

blkspade
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Everything posted by blkspade
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Openbeta Update 1, Vaicom doesn't pass any commands at all to DCS anymore for me. I've tried both the Eagle and the Harrier.
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I've noticed that they already make the A/A tacan behave this way for refueling, in the F-15C at least. If you open your refuel hatch while in nav mode it switches to A/A tacan, but it isn't always on the right tanker if there are multiple until you request rejoin. So the code is literally already there.
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Doesn't seem to be working at all now with the latest Open Beta.
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DCS F/A-18C | Air to Air Refuelling Tutorial [Early Access]
blkspade replied to 104th_Maverick's topic in DCS: F/A-18C
Works completely fine in the F-15. The only bug I've seen is if you drop your bags, the tanker will never tell you if you're complete. -
As far as jets taking multiple missiles, has anyone stopped to consider that maybe ED is actually modelling proximity explosions now? In the past missile kills were literally a matter of direct hits, generally tied to the cockpit. If you spoofed missile at a far enough distance from the cockpit it would just sail right by. We may be spoiled by the thought of seeing an explosion at all meaning a hit, when that might not be the case anymore. With the new explosion effects a lot of time a bandit doesn't die it looks like the explosion is happening just behind them. Near misses in my own jet tend to vary between no visible damage (but the ground crew will do repairs), to obvious shrapnel marks with or without smoke/fuel leaks. The ground crew will repair any damage that isn't limited a blown tire.
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For VR: aircraft 25% larger when 2-5 miles away
blkspade replied to D4n's topic in DCS Core Wish List
By the way, -
For VR: aircraft 25% larger when 2-5 miles away
blkspade replied to D4n's topic in DCS Core Wish List
I live stream PVP in VR, very rarely use zoom. People zoom on monitors because there is separate visibility issue that exist on monitors, its not to gain some sort of advantage. If you need to use zoom for PVP in VR you've set your pixel density too high. Everyone that has VR also has a monitor. I've flown MP since FC2, well before VR was an option. -
For VR: aircraft 25% larger when 2-5 miles away
blkspade replied to D4n's topic in DCS Core Wish List
There is hardly any advantage at all on a monitor in that regard. Whatever little there is you choose to give up going to VR knowing its limitations in resolution. You don't really get much valuable visual info at that range on a monitor. I'm sure most of the time I get TK'd/Engaged by a friendly in STT (that won't/can't IFF) they aren't close enough to see my markings and are certainly mostly on monitors. If you don't have sensors to tell you what you're looking at (or what's looking at you), that's how close you should be getting. If you're not in a fighter, then you're supposed to have CAP. The lack there of will likely result in you being engaged, which makes identifying rather moot. If anything the zoom on a monitor is super broken, because contacts have the tendency to disappear at full zoom. This doesn't happen at all with VR zoom. I'll say it again, I have become more competitive in VR. The LOD transitions appear a little more smooth when given actual depth perception. My experience in VR is that I have the actual advantage. -
For VR: aircraft 25% larger when 2-5 miles away
blkspade replied to D4n's topic in DCS Core Wish List
Is your complaint over spotting or identifying? -
Just bogey dope has never worked for me, I even put up a video of me trying just that to no avail. I've got it working with a much higher accuracy rate by waiting something like 2 seconds after the call sign to say "Request BOGEY Dope". Anything faster and it just goes to Engage Bandits. I find myself having to actively think about the spacing, which is fine if I'm not defending and looking over my shoulder merged.
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Just Bogey Dope is even less likely to work. https://youtu.be/48cfiycN2tU?t=2450
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Yes the launchers radar should actually be picking up on the chaff, but this is not modeled in DCS. There is hud footage on youtube somewhere of a mock dogfight that shows the radar tracking being spoofed the chaff of his target. Its been explained that in game each countermeasure release basically initiates a "dice roll" that effects probability of the missile being spoofed.
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Crossfire and future CPU build with Ryzen
blkspade replied to Stickman's topic in PC Hardware and Related Software
The Chopper one has Vsync on by default. Hit V and watch it go higher. -
In order to get AI wingmen to refuel you must first call the tanker yourself and request rejoin, then send the wingmen to it. There actually is a viewpoint move in the game by holding Right CTRL+ Right Shift and number pad arrows for X,Y or /,* for Z. However when you adjust (Z) backward it causes the HUD and mirrors to zoom, often filling the center mirror with your helmet. In VR it becomes apparent that you're too far forward when you turn to look at the seat behind you, but moving back affects the bud and mirrors as mentioned.
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Something is really wrong with this software. Prior to purchasing it I used Voice attack by itself with a hand made profile, which worked in simple missions. As we put up a dynamic multiplayer mission that saw menu options moving around Viacom seemed to make sense. Where I could say the phrase "Magic request Bogey dope" in the stand-alone and have it work every time, with viacom it mostly thinks I'm telling non-existent wingmen to "Engage bandits". Even when looking at what it thinks I said is pretty close it defaults to Engage Bandits most of the time. Something like 1-20 attempts will get me my AWACS call as requested. I've tried "Request Vector to Bandit" to either the same result, or nothing at all. All done with the Oculus mic and completed voice training.
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Crossfire and future CPU build with Ryzen
blkspade replied to Stickman's topic in PC Hardware and Related Software
Draw calls are still however a factor of the CPU, which is what I'm trying to point out. You can refer to this vulkan demo video and even run the demo yourself. . You can dynamically scale between 1-8 threads, and see how it effect CPU and GPU load. I currently have a Ryzen 2700 and a 1080ti, and the video maker has his settings in the video. I out perform his system by a lot of frames and draw calls on 8 threads, but lose by a decent margin on 1 thread even though my video card is 3 generations ahead of his. https://drive.google.com/file/d/16klXl6fAxeJee4j9WOXyaQ9aYpAvy3Tr/view?usp=sharing https://drive.google.com/open?id=1lQbk_48Uy8kuifMmcHdT_2nDc6J0i-1W -
[MERGED] DirectX 11/12, OpenGL, VulkanAPI Discussion
blkspade replied to Cskelly's topic in PC Hardware and Related Software
How exactly are you determining utilization? Because the only thing that really causes high GPU utilization is using AA with DS, which is the result of some inefficiency, or really high pixel density. Without either of those the Caucasus in VR (F-15 Intercept instant action) will get you only 45 FPS on all low settings and pixel density on 1.0 seeing only 50% gpu utilization average. CPU utilization as a whole looks low for multi-core CPUs anyway. You can crank setting up to the point of GPU saturation for "free" because the CPU is the hangup not being able to get render requests to the GPU inside of the 11ms window for 90FPS. A campaign in Nevada (on low) will see 22FPS on the ground for only 25% GPU utilization reaching 45/40 at times while taxiing. Nevada is pretty sparse so it will reach 90 in the air hitting 50% GPU. I mostly play multiplayer on the Caucasus, but my GPU is never maxed while only giving 45FPS. The point at which you can feed the GPU without waiting on the CPU should greatly benefit VR. -
For VR: aircraft 25% larger when 2-5 miles away
blkspade replied to D4n's topic in DCS Core Wish List
I fly solely in VR, and don't feel even remotely disadvantaged. Heck I usually top the scoreboard. You simply need some clue as to where you need to be looking. If you don't go any higher that say 1.6 pixel density you can see a flankers dot out to around 16nm against the sky. I an even see my missiles either intercepting or missing. I actually feel OP with PD 1.5. The smaller fighter aircraft do get significantly harder to spot, but that is something that comes from having a smaller fighter. The Mig21, F-5, M2000 give the most difficulty, but the former 2 are most frequently flying so low I'd need to spot them against the terrain. Eveything is harder to see against the terrain, but the moment they fly over a light patch of terrain, I instantly see them. The Radar and RWR in the Eagle have matching markings for degrees off the nose where something which you can there reference as to which side of the hud/canopy rail to focus your vision. Radar will give you an elevation, the flanker/mig rwr will give you approximate elevation as well. AWACS also help hugely here as well, since you can use your compass as a point a reference. -
Crossfire and future CPU build with Ryzen
blkspade replied to Stickman's topic in PC Hardware and Related Software
I'm pretty sure you're never bypassing the API, its just that the API is way faster in the way it works. To bypass the API and talk directly to the GPU as a game developer would mean interfacing with the GPU driver directly which means having to have vendor specific code paths and thus going against the vendor agnostic nature of an API in the first place. -
Crossfire and future CPU build with Ryzen
blkspade replied to Stickman's topic in PC Hardware and Related Software
Yeah because the additional threads are completely reliant on the parent thread to dish out the render work in DX11 which is still trapped behind the rest of the engine pipeline, where as Vulkan render threads can behave independently/asynchronously. -
That just goes back to my statement of more than X number of people at once. On a private server this number is likely going to be low anyway, and in no way resemble the real capacity of the carrier. On a 60+ client public server after the hornet launch think about how many people are going to want to fly carrier ops. The 104th has its own carrier for the harrier right now, and it possible to spawn on top of someone with like 5 jets if you don't radio in with some 3rd party solution that everyone might not be using, never mind the fact you spawn in the landing area. IRL jets don't magically appear out of thin air and become hazard in previously clear spaces.
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Therein lies the rub so to speak. You don't exist as a pilot in DCS until you eject. So you can't limit yourself to how its done in real life. Since you spawn in as a Jet, recovering jets would need to taxi to the same spot they spawned in at while hopefully not having to transit through another person spawn position to avoid spawn collision deaths. We're basically never going to have fully realized carrier in a multiplayer environment, because this base mechanic is designed with single player in mind and multiplayer is a bit of an afterthought. Works fine on an airfield where there is a huge amount of space to go around for people (jets) to spawn in, barring the fact that you can still lag in to someone not even moving on the ground. Spawning in as a character (ARMA/FPS style) would make so much more sense on a carrier if you were account for the probability that more than 4-6 people might operate from a boat. The alternative to recoding the core concept of jet spawning is to actually have below deck spawning and being towed to and riding the elevator, since the pilot doesn't exist anyway.
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So I just got a Ryzen 2700 (non-X) yesterday, and happen to be in VR. I am coming from a OC'd i7 4790K @4.6Ghz. The Ryzen is pretty much on par with it in VR at 4.0Ghz. I ultimately made the move to Ryzen because I was streaming in VR, and GPU encoding on top of VR is a bit too much all at once for the 1080ti.
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I'm sure a GTX 1080 is just fine for the rift. If you're using DCS as your gauge, then the problem is clearly a CPU resource utilization issue in the engine. I have a 1080ti myself and get 45 FPS most the time in MP when my GPU isn't even being taxed. I only got the Ti to have more headroom for increasing pixel density, or using anti-aliasing. I could set DCS to potato mode and still end up lower than 90, which ASW then locks to 45. Campaigns are still terrible, as I was getting as low as 22 on settings I get 45 online. I would like to believe that the move to Vulkan should sort out the performance issues in VR.