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Everything posted by HornedGod
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Kudos to whoever put together the Equinox MP map on the WWII server USA. It has a thin overcast layer at angels 3 that adds a nice twist that isn't in any of the other air quake maps. Great fun. (Sorry, Iron Jockel, I know this mentioned the Eclipse map before. Brain fart on my part. I love the ACG Eclipse map too:thumbup: :)
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Is there a list of active servers that host DCS WWII stuff
HornedGod replied to Pandacat's topic in DCS: P-51D Mustang
There's one just called 'WWII Server'. Also, Burning Skies. -
Pilot G-limit compared to the Bf 109 and Fw 190
HornedGod replied to Dirkan's topic in DCS: P-51D Mustang
Any word on when the g-suit might make it as an option for the pony? -
The AIs spawn in the south-east area over the mountains (see PvE box on the briefing map). There are about 6 or 8 at the start of a mission. Once they shoot each other down it seems like no more spawn. So you currently have to wait for the mission to rotate (once every 2 hours) before you'll find more AI. There's another WWII server that has AI spawn more frequently. I can't remember the name of the server (WWII Combat Server?) but it uses the bases at Gelendzhik and Novorossiysk.
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I have noticed that my kills in multiplayer are sometimes incorrectly awarded. Today I captured the bug in a video (watch in 720p or 1080p so you can read the ingame text). In the chat window you can see that it records it as amazing (the player I shot down) having killed himself, when I've clearly just shot his wing off. I never received a kill credit (no surprise given the chat text). This was on the ACG WWII server. Occurs in DCS 1.5.3.52724.
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Yesterday was weird on the team killing front. There was a red player (called '1') that was team killing away and slmod never kicked him. Later on (an hour after?), a blue player team killed and got slmod kicked. No idea why it was inconsistent. Also, is the ACG server using the latest version of slmod? Cos I've been seeing this issue a lot: http://forums.eagle.ru/showthread.php?t=165034
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I've been continuously seeing the last letter of multiplayer chat messages not being displayed. In the attached screenshot, the messages ending in 'no', 'nelson', 'ice' and 'performance' are all missing their last letters. This is true for both player chats and also some system messages (after I took this screenshot, the chat message about it had a missing 't' from the word screenshot). This has only been happening since the latest 1.5.3 patch AFAIK. Other people have reported the same in MP games I've been in.
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I concur; new mission is great. If there's no-one online or you just want to practice you can head to the PvE area. But if there are enough playing you end up in pure PvP furballs, without AI ruining all the fun.
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This looks to be a new force feedback bug that I'm experiencing in the P-51 with update 1.5.3.50487. Repro steps: 1/ Load into ACG WWII MP server 2/ Spawn into P-51. 3/ Start up, taxi and take-off 4/ Upon taking off, there is a large feedback force applied to the right. It lasts throughout flight and only goes away when you respawn in a new plane. Repro rate is about 50% from booting up into a new game. Only seems to happen with first spawn in first game. It goes away after spawning in a new aircraft. I have a Sidewinder 2 MSSFBB.
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Repro steps: 1. Join ACG WWII server 2. Select P-51 and spawn 3. Ctrl-Pause to bring up frame rate counter 4. View frame rate when looking ahead (should be just cockpit with no other planes in view frustum) - my FPS is locked at 60. 5. Look north to AI planes fighting near bullseye 6. Frame rate is 28-30fps. Observed result: Frame rate drops more than half when viewing AI planes fighting Expected result: Frame rate stays at 60fps (or very close to it; like it did in 1.5.2) Other notes: Triple-A causes severe frame rate loss, kind of like it used to, but hasn't since 1.5 came around.
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PM Andre directly for the Western Union option.
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Normally, in most other miultiplayer gamess, when a client hasn't received a packet from the server in time it will predict their current position. A simple example is to just take their previous velocity and orientation and use that to predict where they are now. In a FPS, if that remote player is jumping the client can predict their position from their parabolic arc. Depending on the game type there are all sorts of tricks that can be used to cover up missing or delayed data. What happens in DCS is totally bizarre; planes randomly warp around. My guess is that it's not a lack of data (or at least not just that) but bad data (either position or velocity) has been received. The client is totally trusting on what it receives from the server and just acts on it. Maybe it's a really hard bug to track down, but they could at least put in some client side failsafes (throwing out bad data, i.e. if the new position it receives for a plane has it move 500m vertically when it was last moving completely horizontally).
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DCS 1.5.2.49392 Update 2 release notes
HornedGod replied to HornedGod's topic in DCS: Bf 109 K-4 Kurfürst
I double checked, assistance is still at zero and auto-rudder is off. Just me then? -
Any chance of some release notes for the 109 in today's update (DCS 1.5.2.49392 Update 2)? It's clearly had some work done. Have some of the changes in the 2.0 alpha have made it over, as my takeoff routine now has to be different? While before I just ram the throttle all the way to 1.4ata, doing that today resulted in me scrapping my wings all over tarmac. I found it much better to just bump it up in stages just like I normally do in the Dora.
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In today's update (DCS 1.5.2.49392 Update 2) I'm unable to scroll up and read chat history without it continually popping back down to show the latest message that's arrived (even though I still have the scroll bar held with a mouse down). If I've moved the scroll bar off the bottom then that position should be held until I move the scrollbar back to the very bottom (where it should return to showing latest automatically).
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Does a FFB controller make a HUGE difference ?...
HornedGod replied to Anatoli-Kagari9's topic in DCS: Bf 109 K-4 Kurfürst
I've just picked up a MMSFFB2 from ebay. I used to have the FFB Pro but gave it away when I got my TM Cougar in 2003. The feedback is as good as I remember it but I do have a question about the smoothness of the stick itself. In flight when it's powered on, moving the stick there seem to be 'indents' when moving it along either axis. If I move it quickly left and right say, it feels like it's going over small bumps. Is this just the feedback mechanism it's moving against or do I have a dodgy stick? Coming from my modded Cougar which is buttery smooth it's very noticeable. -
This was while stationary on the ground, after having selected a new aircraft in MP.
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Bug: canopy could not be closed after spawning into P-51. Neither Ctrl-C or mouse on handcrank in clickpit worked. I had this bug for the second time today (in 1.5.2) while on the Burning Skies WWII MP server. t4trouble reported that he had this happen to him once before as well. Had to choose a new aircraft to get around it. All other controls and clickpit stuff was working fine (as I'd started the engine fine before hitting the issue).
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Yeah it was pretty bad today. 2nd airfields would be welcome. Especially when it's red swarming the blue base with the pony needing so long to warm up properly after takeoff.
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Is the bug where if you play on a slmod server for too long you no longer get credits for kills (and tracer fire disappears) still known and active? I used to see this all the time on 1.2 servers and I saw it again today on ACG WWII server (so with 1.5). Is it a bug with slmod itself or the game because slmod is running?
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After about 1.5 hours on the ACG server today I was no longer seeing tracers anymore. I was still able to shoot and hit targets but no tracer PFX were to be seen. This was true of my gunfire, that of allies and enemies as well as AAA. All other models and effects (smoke, explosions, contrails, etc) seemed to be rendering fine. Using 1.5.2.
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The castAR Kickstarter has started!
HornedGod replied to geneb's topic in PC Hardware and Related Software
Yeah, I'm happy with that. I was expecting delivery around now (it has been two years), but if it's going to be two more years, then getting my money back and a free castAR when it does release is cool with me. -
Also, the server now enforces a setting (so it'll use the server setting if it is lower than your selection). ACG looks to be using small. With 1.5.2 only the large setting is anywhere usable, so I hope they switch it to use that.
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Resolution INDEPENDENT Model Visibility Imposters
HornedGod replied to Why485's topic in Utility/Program Mods for DCS World
There are threads in both the 1.5 and 2.0 forums about this already http://forums.eagle.ru/showthread.php?t=154027 http://forums.eagle.ru/showthread.php?t=155332 . -
In 1.5.2 and 2.0 the pixel values used for each of the settings has gone in the completely opposite direction (so in 1.5.1 they were much bigger than 1.5, now in 1.5.2 they're smaller than 1.5). Details of what's changed can be found here: http://forums.eagle.ru/showthread.php?t=154027