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SkateZilla

ED Beta Testers
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Everything posted by SkateZilla

  1. DLSS @ Quality Renders 66% Scale, so that's why the text isnt as crisp.
  2. The new pilot is still wip, templates likely would come after the model changes are finalized.
  3. Download from the 1st post, Extract and overwrite the old EXE File. There is no Auto-Updater at the moment.
  4. in 2016 we were still on 2.0 Alpha and 1.5 Beta w/ Oculus 1.3 just being integrated in April. A feature request was made in 2021...
  5. please attach the apps log files, so I can see what's up.
  6. AFAIK this isn't new, This is essentially the same as making a custom monitor profile for Helios etc. ( lemme re-phrase, it is, adding the line allows one that uses Helios Profiles to continue using the same profile while using VR.) The only thing the "VR_allow_MFD_out_of_HMD = true" line does is allow the monitor config to render the MFD Viewports overtop of the mirror, like when you run a 2D Screen. You Set "VR Window Use DCS Resolution", set the res to all of you displays as normal. position the MFD Viewports as normal. (or just use your previous helios setup and monitor config). You then export that part of the Screen to your MFD screens as normal..
  7. Not all mods are simply cut/paste into the saved games folder, there are literally millions that modify existing files or replace them altogether, Creating an engine to not only manage and remember which files are replaced to cleanly uninstall them (and restore originals), as well as modify files and un-modify them, and to look up updates for mods installed and download them from at least 100 different mod depo repositories not to even mention mods that don't report to repos,, etc etc. This is beyond the scope of the app's purpose, not to mention time to maintain such an engine/app.
  8. Re-reading this, I have a console log of over 25,000 Lines right now, and there's no lag induced by that. and that only happened because I turned off the auto backup function that saves the log and clears the console if the .log file exceeds 1 MB. What you maybe experiencing is the Lockout I put on Some functions (Incl. Build Switching) while a scan is already in progress, to prevent threads from merging and overlapping in the same memory space. in the future I may look into a way to terminate active scan threads, clear the memory space, and allow the build to be switched. If you look through the logs you'll likely see: MM/DD/YYYY | HH:MM:SS TT | SCAN | A Scan is Active MM/DD/YYYY | HH:MM:SS TT | SCAN | Please wait for scan to finish MM/DD/YYYY | HH:MM:SS TT | SCAN | ################################ The Slow Logging when switching builds during the "Modules Scan" is harddisk I/O and System Caching, 99% of the time, if Deepscan is off, it takes < 2 Seconds for me, and I have EVERY module + More installed, Every few days or so I get one scan that takes ~5-10 seconds, due to HDD cache or I/O. Even if I removed Logging, the scans would take the same amount of time.
  9. At the present time No. - Conflicts in the Code prevented it from working when integrated into my app at the code level (likely because 2 different languages are used, and the conversion is not 100% able to convert functions). - Supporting one Mod Manager will cause the problem of having to support all mod managers and there are at least a dozen. - Originally I had gone the route of just using my own MM setup, but that would require the millions of mods to adhere to my system, and that wont happen either.
  10. Right Click the Log Window. ( Ooops Mis-Read what you asked )
  11. Because the Sim Folder is incorrect, Should be the \DCS World\ Folder. I'm saying I have no data to facilitate any type of investigation as to why that happens to you. Contrary to the forums beliefs, I'm not Psychic.
  12. If MT Binaries are detected, you click the MT Enable Mode on the Top left under the launch DCS Buttons and it will say "Multi-Threading : ON" The App Generates a User\Appdata\Local\Skate_Zilla_Simulations\DCS_Updater_Utility_url_xxxxxxxxxxxxxxxxxxxxxxxxxxxx folder based on System hash. the only time it would make a different folder is if you changed hardware, windows hash, folder or memory address of the app. You can browse these folders or click the button on the app settings page to open the folder, and locate the user.config file from the previous hash and copy/paste it into the new folder. I can't control windows generating a new hash, that's client side. now if the new version is opening the user.settings to upgrade it, then wiping it, that's another story, but I have yet to see this happen in a end-user scenario, the only way I've seen it happen is by forcing it to happen through a process end users dont have access too.
  13. attach the apps .log file please. once i can verify it works w/o issues, I will change the MV function to launch the MT MV if MT is enabled.
  14. Model Viewer in MT Doesnt Work, Try for yourself, it will fail to launch. (Launch \Bin-mt\modelviewer.exe) Considering the Move the MT was to separate sim and Render Threads, with MV your only running the render thread, so there's really nothing to separate.
  15. Its a false positive, you have to put an exception for it. MS is looking into it. as alot of apps recently have been reported as the same trojan. Despite being safe.
  16. DULU Doesnt work with Inputs, However, One could make 2 instances of the entire \Config\Input\ directory, 1 for 1 set of controllers, 1 for another and swap them out manually
  17. Change Log for Version 2.0.0.37 *(In order fixes were committed): ** Note: the Preset Editor will not add missing lines to the options.lua, it’s recommended to launch DCS to populate missing lines. ** - Fixed Mislink for Avionics Language in Saving Preset Function. - Condensed Parsing for v1.1 Scan Functions. (From 18 Lines and 3 Functions to 4 Lines and 1 Function) - Added Checkbox on App Settings Page and Synced with External Apps Launch Switch on Adv. Launch Page. - Adjusted layout of External Apps block in App Settings. - Adjusted Size/Position of Preset Profile Radar Graph. - Added Missing Cockpit Tooltips to Camera / Views Menu. (Uses v1.1 Parser) - Restructured Log Readouts for Scan/Import and Update/Save Functions in LUA Parsing For v1.1 Parser Items. - Cleansed Rem'd Lines and Notes from Scan/Import Update/Save Functions. - Added Difficulty Controls (All use v1.1 Parser). - Added Exception Catch on Generate Default Options.lua Function. - Fixed Mis-link in Preset Switching / Saving When using Status Bar Button to Change Preset. - Removed Duplicate Preset Scan Function Call when Using System Tray Menu to Change Preset. - Rem'd ""shadowTree"" from parser (Value hasn’t been used since Pre-1.5 iirc). - Added User Setting String for Compare.Lua Enabled Option. - Added Changed Values List to Changed Settings Preset Prompt. - Removed Single Instance Limit (Resolves some loading issues if the previous instance is still in memory). - Fixed Tooltips for the Difficulty Menu Controls. - Corrected Mislink in Module Scanner for Flaming Sunrise Panel and Information. - Added Color Grading LUT to Parser and UI Under Shader Options. - Audio Settings Page Completed (Uses v1.1 Parser). - Misc Settings Page Completed (Uses v1.1 Parser). - Added Mi-24P The Border Campaign Assets. - Added Mi-24P to Campaign Aircraft Filter. - Adjusted a few Campaign's Eras. - Added Exception Catch on Preset On Copy Function if file already exists in destination. - Adjusted Enable Preset Editor Logging. - Adjusted Preset Saving/Comparing And Loading/Importing Functions for Slider Values. - Renamed Graphics Preset Editor to Options Preset Editor. - Renamed Misc / Plugins Page to Miscellaneous. - Converted Logbook Scan to v1.1 Parser. - Adjusted Logbook Parser Logging. - Converted ServerSettings Scan to v1.1 Parser. - Adjusted ServerSettings Parser Logging. - Adjusted ServerSettings Panel Layout. - Adjusted Upscaling TrackBar Visibility when Selecting DLSS. - Adjusted DLSS Quality Drop Down Location and labels. - Removed DLAA from DLSS Quality Drop down - Adjusted TacView User Path from Browse to File to Browse to Folder. - Adjusted TacView Check to Scan for 32 and 64 Bit Executables. - Added Tacview Checkbox to Force 32-Bit Executable Use. - Corrected Typos on Render/Shader Pages. - Adjusted Parsing Values for CivTraffic, Adjusted Save/Load Function to Match. - Options Pages for Render, Shader, Terrain, VR, Views all Converted to Parser v1.1. - Activated SZ Cinema Preset, ED Sim / Game Presets, and Updated SZ Ultra Preset. - Minor Position shift for the Preset Radar Graph. - Converted Import Preset Function to Parser v1.1. - Rem'd Old Parser v1.0 Code, to be cleansed. - Adjusted App Settings Layout (Sorted Items). - Added Enable Compare/Prompt Option for Preset Editor. - Updater Server Settings Compare Function to Match Preset Compare. - Corrected Various ToolTips. - Cleansed All Rem'd and Depreciated Code/Controls. - Fixed Thread Exception Crash when using DXDiag Generator Function more than once. - Rewrote Theme XML Writer, Unified all Themes to Single XML Template w/ Switching Data. - Precoding for User Custom Color Themes. (Not Activated). - Fixed / Adjusted Parsing and Filtering for Anti-Aliasing Values. (Same Adjustment for Import Function). - Fixed Mis-Link in VR Confine Mouse Setting. - Added Renaming Function to Preset On, if an Old Options.lua was left in /Preset/Default/ App will rename and Load Preset. - Corrected Math Error in DLSS Ultra Performance Resolution Calculator. - Added Dynamic Resolution calculator and linked to Upscaling Scale Slider. - Adjusted NIS / FSR to use the same Input/Output Resolution Display Label. - Adjusted Startup Procedure. (Re-ordered functions, moved App Minimized/Show to Last command). - Adjusted Sim Scan and Module Scan Engines for separate parameters when running during app startup ( Scan Engines will run on thread 00 during startup, and their own new threads after startup. ) - Preset 1-4 Renaming Moved to Context Menu, Buttons Hidden (If Needed for Revert), and Background Graphic Removed. - Slots 1-6 Configuration Items Moved to Context Menu, Buttons Hidden (If Needed for Revert), Background Graphic and Update Graphic Updated Repositioned. - Added "Update This build now" option to each Slot's Drop Down Menu. (Update Specific Builds without having to change slots.) - Added Ability to Rename VR Headset Preset. - Fixed Mis-Link in Head Movement, Mute While Minimized, Control Stick. - Added Loaded Preset Values for Scanned/Skipped/Loaded/Failed/Exception Count to Preset Screen. - Added Saved Preset Values for Scanned/Skipped/Loaded/Failed/Exception Count to Preset Screen. - Added Upscaling AA Rules for NIS/DLSS/FSR. - Button for "Custom Theme" testing Hidden. - Removed Some Controls that were hidden and no longer used. - Correct Su-33 Release Date Value. - Added Module Info Panel. - Adjusted Module Info Parsing for FC3 Aircraft. - Added External App / Scripts Function to Dedicated Server Launch. - Adjusted Custom Scripts Function, Moved .Bat Save from App's SG Folder to Selected Build's SG Folder, Now Build Specific. - Added Path debug line in log when No Options.lua or ServerSettings.lua file is found. - Adjusted FC3 UI Elements & Modules to read "FCS" ("Flaming Cliffs Series") - Removed Web Browser Control for Embedded Youtube Videos from Module Info Panel., - Adjusted module info panel layout (entirely WIP / experimental). - Module Info Panel Activated for A-10A -> C-101, and Asset Pack Modules (as Test). - Removed Button Disable Function for Slots If no build is Set.. - Removed Local Source Backup Renaming if Local Source Switch is set to off. - Added Screen Space Shadows to Preset Scan / Editor - Adjusted Preset Load, If No Preset is Selected it will attempt to scan default options.lua - Added Falklands and China Asset Pack Module Panel - Added Campaigns (F-16 First In Weasels of Syria and Black Shark MAD) - Adjusted Shadow Dropdown Rules for Screen Space Shadows - Fixed Tooltip for Screen Space Shadows. - Adjusted Layout of Rendering Tab. - Moved LoD Multiplier from Scenery Tab to Rendering, Renamed to Match DCS. - Tooltip Corrections.
  18. Block III's haven't even reached IOC, Neither through new airframes or the Depo Upgrade program. You have about the same % Chance of seeing a Block III as you do a F-35C in DCS.. The Visual Difference from the front, don't really do it justice, The Super Hornet is larger, has more sophisticated control surfaces and control systems, Despite ~90% Cockpit commonality from Lot 20->23, the DFCS is completely different due to the removal of dedicated speed brake, and the addition of AoA Dependent control surfaces.
  19. Lot 21, 22, 23 were LRIP But also retained most of the Legacy Hornet Lot 20/21 Systems as they were meant to be transitional jets, (~90% w/ Lot 20 C/D), However there are undocumented changes to the QC-DFBW System, most note-ably how the channels are managed, as the new system auto trims for damage, failures and changing aircraft weight profile etc etc. There's also changes in the UFC and the Data and SOI Master Program, which is also not publicly documented. Lot 24 were Full Production runs w/ modifications from the LRIP group. * Anything after that is classified, and you wont see the manuals required available to the public. * However the non-public changes to the SOI Master program and DFBW system would make it hard for ED to integrate them, not to mention changes in the weapons programs, as the SMS is also adjusted due to canted pylons clearance rules, and wing loading/weight limits. Lot 25 had the updated displays, new Processors and moved from SCS-OFPs to the new HOL-OFPs. Lot 26 is the start of Block II, though shipping delays with the APG-79, had them being delivered with the old APG-73 until units were procured and installed in the field or depo.. Lot 26 Has the redesigned forward fuselage frame, ACS Was Integrated w/ ability for WSO to have a de-coupled cockpit, 8x10 Display, Updated networking and modems, DVM, AMC&Ds, as well as new RWR and Countermeasure systems (ALQ214), As far as Lot 20 Charlie vs Lot 23/24 Echo, You'd Lose all the Unguided rail / tube launched A2G munitions due to the Canted Pylons and the restrictions APKWS was not integrated anytime during Block I roll outs. You'd have an Increase in drag, lower overall top speed, the 2 extra pylons and more fuel are the only increases. Your basically getting a less capable heavier draggier airframe that looks similar in the cockpit, but flies completely different.
  20. Anything Pre Lot 26 has Coupled Master Modes, so you're WSO would be doing the same thing you are doing,
  21. The manual needed for weapons system is not public, Even if ED wanted to assume the systems are the same as the Lot 20 for the Lot 23 Super, they would still need to source reference the documents. It's a literal technical tip toe situation.
  22. It looks like it's hanging on the build scan after selecting the build during startup and closes out due to an exception, It doesn't say what part of the build scan in the log, as I did not break down each section to catch sub exceptions, but likely something in the UI, if it's closing the entire app. the next line in the app is supposed to reflect version numbers of the .exe files for DCS, Updater and ModelViewer, so there maybe file/folder issues. I do have more exception catches in the latest internal builds, as I have re-ordered a lot of the loading and startup scans, hopefully that would fix the problem on your end, if not it will give more details and I would be able to accurately pinpoint it.
  23. There's still the ability to launch apps via pre-launch scripts.
  24. Can you attach the app log file after it closes? I havr narrowed down and adjusted some startup code due to desync of threads causing exception crash.
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