Jump to content

ron533

ED Beta Testers
  • Posts

    571
  • Joined

  • Last visited

Everything posted by ron533

  1. WOW... SURPRISE ...Glad to hear from you after all this time!! :thumbup: Hope all is well with you now!... We'll be glad to get your excellent stuff when you get the time for it. Cheers :beer:
  2. Without any panel connected the CPU goes to ~3%. Each panel by itself takes around ~17% together they reach ~35% + -. I've tried to load them both with no profile at all, or with only Key emulator, but no change was noticed. still high CPU usage as before as soon as I launch DCSFP with any panel connected. EDIT: I've added the debug log from the last run. new clean log with DCSFP running for 3 minutes only with Switch panle alone. Right on running DCSFP I got over 200 lines of this: Message = [Adding callback PZ55SwitchPanel a5f7f6ad-d211-4fdb-95c0-dd140d7f1d6a] DEBUG LOG EDIT No 2 : Tried it on another PC with Switch panel, and all is well there. Can't figure out whats wrong on my PC ...
  3. Tried it on another pc and it runs fine there. I’ve the updated .Net and windows, nothing on the logs, Don’t know what else to look for on my pc ... The other pc had no panels connected though, not sure it’s related. :cry:
  4. here's a link for the entire folder with my profiles https://www.dropbox.com/sh/5taixlm8re6hk10/AAA1T_O5vL-snpXr9GtTz232a?dl=0 It happens even when no profile is loaded Thank you.
  5. Thank you Fakum! I see the flaps are not configured in your profile as well, and has the same warning I get. Still can't resolve this myself.
  6. Hi, I'm trying to bind FLAPS to Helios A-10C Profile by LOZ , butt does not succeed. In his original profile he had no bind for Flaps. Trying to bind "trigger value" I get a warning that 'Action value cannot be convert from trigger value'. Can anyone support please? I have no clue what to do...just playing with it and failing... Thanks!
  7. HIGH CPU Usage?! Hi, I've noticed high CPU usage with DCSFlightpanels, avarage 30% - 35%... seems too high... it's like that even when DCS is not running at all, just DSCFP alone. I've got I7 4790K CPU (HT disabled), 16GB RAM. using latest DCS BIOS and FP versions (2.98 ) Any ideas why? Thanks
  8. 2nd mission issues : KA-50 Crash and Jeep not moving +1 Same for me. Jeep did not move 1 out of 4 times. Also - both KA-50 helicopters crash on the hill next to AO after flying for a short time there.every mission. probably usual AI stupidity, so maybe a height increase will solve it?.... Smoke is not visible from C-130 coming to land (as described in radio comms). Tested with latest Stable DCS 2.5.4.26825 Thank you Ranger79!
  9. [this thread was moved here to wishlist by an admin, though it's an issue/bug and not a wish...] ** 2.7 update - issue still there. Hello, Afterburner view distance is too short. In a close dogfight this issue is very prominent. Seems as the other aircraft is switching off their afterburner just a few hundred feet away and when I zoom slightly in - it "switches" back on...but it was always on, just the LOD (level of detail) was "switching" it off. It is not gradual, just ON-OFF thing... very unnatural and disturbing. The real value is ofcourse to get a hint of my enemy's energy state and actions. Is there a workaround/mod in the mean time? Can ED address this issue? Thanks!
  10. +1 would like to increase density of smoke, it's too thin looking
  11. Hello, Afterburner view distance is too short. In a close dogfight this issue is very prominent. Seems as the other aircraft is switching off their afterburner just a few hundred feet away and when I zoom slightly in - it "switches" back on...but it was always on, just the LOD (level of detail) was "switching" it off. It is not gradual, just ON-OFF thing... very unnatural and disturbing. The real value is ofcourse to get a hint of my enemy's energy state and actions. Is there a workaround/mod in the mean time? Can ED address this issue? Thanks!
  12. Excellent update Mustang! smoke looks more realistic than previous mod.(is it also due to the “haze” in the lua?…) Do you happen to have an improved version for vehicle dust as well? Thanks!!
  13. You can check this out https://www.digitalcombatsimulator.com/en/files/206950/ and here https://forums.eagle.ru/showthread.php?t=158404 It works in 2.5 as well, and very much needed to be embedded in game hopefully one day
  14. Does the file name extensions has to be changed to DDS only in the OB and coming release version, as in Caucasus terrain (i.e. xx.tif.dds -> xx.dds) ?? Or it does not matter? Thanks!
  15. I guess not as an official upgrade by ED, although a refreshed A-10 version upgrade similar to HB F-14 A/B variants could be nice. Or maybe as a community mod....
  16. bump... not interesting? ED maybe??
  17. I understand I can use green file for grass instead of the concrete looking like file, I can mix and match files all day long and make my own custom mod eventually... :) But I was really looking to see what was the original intentions of the mods author , and understand what went wrong (if at all now...besides the file extensions ) at my side. also I see that this mod is only for Open Beta until it moves to release... Thanks for your patience mate! hope to get Mustangs view on this... Cheers:thumbup:
  18. In the Beta they are opening with no errors but the bunkers are in concrete, not Green!.. see attached pictures of the the bunkers and the grass_n_4.dds file from Mustang's latest V1.18 in link please https://imgur.com/a/J8Xi6fI in your first link and in Mustangs file this is the same concrete looking texture. in your second link that same file texture is Green, like the vanila... So... what is the answer here?? (cleaned and repaired and dropped all mods while testing, also cleaning the metashaders and fxo files every launch to be safe). Thank you for the help here...
  19. 1. With your above link I have no missing textures (all tests were run in stable), so I guess I need the BMP and TGA extensions. but how come no one else needs them then?? 2. The textures seems like the vanila textures now (at least on the bunkers. Mustang's texture Grass_n_4.dds look like concrete, but this texture is now green. what should be the correct look for Mustang? should a bunker look concrete or green?? Thanks!
  20. But I was flying in the release version already.... And the files you linked to are the same naming issue as within Mustangs files (no tga or bmp in the names)
  21. well metashaders deletion did not work. (I view the mission in the mission editor and see the missing textures when selecting the object on the map. saves me loading the mission for the test...). I've checked the file names as Fureball suggested and saw differences in the original file names and the modded names, see attached link: https://imgur.com/a/gI9HGJ4 also in the log I saw errors regarding those files: ERROR_ONCE DX11BACKEND: texture 'Grass_4-3.tga' not found. Asked from 'NGMODEL' ERROR_ONCE DX11BACKEND: texture 'Grass_n_4.bmp' not found. Asked from 'NGMODEL' I'm trying to rename them now and see if it works (which I guess will...) EDIT: renaming works...:) what went wrong here then?? if the file names had to be re named, how did it work for everyone??
  22. might be the metashaders, I have no other idea why else. first noticed it in the PFC missions. not in front of the pc, will update later on...
  23. Thanks, But I would rather have this fix as part of a complete package, than to mess with it myself and trash something I don’t know about. I’ll wait for Mustang’s fix... Cheers Edit: I will try again to delete the metashaders and fxo folders just to be sure, although I have done that already. I’ll report.
  24. OPF missing textures Downloaded now again, problem persists, see attached images in link. https://imgur.com/a/Q8KYUCv Thanks.
  25. I have the latest version, but I will download again and report, Thanks!
×
×
  • Create New...