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Katmandu

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Everything posted by Katmandu

  1. В моем случае спасением было отключение внутри игрового ограничителя фпс: от зависаний на полсекунды возле небольших аэропортов в Неваде до обычного плавного полета. Я начал подумывать о режиме ST и парковщиках ядер, но этот небольшой совет спас меня от потери рассудка. Я переключил внутриигровой ограничитель с 65 кадров в секунду на 300 кадров в секунду, в панели управления Nvidia по-прежнему ограничено значением 61 кадр в секунду. Возможно я поторопился, в Заливе на ровном месте большие фризы. На скриншоте карта Залива, сингл плеер, совершенно пустая. Бывают в пустыне каждую пару минут или чаще, но можно и город насквозь пролететь на бреющей и ничего не заикнется... Запутанное дело этот МТ) Система 8700К 4.8Ггц, 32Гб, 3080ти, 4к разрешение. ЗЫ Посоветовали поставить внутриигровой ограничитель фпс на 180 вместо 300. Попробовал тотже прохват над заливом - стало лучше, но может просто эта местность вошла в кэш... Запутанное дело этот МТ)
  2. Хотелка про более удобную систему настройки детента форсажа: Настройки оси тяги чтоб были не 0%-------------------------------100% как сейчас (и куча маяты с тонкой настройкой форсажа и кривыми), а чтоб была отдельная настройка MIL power и отдельно Afterburner 0%-------------------------------MIL POWER и MIL POWER -------100% AFTERBURNER. То есть, чтоб настройка ограничивалась процессом "толкнул РУД от нуля до детента" для настройки mil power и "толкнул РУД от детента до 100%" для настройки форсажа. С Наступающим Новым Годом!
  3. Чтобы добавить J-11A в список самолетов России, добавляем одну строчку в DCS World OpenBeta\Scripts\Database\db_countries.lua cnt_unit( units.Planes.Plane, "J-11A"); результат: local units = country:get("RUSSIA").Units cnt_unit( units.Planes.Plane, "Su-33"); cnt_unit( units.Planes.Plane, "Su-25"); cnt_unit( units.Planes.Plane, "MiG-29S"); cnt_unit( units.Planes.Plane, "MiG-29A"); --------------------------------------------- cnt_unit( units.Planes.Plane, "J-11A"); cnt_unit( units.Planes.Plane, "Su-27"); Хорошо бы еще мод, чтоб переименовать J-11 в Su-27SK...
  4. No probs and thanks for looking into this! The steps issue is simple: there are 3 settings you can fly with with Winwing FSSB: 1)Displacement + Force. If you draw a Sine wave in joytester with this setting, you will notice a horizontal step in the wave every time you transition from stick movement to force only. In flying this results in a hesitation/dead zone, but not in the centre as with usual joysticks, but during this transition. This is bad. 2) Force Only. Here there is no step, but all of the stick's physical travel is ignored, inputs only begin to register when you move the stick to the end of its travel and where the force sensing starts. So you have a huge massive dead zone in the middle. This is also bad. 3) Real. The guy in the video (RL Tornado pilot in the past) could not understand the point of it as it was hyper sensitive and impossible to draw shallow sine waves. So also bad. He found option 1 to be the least bad of the 3, but still bad. His findings were confirmed by his RL F-16 pilot buddy (John Raahauge, in the comments to the vid), who ended up switching to from Winwing FSSB to Real Simulator FSSB (and was happy with the result). The question is whether this was addressed by Winwing since the video...
  5. Well spotted, thanks! I forgot to revert it after the experiment. Edited my prev post.
  6. You're absolutely right! Massive thanks (although the answer was staring me in the face all along )! The following solves the issue with the TrackIR virtual head: add these lines to \Saved Games\DCS.openbeta\Config\View\Server.lua : ViewSettings["FA-18C_hornet"] = { Cockpit = { [1] = {-- player slot 1 CameraViewAngleLimits = {20.000000,110.000000}, CockpitLocalPoint = {3.533,1.156,0.0}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.16000,0.100000,0.000000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.08,0.40},y ={-0.3,0.065},z = {-0.18,0.18},roll = 90.000000}, }, }, -- Cockpit Chase = { LocalPoint = {-5.0,1.0,3.0}, AnglesDefault = {0.000000,0.000000}, }, -- Chase Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade }
  7. But the camera position is exactly the same - same Server.lua, I reset the view in the beginning, everythin is the same. Opentrack neck transitions the camera so as to avoid the seat, and if this option is disabled (and if using TrackIR) the transition cannot avoid the seat. To be concrete, the question is: how to initiate forward transition of the virtual head sooner without relying on Opetrack?
  8. Thanks for the tip, but it doesnt work even with 0.75 shoulders. Just to be clear, I am trying to make the transition so that there never a view like in the screenshot, with the seat covering view: The weird thing is that if I use Opentrack instead of TrackIR then this option does EXACTLY what I want (and it actually makes this whole thread pointless as it works even with default views). Here is a quick vid (everything is the same as above, but I'm using Opentrack with "Neck" option set to 15cm) The big question is how to achieve the same effect without the Opentrack option (I wish TrackIR hardware supported Opentrack, or that they updated theirs with new features like this neck option!)...
  9. Could someone help me to finetune my settings to avoid the seat corner obstracting 1/3 of my screen when I turn my head? Here is a quick video with what I mean. I'd like to keep the default head position as far back as possible, but to move the virtual eyes' position forward earlier as I turn the virtual head. I tried increasing the shoulder width, but shoulders only kick in once I turn past 90deg by which time I already have seat corner in my face... Here are my current settings in Saved Games\DCS.openbeta\Config\View\Server.lua ViewSettings["FA-18C_hornet"] = { Cockpit = { [1] = {-- player slot 1 CameraViewAngleLimits = {20.000000,120.000000}, CockpitLocalPoint = {3.533,1.156,0.0}, CameraAngleRestriction = {false,90.000000,0.500000}, CameraAngleLimits = {200,-90.000000,90.000000}, EyePoint = {0.05000,0.100000,0.000000}, ShoulderSize = 0.25, Allow360rotation = false, limits_6DOF = {x = {-0.08,0.40},y ={-0.3,0.065},z = {-0.18,0.18},roll = 90.000000}, }, }, -- Cockpit Chase = { LocalPoint = {-5.0,1.0,3.0}, AnglesDefault = {0.000000,0.000000}, }, -- Chase Arcade = { LocalPoint = {-21.500000,5.618000,0.000000}, AnglesDefault = {0.000000,-8.000000}, }, -- Arcade }
  10. It's only training, so skip the mission in the main menu and play the next one. Bugs and imperfections are there, but I absolutely LOVE the training campaign by Cothesis, it's such a massive addition not just to the (also brilliant) Rising Squall, but to DCS F-18 in general. It's concise and to the point, funny ("Relax, it's totally scientific that you can rearm in mid-air..."), has nice hand drawn pictures, voiceovers - all set in the quirky Ace Combat atmosphere that Rising Squall also so brilliantly captures. Cothesis, I salute you for your wonderful art!
  11. Танки в ДКС не подходят под движок игры - плоская\скучная рельефная сетка, нет физики взаимодействия танка со стенами домов, заборами, деревьями, колесной техникой и проч. Нет грязи и деформации почвы. Нет окопов и подходящего танкового и пехотного ИИ. Конечно на КАКОЙ-ТО уровень Combined Arms тянет как игра\сим, но до уровня авиации в ДКС -мирового лидера- ей просто не достать Это факт ДНК движка ДКС. Зачем гнаться за вторым зайцем (танко-сим), когда заранее понятно, что он болезный и опустит общую арифметическую планку ДКС?
  12. Yep, that's the email I used. He sometimes replies on the same day, and sometimes you have to email him again after a coup[le of weeks... Just the way it is, but apart from that I have nothing but good things to say about him - nice man and excellent products.
  13. Так я не про обзор вовсе, а про толстую полоску на стекле которой нет в реале (и БМС). Вот эту
  14. May be this is another thing you could discuss with Rel4y? I'm sure he could make one and add it to his shop inventory. What is your take on the step issue in Winwing FSSB? Do your graphs have it or has it been resolved? Would be curious to hear your (from memory) comparisons to Real Simulator - apart from the missing 12deg rotation and 13deg incline.
  15. It may be worth emailing Rel4y as well, just from my personal experience -I've ordered some CH upgrades from him in the past. He's a great chap, but does not frequent these forums as much as he possibly should
  16. Апну старый графический баг с толстой нижней кромкой стекла. Обсуждение на 2й странице этой ветки с кучей фото из реала, здесь добавлю скриншот из БМС просто как пример решения. ДКС Реал БМС
  17. Рассинхрон треков элементарного ганзо боя если использую нашлемку Ф-16 и Ф-18. Треки посадок и взлетов на порядок реже ломаются чем раньше, но нашлемка их по-прежнему ломает. F16 helmet sight 2_9 desync.trk
  18. Если все работает, то и ладно. Можно еще прогнать восстановление из ДКС папки на новом диске https://www.digitalcombatsimulator.com/ru/support/faq/repair/ Если предложит разные типы восстановления, то самый медленный.
  19. What about Thurstmaster 13deg adapter? https://www.shapeways.com/product/EJ6QMG7EW/tm-warthog-cougar-tailpiece-13deg-v2-plastic Interestingly, the guy who makes the adapter also just finished his take on FSSB module, and allegedly it's as good/better then Real Simulator's
  20. Was the Winwing FSSB step issue ever resolved? I mean the step/dead zone when transitioning from stick movement to stick force sensing. Here is a video from a RL pilot, with his view on the problem. His two RL F-16 pilot buddies agreed with him in the comments, one ended up getting Real Simulator FSSB to replace Winwing FSSB (John Raahauge). The step issue discussion starts at 2:20 Here is this step in the joystick movement graphs (present in WinWing only, RS FSSB and, allegedly, RL F-16 does not have these step issues):
  21. Could you not use Real Simulator tailpipe for this? https://realsimulator.com/f-16-c-angle-adapter/ I could never understand how Thrustmaster and now WinWing market their A-10 handles as F-16, when the angle is completely wrong for the F-16 handle. And yes, A-10 grip needs to be angled like below to match F-16 sidestick ergonomics. The actual (and Real Simulator) F-16 grip is more banana-like, so it does not need tilting of course.
  22. Did anyone try a simple guns only vs one AI with the latest beta? I wonder if there've been more updates to the replay system.
  23. See my posts above, in DCS 2.9 the F-14 replays work only for general flying, take offs and landings (yes, even carriers!). Combat always desyncs the AI. Still a massive, massive progress and more to come with future updates I hope. Here is a replay of a carrier take off, and 3 (!) landing attempts with no desync whatsoever. Try that in any DCs version prior to 2.9 and the F-14 would be deep under water rather quickly.
  24. Добавлю что рассинхрон только влияет на ИИ. В этом треке я на Ф-14 сбил ИИ Су-27 и выполнил посадку. Повтор боя не стыкуется, но посадка и рулежка в конце полностью совпадают. То есть у Ф-14 НЕ накапливаются ошибки в течении миссии, ошибки только у бота. Track: https://app.box.com/s/3d9kcuup6ias9ldbs1q7ps6u95hgz9vp Видео:
  25. Создать файл autoexec.cfg в Saved Games\DCS.openbeta\Config и вставить DotRendererExperiment = False в этот файл?
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