Jump to content

Sgt_Baker

Members
  • Posts

    915
  • Joined

  • Last visited

Everything posted by Sgt_Baker

  1. You lot do the maths.
  2. Yes, but I'm not made of money. Will have to start charging sooner rather than later. The reasons are quite simple: Not only am I expected to purchase every DCS module going, but also every VR headsets and touchscreen-screens and Apple hardware for cross-OS support and Android tablets and DCS terrains x2 for multiplayer testing and and and the list goes on. :) Edit: And a variety of graphics cards and a variety of whole systems running Windows 7, 8, 8.1, 10 etc.
  3. Nevertheless, they are using the same graphics engine. Take it from me (or the 1.5.5 patch notes if you like) as somebody who gets to see right inside DCS's graphics pipeline. The Caucuses map and the Nevada map are certainly different beasts, yet rendered by exactly the same engine (EDGE). We're splitting hairs now, though. My contention within this thread remains, however, that in order to run DCS on a second box as an AI server, the only things you need to re-purchase are the NTTR terrain and any premium campaign that utilises DCS's copy protection system - most certainly not every aircraft module.
  4. As opposed to this or that opinion regarding VR, the real danger with this thread is that it encourages people to go out and spend big £££ when it might not be at all necessary.
  5. 1.5 and 2.0 now use the same graphics engine.
  6. That kind of makes sense since the paid-for campaigns themselves are copy protected using the same system as DCS modules use IIRC. What I'm getting at here, though, is that you don't need to repurchase aircraft modules.
  7. No, this is 1.5.6. I can give it a shot with 2.0.6 as well if you like. Ah right, I get it. 2.0+ is useless without NTTR...
  8. Disclaimer: I've not read the whole thread, so apologies if this is old information. I've just set up a local server using a brand new freebie account. Copied the missions over from my paid account (with premium aircraft) etc to the free-install server box and I can fly with any aircraft I like. You do not need to purchase all your modules over again. :) --Baker
  9. Tested on this end and worked first time. How is it behaving on your end?
  10. It passes MP integrity check with the exception of the "Colour LITENING/Shkval CCD" option, so just leave that switched off for servers which enforce the integrity check. --Baker
  11. Will be testing this precise scenario tomorrow.
  12. You could generate a Diagnostics Package by following the instructions here, along with taking note of any error messages and related entries in the Windows Event Log. --Baker
  13. Get rid of the PeterP stuff, Helios is 100% compatible, reduce the main DCS rendering window to only that you need for flight views.
  14. Hi Neal, I gather you installed uMFCD on top of a custom DCS export setup. Is that correct? --Baker
  15. Yep. Welcome to my world! I presently have no idea why your local-server setup is behaving differently to the public-server version of events. What's important is that your setup is the exception, so most multiplayer people will be OK. I also have no idea why local-server worked after connecting to public-server.
  16. Incidentally, DCS never appears, on my system, to use more that 2 of 8 cores (25%) in total. It should be possible to run the server on the remaining cores by judicious assignment of CPU affinities via the "Set Affinity" option in Task Manager.
  17. What I'm asking is whether you get the same behaviour when connecting to a remote server via the usual in-game "Multiplayer" option. :)
  18. And using remote servers?
  19. What happens if you revert to DCS's "1 screen" monitor setup and work forwards?
  20. Does this happen on all servers/missions?
  21. What's that FPS counter thingy you have running there?
  22. Here we go. UltraMFCD now with FC3 support. :) http://forum.ultramfcd.com/posts/m297-UltraMFCD-2-6-5-Beta#post297
  23. There's one final detail to tie up - changing aircraft in MP without quitting to the startup UI - then I'll be releasing the new FC3 goodness.
  24. Development update: So after lots and lots of man-hours, tonnes of code and five failed attempts to elegantly unify how uMFCD deals with the differences between single-player and multi-player... The solution that works all the time is... five lines of code. Five. And took minutes to implement. Stupid computers. Stupid Baker. Stupid app. :lol:
  25. The differences are huge. Those 2-3 monitors are connected directly to a huge computing powerhouse of a graphics card by many-gigabit communication systems (HDMI, DisplayPort etc). The tablet/phone/whatever else isn't. Thus, one has to perform a lot of code gymnastics to compress and transmit display imagery (mostly thinking of TGPs and Shkvals here) in real-time. Nobody wants a second of lag between the sim and their tablet export. These requirements preclude all the "standard" methods for transmitting video to portable devices, so you end up having to roll your own highly-efficient solution - and remember that Apple will refuse to list your app on their store if they think it uses too much battery. So, in conclusion, they are two different worlds. :) --Baker
×
×
  • Create New...