still Gamma problems with 2.1.1, especially with Deferred Shading on. Recent videos of the F18 however, depict a HUD that looks remarkably like the real world one, i.e. it's got a blue cast, which is the UV filter in real life! The HUD appears readable in the videos, but again is that with Deferred Shading on or off? All the HUDs require this treatment! A UV filter so we can see the HUD against the glare of the sky, otherwise what's the point of a HUD and Deferred Shading for that matter? Cheers.
  20. I just updated to 2.1.1.8422. Before the update I got 40-70 FPS in Normandy. Now its a stutter fest! I see 10 FPS, with extreme stuttering going on? This is with the exact same mission I made as before. Granted the HUD is readable now after the update, trouble is its unplayable in Normandy on 2.1.1.8244 Sorry, but some thing went seriously wrong here? Regards David
  21. The Deferred Shading seems to alter some effects for me? System seems to be working overtime to render the graphics? I am curious to know, can you target (Lock) a WW2 Tank, say a Cromwell/Sherman with the Viker missiles? I can lock on, but pressing "release weapons" (RAlt+Shift) assigned to my regular joystick button, has no effect! I can not fire any Viker missiles at tanks in Normandy? Rockets work Ok and the Cannon is OK, just no laser guided missiles? Everything still works in 1.5 though? Cheers
  22. Agreed. I can get a couple of Cromwells to move to "on road" waypoints, off road movement doesn't work for me. My biggest worry is the "stutter" when a simple mission (4 tanks and six troopers) are engaged, with some explosions triggered as objectives are reached and armed houses destroyed. The Normandy map is beautiful to fly over with no "sand box" action taking place. Put some war action in and it's full of stutters. I am thankful I did not buy an Oculus Rift, no chance of flight with those stutters! Also it occurs to me that the map is so good at ground level, colidable trees, rolling topography and detail in the lovely buildings, it seems more suited for a tank "sand box" simulation rather than a flight sim. ED must have worked hard to create this map, but it appears not to be optimised for battle missions? Re creation of D-Day and post D-Day battles appears to be unfeasable without some optimisation of the game engine. At the moment it's only use is to fly about admiring the scenery. I can do this in P3d! I am just about ok with NTTR 2.1.1, In the desert and 1.5 remains the best map for combat. I worry that if ED "converts" 1.5 into a 2.1.1 engine, I will loose functionality of the sim? Best regards David
  23. The frame rate of the Black Shark, when played with a simple mission in Normandy, is so low its unplayable. I see 20 FPS maximum, however there is a constant stutter which makes flight unpleasant? Could this be incompatibility with the 2.1.1 graphics engine, with Deferred Shading on? Just as well there were no Ka-50's in WW2! Thank goodness I still have 1.5 installed. Best Regards David
  24. I have more problems with the mission planner in Normandy. I am trying to create a D_Day scenario. Unfortunately I have more serious issues. I have Sherman's, Sherman Firefly and Cromwells attempting to move from the beach inland. Trouble is, they don't move at all! Even placing them off the beach on to level ground makes no difference, they just sit there and open fire on any targets in range, without moving? The WW2 American infantry move ok. The German Panther Tanks do move, but not the allied tanks. Then the German Troops I place on the map don't spawn! No matter how many/few, or where I place them they don't spawn in the game? Almost like they aren't modelled? I believe this is a known issue? It's difficult to create any plausible D-Day scenarios with these limitations. We need to be able to display many hundreds of troops and tanks, not to mention actual landing craft. I mean the small beach landing craft, not the LST's which don't land on the beach. At the moment all I can do is create micro combat scenarios on small sections of the map? Happily, it's a "beta" map so hopefully ED will sort it out. When I do get several units in contact. The frame rate slows down to a stutter. The explosions are nicely modelled, but I get a frame freeze as the explosions are rendered? At the moment all Normandy is good for is sightseeing over the blank canvas(sand box), which admittedly is lovely! However a full scale D-Day mission scenario/Campaign seems impossible at the moment. Best regards David
  25. Hi, thanks for the reply. I have more problems with the mission planner in Normandy. I am trying to create a similar mission to you. Unfortunately I have more serious issues. I have Sherman's, Sherman Firefly and Cromwells attempting to move from the beach inland. Trouble is, they don't move at all! Even placing them off the beach on to level ground makes no difference, they just sit there and open fire on any targets in range, without moving? The WW2 American infantry move ok. The German Panther Tanks do move, but not the allied tanks. Then the German Troops I place on the map don't spawn! No matter how many/few, or where I place them they don't spawn in the game? Almost like they aren't modelled? It's difficult to create any plausible D-Day scenarios with these limitations. We need to be able to display many hundreds of troops and tanks, not to mention actual landing craft. I mean the small beach landing craft, not the LST's which don't land on the beach. At the moment all I can do is create micro combat scenarios on small sections of the map? Happily, it's a "beta" map so hopefully ED will sort it out. When I do get several units in contact. The frame rate slows down to a stutter. The explosions are nicely modelled, but I get a frame freeze as the explosions are rendered? At the moment all Normandy is good for is sightseeing over the blank canvas(sand box), which admittedly is lovely!:music_whistling: Best regards David
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