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Highwayman-Ed

ED Closed Beta Testers Team
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Everything posted by Highwayman-Ed

  1. This post is not intended as a place to vent about the performance that we’re experiencing at the current time, nor a place to suggest settings, tweaks or mods to improve the performance of the current version, it’s purely to help others find the best version of DCS that VR players can install for some of the legacy aircraft such as the A-10C, F-5E, etc that were feature complete as of those versions. Now, with that said, can I ask for anyone with any experience of those earlier versions that had good VR performance to post up the versions that they can confirm to work well? Short of going back to 2.5.4 and rolling back from there until I find one, I thought I’d simply ask as I’m sure others have been wondering the same question.
  2. VR performance has been poor for me for several months at least. I'm running a Pimax Vision 8K Plus at Normal Field of View with conservative Fovated Rendering @ 100% in steam VR. Using the VR preset in DCS, I'm lucky if I break into the 40fps range on a single player free flight in the Hornet. I get horrible artifacts without any Anti Alaising with the buildings, shadows, and distant waves over the ocean and have to run Anti Alaising on x2 to get rid of them. That brings my 40fps down to the mid 30's. If I then get on a multi-player server with even a relatively simple mission, that usually drops to high 20's and on the deck of the carrier it's often dipping below 20. With the July 15th patch, I completely cleaned out both my Stable and Open beta builds, deleted all saved games contents and started from scratch with no mods, and no baggage and the performance really isn't much better than before. As others have mentioned, going back to a flat screen is not an option, and DCS hasn't always performed this badly, I can remember builds prior to 2.5.5 where the frame rates rarely dropped into the 40's even in multiplayer and with complex missions. For now at least, DCS has been put to one side whilst ED get their house in order...
  3. It's a common issue with Voice Attack after a Patch, restart both Voice Attack, then DCS, and it should resolve itself.
  4. We use pretty much the exact same scripts for the same functions as a base for our MP missions.
  5. I've got this ALL the time at night in my Pimax Vision 8K Plus, and also have it my Oculus Rift, but I don't have it if I switch to my HTC Vive...
  6. I could have sworn that I stepped through the stations as I programmed them, but maybe I didn’t. I’ll give it a shot, thanks for the tip.
  7. I saw the same issue last night that's only occurred since the latest OB (2.5.6.50979). I had 4 GBU-38's all set up in PP mode (see the screenshot). Took off, flew to the target area, dropped the 1st bomb, and the remaining 3 that were programmed all lost their programming and had a cross through them. Upon opening their PP presets, they had no information at all, and everything was zeroed out. after re-programming them, the remaining 3 bombs dropped perfectly.
  8. It's been the same for me in VR in each and every one of the Open Beta builds for weeks now. The same with the glowing red light on the Hornets left wing...
  9. Super impressed with your work. This is the best mods for DCS by far, and I'll be damned if it isn't better than the damned Hawk that I paid for by a mile. 1 request, even if it's just a model file with no additional working parts, please give us a TA-4J :)
  10. Thanks for the review, certainly looks like a great piece of kit.
  11. You're absolutely right, this has not been an issue until recently, and it started occurring around about the same time that the AI started using too much Fuel. See the track files that I attached to the linked thread in the post above to see what I mean.
  12. Love the V-22, any way to get it to fold up for storage on the deck of the Tarawa?
  13. In anything but flat seas, the Armed Speedboats disappear under the water which makes them really difficult to see.
  14. It's related to Wind. Set the wind to 0 and they'll stay with you without issues. I added it to a report about Fuel usage where I found that the Players reported ground speed in the F-10 differs from that of the AI. If you set them to follow another AI aircraft (set the whole flight to Ai), they will work perfectly, but as soon as you tell them to follow a human into a headwind for example, all bets are off...
  15. Here's a quick couple of track files. The mission has an AI hornet being followed by a second AI hornet, flying True north, and a Human hornet being followed by an AI hornet, again, flying True north. Here there is no wind, and note that if you check the F10 map, all of the aircraft are flying at the same Ground Speed. https://1drv.ms/u/s!AjB8XCqYiep2geoSN2wJNtBBh84mKA?e=gLnggh With this version, I added a 40kt wind and you'll note a few things. The AI flight of 2 and the human hornet are reporting roughly the same Ground speed (~350kts), yet the human hornet is pulling away from the AI group. Secondly, the AI wingman following the human hornet is reporting a much higher speed trying to catch the human hornet which is reportedly flying slower, but it never catches up... It actually seems that this AI hornet is reporting the correct ground speed, and the human-piloted aircraft is not, and this is what is leading to the AI never being able to form up as specified in its waypoint actions. https://1drv.ms/u/s!AjB8XCqYiep2geoSN2wJNtBBh84mKA?e=gLnggh
  16. Further to illustrate my point about the differences between AI and Human players and why there may be discrepancies in fuel burn rates and holding formations when mixing humans and AI... In these images, the Carrier is doing 10 Knots into a 16 Knot wind, for a combined 26 Knot wind over the deck. Also, note that these are separate flights and not part of a single group, so there will be no correlation of speed between the human and the AI aircraft. Player Aircraft on the deck = 26 kts IAS AI aircraft on the deck = 0 kts IAS Player Aircraft in F10 map = 10 kts GS AI Aircraft in F10 map = 0 kts GS The exact same result is generated in both the Stable and Open beta versions of 2.5.6.49798, and both are clean installs with no mods.
  17. Not sure if it’s related, but I’ve noticed in the F10 map that the speed that the players aircraft is shown seems to be in GroundSpeed, where the AI seems to be at a higher Airspeed at what seems like True Airspeed maybe? I was flying on an S-3 earlier, plugged into the basket at 240kts IAS, and the F10 map showed me at 291kts, and the S-3 at 329kts... If the AI fuel burn is being calculated using a combination of speed and altitude, then it's fairly clear from these numbers why it's burning fuel a lot quicker than it should be... I only noticed as when fling into a strong headwind, the AI wingman I had set to follow me couldn’t keep up, and lagged about a mile behind. When a trigger fired to get him to form up on the tanker in the observation position though, no problem, he stuck on its wing without an issue.
  18. Same Here, Open Beta 2.5.6.49798
  19. Doesn't work, unfortunately :( 1. It must be a helicopter that it follows, and right now placing an uncontrolled helo on the deck blocks cats 1 & 2. 2. If the target helicopter is uncontrolled, the follower goes into an odd orbit. 3. If the target helicopter is flying, you are in no better position as it will drift also. 4. If the target helicopter tries to land, so does the follower. 5. Landing the target helicopter using the LandingReFuAr with a timeout and a further waypoint, results in the same outcome as item 4 6. Can't place a vehicle to 'Escort" on the deck of the carrier, but an SH-60 does not have the escort task anyway...
  20. So is there a way that we can make them ‘not used’? That’s what we’re looking for I believe... as it stands now, the AI will use cats in order... 1, if that’s busy, 2, and so on
  21. Further to this, it would be nice to 'disable' a cat in the ME on the carrier for Full deck simulation on take-offs, and allow for simultaneous take-off and recoveries on MP servers. If the scenario depicted below is intended behavior, maybe it should be logged as a feature request.
  22. For now, unlink the object you wish to copy, make the copy, then link it back. When you paste the new one, position it where you like, and link it, you can continue to move it freely without having to remove the link.
  23. Had the same here too a couple of times.
  24. Same issue for me. Copy and pasting any object that is linked to the carrier results in the ‘snap’ to the carrier icon position as soon as you move the pasted object.
  25. I actually don't think that the post answers the question. It says that it's License only, but it doesn't say that it's an ADDITIONAL license over and above pro... As a native English speaker, I infer from that post that it is, and I'll have to pay to get SC comms on top of the Pro license that I already own, but it doesn't explicitly state that. However, a 2-minute click through Hollywoods link to the Vaicom webpage shows this:
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