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SkateZilla

ED Beta Testers
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Everything posted by SkateZilla

  1. At airshows, they are governed by Public demonstration restrictions in altitude and maneuvers. in fact, the USAF F-22 demo team recently got in trouble for violating those restrictions. It was a fantastic show, but the restrictions are there for crowd safety. You cannot judge and aircraft's capabilities by an airshow tactical demonstration. I have seen all 3 F-35s as well as the F-22's current tactical demonstrations, as well as talk to pilots of both F-35Cs and F-22s daily. F-22 is more Agile Physically, but avionics were designed around old processors and system language which inhibits upgradability as well as battlefield connectivity. Couple that with the tooling still M.I.A. from the crates.. and we are down to what 182 flight capable units (I'll have to check to see how many were lost in the last storm). F-35 is a network hub w/ wings, that thing can connect to practically any battlefield system, pilots can literally see through their plane. yes, the Airforce airframe can pull 9Gs, but only in limited situations and configurations, (airshow configuration w/ no pylons and limited fuel being one of them.) Marines and Naval versions are limited to 7.5Gs globally. the F-22 can pull 9 G's in nearly every configuration. (except w/ external pylons attached, I believe they are limited to 7.5G) A single F-22 Pilot recently took out 6 F-15Es and 6 F-35s in an exercise, and not 1 pilot was able to get anywhere close to a firing solution on the F-22. The only negative things about the F-22A is the Processor core suite, System language, and the fact that production was halted in under 200 units w/ no chance of even ordering more or to develop an improved block w/ newer avionics. F-35 basically got handed it's job on a platter, congress decided to take money from the F-22 program and give it to the F-35 program. Super Hornet program was cut short for the Navy, and the Legacy hornet upgrade program was cancelled for the USMC. The only aircraft left that it was meant to replace is the F-16, it was designed to be a connected battlefield aircraft along side the F-15EX (and originally block III SH, but the navy has already decided to move to a pure F-35C Fleet in a few decades). The F-16s is like the Honda Civic of the export Fighter Aircraft market, there are endless variants and addon options . There's really 5 F-35 Variants, as some of the export versions have distinct changes that affect the flight envelope.
  2. Geez F-22 and F-35 guys get along about as much as F-14 and Super Hornet Guys did in the 2000's.
  3. because those are the OLD material names.
  4. the EX hasn't even reached IOC and finished its test program, there's no where near enough data.
  5. Pretty sure HB already said the tomcats (A-Early, A and B) would be transitioned to the new framework developed for the phantom.
  6. 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.
  7. 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.
  8. 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
  9. apologies, just noticed my line in my prev. post had one to many -'s, corrected
  10. 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.
  11. 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.
  12. 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.
  13. 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..
  14. Honestly, You should limit the FPS to the refresh rate of your monitor. if you're on a 60Hz screen rendering at 300 fps, you're wasting 240 of those frame, as you never see them, and dropping 240 frames from the render pipeline via the VPU to the screen would cause stuttering without Frame Time Increases or drops, as the GPU is Rendering 300 FPS the motion is smooth for those 300, now the VPU says I only need 60, so the last 240 get dumped, you now have a 240 frame gap between frame 59 and frame 0 of the next second. not to mention, Power Consumption wasted, heat output, wear and tear on silicon, CPU usage for the DX11 render pipeline, etc etc. even on a 240Hz screen, those spikes to 300 are just wasting GPU resources, limit the GPU to only render what it needs, so it has resources to buff out those dips a little bit.
  15. It's integrated internally, I had to wait for MT ModelViewer to be stable.
  16. 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\
  17. 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.
  18. attach dcs logs, my app hasnt changed, DCS has. It's possible -force_OpenXR command isn't valid anymore.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
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