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SkateZilla

ED Beta Testers
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Everything posted by SkateZilla

  1. Geez F-22 and F-35 guys get along about as much as F-14 and Super Hornet Guys did in the 2000's.
  2. because those are the OLD material names.
  3. the EX hasn't even reached IOC and finished its test program, there's no where near enough data.
  4. Pretty sure HB already said the tomcats (A-Early, A and B) would be transitioned to the new framework developed for the phantom.
  5. 2024-02-11 12:13:49.033 ERROR DX11BACKEND (3380): DX device removed. Reason: 0x887A0006 This error is usually driver related, as the system unloads the unresponsive display driver to avoid a full on kernel crash. Unstable overclock, temperatures and/or voltages can cause GPU to become unresponsive. If DEBUG mode fixed it, then it's one or both of those items.
  6. the only time my app would launch repair, is if user set the advanced options to purge shader cache and re-compile them after update. Also the next public update wont be until ED's next patch likely, as there is a significant amount of re-writing under the hood being done due to branch restructuring. plus a bunch of other things I wont get into, but alas the current change log, even after purging testing related items is over 200 Lines.
  7. Honestly, I have the fail safe system of, A 2 TB M2, and a 2nd 2 TB M.2 w/ SymLinks for \Mods\Terrain and \_downloads\. For example, \terrains\ is 74% of my overall build size, and that's ~637 GB
  8. apologies, just noticed my line in my prev. post had one to many -'s, corrected
  9. You should still be able to use a launch app, or make your own shortcuts for even the Steam Version. Navigate to your Steam Library folder <drive><root>\SteamApps\Common\DCS World\bin-mt\ Make a shortcut for DCS.exe Add the arguments. "x:<root>\steamapps\common\DCS World\bin-mt\DCS.exe" --force_enable_VR ----force_oculus_VR or simply add "--force_enable_VR --force_oculus_VR" to the launch arguments in steam.
  10. There's no physical stop preventing the handle from being set to locked position, which is correct in DCS. However, if one was to simply turn the handle and push to locked position, the lock pins would be extended before the wings are unfolded and the lock pin would be broken, and the system should report that the wings are not locked (i'll have to go through manual to look for the specific message/alert), last I remember the "WING UNLK" flag on the MFD would remain. it would be something that needs to be integrated into the wing fold systems damage modelling, ie: if lock pins are engaged before unfolded 100% then lock pins should break, and wings should still be reported as unlocked. But this honestly isnt 100% important, as it's something that can be easily explained as a Realistic -> Sim procedure adjustment.
  11. its a complicated issue, as the ALT + F1 View Hides all cockpit geometry as well as external geometry. So at the end of the day, it's not a quick and easy fix.
  12. It can be a Super Hornet or a Export Lot 21/22, or the few and far between F/A-18C++'s that are now cancelled, that were being upgraded out of Cecil for the USMC. As far as the panel colors, it would need to be public data and not a manual that's still restricted, I don't have active samples here to sit in and check IRL anymore (all USN Legacy hornets have been retired). But the last I remember is earlier and export lots had both colors, the later USN blocks only had green to unify instrument panel scheme, as the amber is more commonly linked to warning lights, reduce workload of having to switch, green is more carrier friendly. Amber lighting had no advantage in visibility vs the green, so the green was made permanent by the USN..
  13. It's integrated internally, I had to wait for MT ModelViewer to be stable.
  14. I'm also aware of a new dis-connect in the saved games pathing, if you're on ED DCS OpenBeta Branch, it will update and use \Saved Games\DCS, instead of \Saved Games\DCS.OpenBeta\ I will revise the auto detecting of the paths for openbeta if version > DCS_UNIFIED, but until then, you can prolly use dcs_variant.txt file to point the Sim back to the \DCS.openbeta\
  15. please attach your dcs.log files.
  16. No, not until I resolve a majority of the core bugs and UI. (And find a suitable host for app deployment). Once the settings file is saved, click Dedicated Server Mode, it will launch the process, which would take a few minutes to load, then launch the WebGUI and allow it to connect to the server. Also you have Standard, 2D, and VR on, as well as WebGUI Mode, those settings are conflicting with each other. WebGUI Mode disables 2D and VR as well as the standard Server window.
  17. attach dcs logs, my app hasnt changed, DCS has. It's possible -force_OpenXR command isn't valid anymore.
  18. Just noting, I am aware, w/ the removal of OB, the HTML parser function does not correctly display version numbers, this has been fixed already internally, however there are several other functions being adjusted and things being moved around that need testing before the next public release.
  19. Also, to reduce TAA / DLAA Smearing and bleeds, keep the frame times as low as possible, and the FPS as close to the headset's native as possible. in my experience, the smear/bleeding is barely visible at 75Hz w/ low frame times, once the FPS starts to drop, the smearing gets worse as the frame times go up, Longer frame times = more movement between frames = smearing / bleeding. Turning off Screenspace shaders and lowering rendering and water detail typically has good results.
  20. MSAA + Post Process Effects = Stupid high frame times, MSAA was not designed to run with excessive post process shaders or multiple texture layers, let alone on multiple viewports. DCS even in 2D has at least 10 texture layers on most of the models, and most cockpits run multiple viewports, and globally, the amount of post process shaders is way up there. The performance penalty is huge on 2D, So naturally VR is more than twice as bad . TAA has it's quirks but will only get better, DLAA uses TAA + Tensor Core powered Shaders, FSR 3 ( I think DCS still uses 2.0), uses TAA + AMD's Shaders. I haven't gotten around to using DLSS -> FSR 3 Wrapper, to see if it's better than FSR2 in DCS.
  21. right now no. main purpose of mini-mode was to allow user to manage dcs install functions w/ minimal screen space impact. Once a lot of code issues are cleaned up and I turn my attention to UI cleaning, I will be converting a lot of menu options to flow panels, which is what modules pages use, to allow dynamic adding/removing of items while maintaining their order, etc. Both Main UI and Mini UI may have size adjusted as well.
  22. I'd Backup both Saved Games Folders \DCS.STABLE.BU\ and DCS.BETA.BU\, Update to the latest Stable once Beta is discontinued, launch DCS to let it build a new saved games folder, then copy back items you need, Specifically \Config\, and maybe \Scipts\, to begin with as that's were your settings and stored control bindings are and any customer scripts, which may or may not copy over without issue depending on USB device ID changes or binding changes, I recommend exporting controls to a file first, and try re-importing them back. Then \Mods\ and other mod directories, etc. then screenshots, and tracks etc can be easily merged, as the changes of filenames being the same in those folders are next to nil, ignore the shaders\fxo folders and let the sim re-compile them fresh.
  23. needs to be an R in there, change their name to : Boring
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