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Keyser

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Everything posted by Keyser

  1. Then....... don't? What are you complaining about? That others are getting what they want without impacting you in any way?
  2. Definitely DC, it will add more longterm motivation than any other single new module. It's so important to me, if DCS had a robust dynamic campaign, I might get out of BMS completely, even though I like the F-16 much more than the A-10 as far as planes go. Combine it with an ED level F-15C or F/A-18C? I'd never ask for anything from Santa ever again...
  3. About the previously mentioned doubling of objects in game: Is it actually the shadows causing it, as someone suspected? You said the result is the same with Shadows on Low. I'm not at my home PC right now so I can't check, but is the number of objects still double what it is supposed to be if shadows are turned off completely? What about airborne objects viewed in such a way that no shadows should be visible? I ask because it seems a peculiar way to do shadows, rendering the whole object twice. Then again I have no particular knowledge about graphics coding, so I'd defer to someone with experience in that field.
  4. It would indeed appear that the bottleneck is an internal engine pipeline that can't process a larger number of "objects" (whatever those actually are - it seems they have nothing to do with polys, animation or AI). That explains why the loss in performance occurs while GPU and CPU usage go down. The engine simply isn't able to output the scene quickly enough - CPU and GPU have nothing to work with. TZeer does of course have a very powerful system, so I would be interested to see some data of performance on weaker systems. The question is, is the bottleneck in the engine an absolute one which only becomes relevant on fast systems, or is it a relative one that acts as a bottleneck even in slow systems. However that may be, this is still excellent work, and I would vote that at this stage, the findings should be replicated by a Tester, and then put on the fast-track (I read that there is such an option in the bug reporting process) for developer attention. Currently, the seemingly random FPS drops are one of the few still remaining major problems that negatively affect the gameplay experience in DCS. If the objects are indeed the culprit, as now seems to be almost inarguable thanks to TZeers excellent work, I would expect updated models or an equivalent fix to the rendering engine quite soon (1.2.3.1?). That is to say I would be quite disappointed and annoyed if such a fix was not forthcoming, as my game suffers from severe FPS drops which are sometimes testing the limits of my patience.
  5. No offense, that sounds kind of like saying "It's too popular, so they shouldn't bother". I would agree that the different versions are quite confusing, but that does not preclude them from taking one and running with it. On the OP's question: My speculation is as follows: Do they have plans to have an incarnation of the F-16 flyable in high-fidelity in DCS: World? Without a doubt. It's the most widely used western fighter jet. Are they working on it now? If they are, then likely not at any advanced stage where release could be expected in the next 2 years. DCS most notable rival in the field of high-fidelity military aviation simulation is arguably BMS 4.32 at this point. I believe they decided it doesn't make sense to go after an already cornered market first. They are establishing their product with jets that won't have that level of competition. When DCS becomes the major military aviation sim on the market (something they are well on their way to), then I believe we will see an F-16 to cement that position. Another calculation they may have is that the team behind BMS may yet want to come on board as a 3rd party developer. Their knowledge of the F-16 and its systems would enable them to make a stellar F-16, so maybe that's also something that ED is hoping for, at least to some extent. Bottom line: The F-16 will be here eventually, but I would be surprised if it was within the next 2 or 3 years.
  6. Thanks for the heads-up, bought it two more times. Once for the gf (a guy can hope, right?) and for future, as yet undecided, use. My guide, for people who are having trouble, especially Germans: You choose a store you like with the €4,99 offer. I went for the one in the Netherlands. You disable Javascript (the German store is not only more expensive, it also won't work with Javascript disabled, since the legally required age verification breaks if you don't have Java enabled) so you won't get automatically redirected, and you order the game. On the payment page, Germany cannot be selected from the list of countries of residence if you are not on the German store website, it seems, so I had to "improvise" with the address I gave. As a German, naturally you are also unable to pay by credit card because you can't select Germany as country of residence, so if you then input a German CC number, it won't continue but keep looping you back. You fix this by selecting Paypal and paying as a guest (or as a member if you prefer). Here you can use your CC (with the correct information this time obviously), but there are no silly restrictions, because Paypal doesn't have anything to do with Origin. You finish the transaction, Origin gets a notice that the payment is complete, you get your key and nobody's the wiser... For more keys, repeat with different Origin accounts (don't try to order the game twice on the same account. It let me do it and took my money, but I didn't get the game, so I had to get a refund from customer service).
  7. I read some speculation on this point, but so far not an official statement. When the announcement talks about "a first person armor warfare simulation", what level of realism does it imply? Will the symbology be the same as in the real thing, or will ground vehicles be simplified? Will there be driver and gunner positions? I think vehicles don't in general have the same level of complexity as airplanes, but how much of that will be realised? If the first release of CA will be more of a proof of concept, are there plans to release DCS-level fidelity modules also for vehicles, or allow them to be released by 3rd party devs? Edit: Think Hpasp's SAMSIM module for DCS
  8. Yes, I'm wondering about this too. Is this working as in the actual Hog or a bug?
  9. Good point. Sorry, I didn't see that thread before, or I would have posted there.
  10. Hello, I have neither found another topic about this, nor have I read anything in the manual to lead me to the conclusion that it might be working as intended (though it might be), so here goes: When going to the LASTE page after takeoff to input wind direction and speed on the climb, the current wind direction and speed are indicated in the top right corner of the wind subpage. They keep changing and seem to give a correct readout of the wind parameters. Once I enter the first dataset into the LASTE wind and WNDEDIT subpages and give a direction and speed, the indicator in the top right will, instead of showing the current wind direction and speed, display the numbers I entered. The temperature seems to still keep changing. Only if I press the right topmost OSB and change the ballistic calculation model mode from "Both" to "None" will the current wind parameters be displayed again. If I set it back to "Both" it will return to showing the last set of numbers I entered into the WNDEDIT subpage. I'm thinking it might be a bug, but I'm not sure. It could be that the numbers in the top right don't actually represent the current wind parameters, but rather the ones that will be fed into the ballistic caluclations upon weapon release (though that in itself is information that is of questionable value to the pilot I'd guess), and they just happen to be the current wind direction and speed if no other input is selected, but are overridden if wind information is entered manually. If this is the case however, is there another way of getting to the current wind parameters instead of changing around the ballistic calculations model mode every time? I might forget to switch it back before pickle and then have all the layered wind correction work be for nothing... Thoughts?
  11. Thanks for the mission, Habu! Excellent stuff. High replayability, high realism - try it out guys!
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