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AhSoul

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Everything posted by AhSoul

  1. Yeah I think it's harder to find a use for it in SP, as you've no-one to pass data and intel to.
  2. If all you want to do is blow stuff up, the Apache is better. If you want to play as a JTAC/scout, work with team mates etc. and STILL be able to blow some stuff up yourself (just not as much especially heavy armour), then the KW is a lot of fun.
  3. So I picked the KW up last night and definitely don't regret it! With a buddy in the left seat we had great fun reconning Pretense zones, spotting and lasing tanks for a mate in a Harrier, trying to shoot down Mi-8s with stingers, and killing infantry with the M4 out the side. I'm gradually getting my group of players interesting in playing more 'realistically' and they're starting to see the benefits of having a KW on station and letting them fire precision munitions while not having to hold a TPOD lock so they can just break off and escape.
  4. We mostly play Pretense. Are you making your scenarios up or do you have some good ones you use a lot (that perhaps you could share)? I could try using Briefing Room to create some.
  5. Yeah I agree. I think the harder part will be getting my mates to act semi-realistically, rather that just trying to lase and then bomb everything themselves. There's no real penaltly for getting shotdown in a sim so they're pretty gung-ho
  6. Ahh interesting thanks. Yes we play a lot of Pretense, and we all seem to get crashes at various random times.
  7. I've had 3 crashes in the last 30mins an they all seem different actually. Last log attached dcs.log
  8. Get random CTD quite a bit. They generally all seem to look like this 2024-06-03 21:24:47.650 ERROR DX11BACKEND (24768): DX device removed. Reason: 0x887A0006 2024-06-03 21:24:47.663 ERROR DX11BACKEND (24768): failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2024-06-03 21:24:47.663 ERROR DX11BACKEND (24768): Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:190 2024-06-03 21:24:47.676 ERROR DX11BACKEND (24768): DX device removed. Reason: 0x887A0006 2024-06-03 21:24:47.745 ERROR DX11BACKEND (24768): failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2024-06-03 21:24:47.745 ERROR DX11BACKEND (24768): Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:190 2024-06-03 21:24:47.750 ERROR DX11BACKEND (24768): failed to create vertex buffer. Reason: DXGI_ERROR_DEVICE_REMOVED 2024-06-03 21:24:47.750 ERROR DX11BACKEND (24768): Failed assert `false && "failed to create vertex buffer"` at Projects\render\dx11backend_win8\Source\DX11BufferManager.cpp:190 2024-06-03 21:24:47.755 ERROR DX11BACKEND (37180): Failed assert `false && "failed to create texture"` at Projects\render\dx11backend_win8\Source\DX11TextureManager.cpp:696 2024-06-03 21:24:47.756 INFO EDCORE (37180): try to write dump information 2024-06-03 21:24:47.758 INFO EDCORE (37180): # -------------- 20240603-212447 -------------- 2024-06-03 21:24:47.759 INFO EDCORE (37180): DCS/2.9.5.55300 (x86_64; MT; Windows NT 10.0.22631) 2024-06-03 21:24:47.760 INFO EDCORE (37180): D:\DCS\DCS World OpenBeta\bin-mt\GraphicsCore.dll 2024-06-03 21:24:47.761 INFO EDCORE (37180): # C0000005 ACCESS_VIOLATION at 00007ffb165abe22 00:00000000 2024-06-03 21:24:47.762 INFO EDCORE (37180): SymInit: Symbol-SearchPath: 'D:\DCS\DCS World OpenBeta\bin-mt;', symOptions: 532, UserName: 'Justin' 2024-06-03 21:24:47.762 INFO EDCORE (37180): OS-Version: 10.0.22631 () 0x100-0x1 2024-06-03 21:24:47.764 INFO EDCORE (37180): 0x000000000004be22 (GraphicsCore): render::RenderGraph::~RenderGraph + 0x4D32 2024-06-03 21:24:47.765 INFO EDCORE (37180): 0x0000000000051d82 (GraphicsCore): render::RenderGraph::bakeGraph + 0x1F22 2024-06-03 21:24:47.766 INFO EDCORE (37180): 0x00000000000516bd (GraphicsCore): render::RenderGraph::bakeGraph + 0x185D 2024-06-03 21:24:47.766 INFO EDCORE (37180): 0x000000000000ecdf (SceneRenderer): DCSSceneRenderer::bakeRenderGraph + 0x3F 2024-06-03 21:24:47.767 INFO EDCORE (37180): 0x00000000001503c7 (Visualizer): smCamera_Implement::getClipRegion + 0x1AFC7 2024-06-03 21:24:47.767 INFO EDCORE (37180): 0x0000000000049169 (edCore): ed::this_thread::yield + 0x14CE9 2024-06-03 21:24:47.767 INFO EDCORE (37180): 0x0000000000048497 (edCore): ed::this_thread::yield + 0x14017 2024-06-03 21:24:47.767 INFO EDCORE (37180): 0x0000000000049d33 (edCore): ed::this_thread::yield + 0x158B3 2024-06-03 21:24:47.767 INFO EDCORE (37180): 0x00000000000339c1 (edCore): ed::thread::_get_current_thread_id + 0x71 2024-06-03 21:24:47.767 INFO EDCORE (37180): 0x0000000000029333 (ucrtbase): _recalloc + 0xA3 2024-06-03 21:24:47.767 INFO EDCORE (37180): 0x000000000001257d (KERNEL32): BaseThreadInitThunk + 0x1D 2024-06-03 21:24:48.007 INFO EDCORE (37180): Minidump created.
  9. I'm using Wifi6 right next to the router. As said, I don't think this is a bitrate issue as it's not just a Quest issue. I had no idea it actually modelled the trees! I guess there's something about swapping from that view of the entire mission back to the normal cockpit view that is significantly intensive in some situations then....
  10. I'm using Virtual Desktop so my bitrate etc. is set in that. OculusDebugTool only affects wired connections I believe. The F-10 issue makes the whole framerate of the system chug - I don't think that's the same as a bitrate issue to the headset itself. Also not everyone experiencing this issue is on a Quest headset either.
  11. Quest3. I'm using VirtualDesktop. I wasn't talking about constant stutter there - I have none of that. I was talking about the FPS stutters/drops after coming out of F-10. I'm not sure why bitrate would affect that specific situation. Oddly the stuttering was a lot worse last night - It would last for a good minute or two before going away. Only thing I can think of that was different to the last week's flying was that I was using the Viggen pretty much exclusively last night.
  12. Cheers! I've spent a fair bit of time in the Apache and Huey. The OH-6A is just a lot twitchier so yeah gonna need to play around with the curves
  13. Just found this mod and gave it a go in VR - wow it's a handful coming from the Apache But awesome mod, well done! I'm going to need some practice, but I reckon if you can fly this well you can fly anything!
  14. I'm getting it a lot less after moving to 64GB RAM and a 4080Super with more VRAM. Still happens, but not as regularly or as bad.
  15. Just went on and tried it again. This time Syria / Apache in single player with a bunch of units doing various things around the map. Again silky smooth, no stuttering when looking sideways. Pretty much perfect TBH....
  16. The Quest 3 has great lenses and doesn't break the bank. You don't *have* to have a ninja GPU but obviously the lower the spec the more compromises you have to make. I hate DLSS (too fuzzy) and ASW/SSS looks terrible with rotor blades for example. So I run MSAA 2x and target 72FPS to run the Q3 at that. This is with a 14700KF, 4080 Super, and 64GB DDR4. I think it looks pretty decent in-game and is very smooth. You just have to decide how much of a tradeoff in visual quality you are prepared to take based on your budget for the immersion that VR brings.
  17. Not sure yet. I played for 3.5hrs in Pretense and it was glorious. I'll try again later and see if it's the same.
  18. Put the DCS FPS target to 300 in settings and turned off the throttle in openxrtoolkit and bam - no side stutter! It's silky smooth. Thanks so much for suggesting to change it!!!
  19. Yeah I think the issue is that this is a sim, not RL, and in the sim players tend to just go around shooting at stuff and generally not following command structure
  20. Hmm I'll try unlocked and 73 then - see if it feels any different
  21. Hmmmm that's interesting..... Are you saying I'm better off just letting DCS render at whatever FPS it can?
  22. I still see the 'side stutter'. This is when I'm locked at the 72fps to match my 72hz headset refresh, and like 30% gpu headroom according to openxrtoolkit overlay. Removing TacView didn't help. Everything is smooth out the front of the cockpit, but looking to the sides I can see bushes or buildings skipping a bit.
  23. There's now this which can help to scratch the itch
  24. i didn't know about the the APKWS and Stingers - that's great! For non/lightly-armoured targets that significantly increases the combat potential. I'd forgotten about LST. Will definitely get my group to learn their LST functions on their TPODs so we can try this out. I guess we could use the Apache for that, but as you rightly point out the Kiowa can do it from behind cover due to the MMS. In a CAS situation I wonder if my friends are going to have the time and space to plug MGRS coords into systems. But LST or smoke grenades plus talk-on might work. I think part of the challenge will be getting the others to work this way - and not just buzz around finding targets by themselves.....
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