

blkspade
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Everything posted by blkspade
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I for one would love to have the countermeasures fixed. You really can never have enough flares dealing with red air.
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The DL seems to be coalition filtered, so it doesn't matter if opposing similar planes are on the same frequency. Its functionally simulating the RL shared secret key for encryption via coalition selection.
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Dedicated Servers - Quickstart
blkspade replied to awjudge's topic in Multiplayer Server Administration
To override the webgui, you have to edit the app.js file in the Webgui folder under your DCS installation path. Just search for "Max_value:20" and change that to your desired number. Its in there twice, btw. -
For a person that's attempting to be security conscious, it actually fine if the IP changes (though not a frequent concern for most company IPs), cause then you'd simply have to update it. Its far easier to exploit the DNS system than public IP addressing.
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The thing the appeals most in Civil sims is a world map. Trade that for what we have in DCS, and you'd have 20min flights at the most. There are simply better sims for doing nothing more than taking off and landing. There'd be no point in having AI civil air traffic in a combat zone for several reasons. Key of which are the amount of things broken about the sim, and the resources it would take up. People still can't sort out how to not shoot down their own tankers and AWACS aircraft, and you just want to more things to shoot at it that shouldn't be shot at. TF-51D basically exists as an free introductory aircraft to clickable cockpits, to otherwise entice you to pay for the armed version. I do think human flyable logistics aircraft do make loads of sense though. Not having AWACS and tankers flying a constant and predictable course. The only real use for tankers with the map sizes is in increasing on station time for a defensive CAP flight. Unfortunately that's frequently circumvented by placing the tanker so far out of harms way that you lose the benefit of tanking. Being able to radio the pilot and possibly have them meet you half way when the airspace is clear would be fantastic. Imagine an AWACS intelligent enough to extend away from an approaching threat to help out the friendly intercept flight.
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Priority ordering, by which is the most potential threat.
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Inside the app.js file I mentioned is the hostname for the ED's server (which i forget atm). Run that in nslookup for the IPs.
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That won't actually work, because the player limit is coded into webgui software (script). It can be overridden in the serversettings lua, but the webgui setting won't let you make changes with an invalid player limit. You can override the webgui though by going to your DCS install folder into the WEBGUI\js folder and editing app.js. The entry to search for is max_value:20, in 2 places.
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Dedicated Servers - Quickstart
blkspade replied to awjudge's topic in Multiplayer Server Administration
That's the point of the password field. -
It seems the server will bind to any and all addresses on a system. When testing on my machine I saw my server twice in the server browser. Both ipv6. Sent from my Pixel using Tapatalk
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Ghosts are coming from the F/F function. Not sure if it happens in SP, but in MP the SA page become littered with ghosts until you disable F/F. This is fine if you have an AWACS as contacts show up and fade normally when received from surveillance aircraft.
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Yes. They have to be setup as flights in the mission. Then the datalink automatically sets the ship letters in the SA page. Max is 4, A-D Sent from my Pixel using Tapatalk
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As I was reading through the details, this is exactly the impression I got as well.
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It seems a lot of these spawning issues stem from the ED devs making a single player sim with MP as an afterthought. Max ships in a flight is 4 in the mission editor, and all that would have to be considered in SP. How the carriers have tons of placements for static objects, yet can't sort out the spawning issues boggles my mind. Even airfields reach a point where aircraft will start spawning on top of each other.
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Being locked to IPv6 on a home network seems like a rare problem to me, so its not exactly "obvious" why. Yes there are a couple reasons that could be a thing, hence the question why. So you could, ya know let the person answer themselves.
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Probably off topic, but why don't you have an IPv4 address?
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If we assume the ED is moving to Vulkan for reasons beyond S&Gs, then it only makes sense that 1 of 2 reasons would be logical. Either there is a performance benefit, or they want broader platform support. DCS as a whole is multi-threaded, however the excess threads are primarily being leveraged for IO operations (loading assets). D3D11 is always limited (without crazy amounts of work) to the order of operations in the main thread leaving the least amount of time for the thread to forward rendering tasks to the GPU. With Vulkan (and Dx12) the option is there for render related requests to be handled asynchronously. That means this get sent to the gpu without waiting behind everything else behind the main sim thread.
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Actually like most things VR, and especially rendering options, it should be wrapped up in the VR API/SDK. That should reduce the steps/time a developer would need to implement such a feature.
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So part of the problem is that the hornet is too slow. While I generally agree with "ABC" as noted above, because all the other fighters are faster at altitude they will catch you. An ER/ET can kill you at longer ranges from your 6 the higher you get. Your best chance, if you don't have a friendly inside of 20nm on comms to run to, is to notch and attempt to spot them visually. with JHMCS you can boresight them at 70 degrees or aim-9x at 90 degs.
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[MERGED] DirectX 11/12, OpenGL, VulkanAPI Discussion
blkspade replied to Cskelly's topic in PC Hardware and Related Software
Realistically, if your network is specifically being targeted (like a government might be) it matters little what OS you're running. https://www-zdnet-com.cdn.ampproject.org/v/s/www.zdnet.com/google-amp/article/security-researchers-discover-new-linux-backdoor-named-speakup/?usqp=mq331AQCCAE%3D&_js_v=0.1#referrer=https%3A%2F%2Fwww.google.com&_tf=From%20%251%24s&share=https%3A%2F%2Fwww.zdnet.com%2Farticle%2Fsecurity-researchers-discover-new-linux-backdoor-named-speakup%2F For the machines that would likely be used solely for the military version of the sim should be air-gapped in the first place. They probably don't have to deal with the master server check-in non-sense. Windows is not the insecure mess it used to be, and present day malware relies on user ignorance more so than OS exploits. -
The ram usage is a by product of mission size, map size, and assets. All of which have nothing to do with the API. Lowering your pre-load radius will reduce memory usage though.
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Also because DX12 locks out a huge player base that isn't on Windows 10. Sent from my Pixel using Tapatalk
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Well I know how not to kill friendly units. I'm thinking about the swaths of new players hopping on to our server, not reading the brief or not knowing the mission layout and having twitch reactions in the given scenario. The lack of consistent IFF behavior already gets airborne AI assets tk'd by F-18s. It's better than when there was zero IFF at least. Sent from my Pixel using Tapatalk
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I'm asking specifically because they do trigger your rwr as if you're being spiked, when an enemy is near. Sent from my Pixel using Tapatalk
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Wait does this mean if you're in the beam of a friendly radar SAM as its targeting a nearby enemy the spike will trigger the HARM, leading to a potential TK on the SAM?