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SkateZilla

ED Beta Testers
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Everything posted by SkateZilla

  1. You're running Dedicated server on a Non server branch. DCS_Updater.exe update @dcs_server.release
  2. Just noting: if the DLL not signed was the problem, the entire DLL would be ignored and the entire systems infrastructure would be broken, no one specific system. it's code related, not signature related.
  3. Not in any official capacity no, outside of testing etc. The "Idea".. maybe, But I cannot say for sure, it also doesn't matter, it's one more thing built into DCS that helps everyone. I can also say, this does not affect development of my app, mine will remain in development, and will work alongside and/or with ED's.
  4. By Default 3-Camera's runs the "Box" 3 Screens, There is: FRONT, LEFT 90° OFFSET, RIGHT 90° OFFSET So it's assuming your Screens are setup Like this: ___ | |
  5. because your Anti-Virus quaraunteen'd the DLLs, run a repair. Then Make the DCS Folder (*technically any game drive*) should be except from Realtime protection. otherwise DCS is bottlenecked by AV software scanning every file as it's being accessed.
  6. Point to G:\Steam\ Subdir's are added automatically as it scans for 2 separate subs.
  7. 509 is set in the mission editor by choosing the helmet setup, In the screenshot I posted earlier, and overrides any line in the LUA.
  8. is that argument network synced? *edit, all of the helmet args are synced, problem is with mission setting, helmet args and a few sqn / country args are overridden by the mission after loading.
  9. can only be set in mission editor. C
  10. Helmet Equipment Argument is set by the mission, When they place the aircraft you have the option of HMD, Night Vision, None for Helmet Equipment.
  11. Windows 10 is still fully supported by DCS, Also confirmed by Dev. Windows 10 has ~70% of the O/S Market share, removing support for it at this stage would be illogical, Considering moving to only Supporting 11, Adds nothing to the sim. As for Intel and 13/14 Gen and P-Cores and E-Cores, they don't work as they should even on Windows 11, it's not a DCS Problem, it's a global driver / OS Scheduler problem. As for Liveries, If it were up to me, which it's not. I'd add Liveries section into the updater categories, then, convert every Livery name to to [AIRCRAFT NAME][NATION][LIVERY NAME] Naming Scheme, as well as give Every Livery a module_id, ie F14A_USN_VF103. So when a new Aircraft is put into coremods, it would be the shape files, AI files, and the default textures. Liveries should be placed in \Mods\Liveries\{Aircraft Name}\ Folders. Thus, decreasing update sizes, etc, Having Module ID's and Liveries separate, will also allow servers to prompt "Module: [AIRCRAFT NAME][NATION][LIVERY NAME] is required to join this server. This should also extend to User-Files, Give each user Files Livery a Hash ID, technically every uploaded file is assigned a content ID already anyway. Have the Manager access User Files and populate those liveries, even if as a separate section.
  12. For every user saying there's too many liveries, there's a user saying there aren't enough. It's Catch-22. That being said, any solution would require extensive re-work of the textures core and modules *(how and what they download). Having the option to delete CoreMods for jets you know you'll never need, maybe the best solution, but there's always going to be a case of MP Textures Required, etc.
  13. Just to give everyone a heads up, there will be a huge-ish update this month, depending on a few life variables, testing, if not June, definitely July.. I will attach preliminary change log so far from last public build until now, in order (top is older, bottom is newest changes):
  14. Sorry I missed this post, They (Delete FXO/MetaShaders Folders) should be in the Builds | User Profile Subsection.
  15. You can edit their size and location in the monitor configuration lua.
  16. the last few Windows 10 updates, MS has Snuck in "Everything is Better with Windows 11" full screen pop up ads.
  17. in the current public build, it's global. the next public build, it's per slot, as the function was rewritten.
  18. Funny, I'm on Windows 10 now, and DCS Runs fine, and as A tester I was never told it's not supported, so I don't know where you are getting your information from. You likely mis-read something, because Windows 10 is very much supported and still in use, ED would also not drop support for an OS that has 68% Marketshare. The only topic of Windows 10 and unsupported is discussion of Microsoft is pushing Windows 10 to LongTermSupport status, which ends in 2025. Also, Prior to upgrading due to a power surge, I ran a FX-8350 w/ DCS as well. So the information you're posting is more of "You Opinion" than "Facts". You're an interesting user who registered a week ago, has come here to argue, trying to say you saw conversations that don't exist and attempt to dis-credit others. A. I Develop Software. B. I Build Gaming Rigs. C. I Do 3D Art Composition. D. I test not only DCS, but products for half a dozen other companies. I have Credibility, and I'm removing myself from this conversation, as I have more important things to do than continue this repartee.
  19. MP uses more memory because those missions are designed that way, have you seen how much work and detail goes into these online missions? Downloading the same mission, replacing all the Client slots w/ AI Aircraft and running it locally would use the same amount of memory. At this point, it's arguing for arguments sake.
  20. It's from their website, I talk to the developers daily, so ...
  21. Minimum system requirements (LOW graphics settings): OS 64-bit Windows 10; DirectX11; CPU: Intel Core i3 at 2.8 GHz or AMD FX; RAM: 16 GB; Free hard disk space: 200 GB; Discrete video card NVIDIA/AMD 6GB; requires internet activation. I ran DCS on a 7970 Lightning w/ 3GB of VRAM on LOW w/ 16 GB of System Ram w/ no issues.
  22. Clearly you don't understand how texture loading, mip-maps, dynamic resolutions and spooling work. File size on your harddisk, is not what ends up being loaded into ram or vram. if that were the case, a single F-14 or F-4E would max out everyone's VRAM with just that external model alone, let alone scenery or other objects in the mission. As for previous comments that it was a big discussion that ended with "An SSD is pretty much required", no such debate or conclusion was ever made. As for Page Files wearing down an SSD Faster, clearly you dont know how PageFiles and RAM work. If you have 16GB of Ram, Items are loaded in and out of the ram from the SSD regardless of pagefile size. Increasing the Pagefile size allows the system to easily find those files to return them to the memory quicker, vs having to index and search for each file every time it's called, HDDs don't have really high random access numbers, SSDs are 100% random access, no moving platters or read heads, no delay in finding and getting the files. Page Files don't cause lifespan issues with SSDs, that's also been proven by every tech site, as a urban myth. Even then, the only recommendation regarding pagefiles not being put on SSDs is because they have limited space (less w/ overhead and TRIM). Reading doesn't really cause wear on the SSD, SSDs are limited by IO/Writes, which pretty mech every tech channel has covered, that no normal gamer / user would ever reach the IOPS Limit before their drive would fail or be replaced.
  23. Texture resolution has no direct correlation with consumers income. If they have lower end hardware (CPU / RAM / GPU) those 4K texture files have Mipmapped lower resolution textures built into them to be used. So again, Texture sizes aren't a problem forcing users to spend hundreds of dollars on buying entirely new systems/huge upgrades. Again, TEXTURES are not the reason for the Userbase differential. WoT/WT is a arcade game, w/ simplied everything. DCS is a Study sim. Two entirely different genre's. it's like comparing Doom to Arma III. Also, How are you able to try and tell someone what or what they don't do? (based off their YT Page). You've side tracked this thread enough.
  24. I seriously doubt dynamic client texture resolutions is the basis of which WoT and WT have millions of users and Why DCS doesn't. I think it has more to do with WoT/Wt being entry level arcade trash, with more microtransactions than a ubi-soft game. I ran DCS Fine on 16GB, as long as you know what you have, and how to use it, the sim runs. Users with 8 GB of Ram and 4GB GTX1050s don't need to be attempting to run 4K or Maxxed settings, let alone VR, or extremely large MP Missions. I think I'll remove myself from this conversation, and leave ya'll to try and use extremely dis-illusioned examples like that to try and get a company to invest development time into something that has no bearing on their customer base either way. Been here a week, an already telling users they are dumb, when I've been here for 2 decades, develop my own software and 3d art. That's funny. As for playing DCS For decades and just now registering, convenient.
  25. In MP, missing livery shows up as the default livery, no missing texture. Point being, most of the liveries are contained in a single archive file, separating all of them, giving them all IDs, creating a secondary livery manager system, even if it manages them for MP, instead of users downloading them once during update, the servers will get hit with requests to download liveries significantly more. Like I said, it's easy to sit as a consumer and be like "Building a livery manager would be easy" and not understand there's development costs, as well as long term bandwidth costs, etc etc etc to be considered. Not to even mention, there are other core aspects of the sim that are a priority over re-configuring the livery infrastructure. In the future maybe, separate them all give them IDs, etc etc, it would also maybe save on updates, if the livery itself isnt updated, then those files wont need to be re-downloaded, vs if 1 livery gets updated or added, and they are all contained in the same archive, the entire livery texture archive is re-downloaded for a few MB of files. Not saying the system wouldn't benefit from it if done properly, just saying, right now, it's not something that's a priority, with all the other things coming / in progress (MT Optimizations, DC / RTS Core being integrated, Vulkan being integrated), rebuilding the module and livery infrastructure would be another extensive project, for not only the ED Distribution, but can you imagine how long it would take to have 1000+ Liveries to Steam's shop w/ ID's and the clutter? As for HQ/LQ Textures, I think it's being over estimated how much space you would actually recover. cutting resolution from 4K to 2K would take a 20Mb dds down to 8 Mb depending on the compression method and colorspace. so it would be an extensive effort to re-organize the corefile just to cut livery footprint from 50GB to 30GB.
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