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Nealius

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Everything posted by Nealius

  1. In advanced waypoint actions, add "disperse under fire," then double-click it for additional properties. There's options for disperse radius and length of time they spend dispersed before continuing. Correction, there's just an option for length of time they're dispersed in seconds. Default is 600 seconds. I've set mine to 5 but haven't tested. Since disperse=off isn't respected there's a possibility the dispersion time may not be respected either.
  2. Since the crew visor animations are broken we have to set the visors closed via the liveries' description.lua. Argument 1052 and 1053 are for pilot and WSO visors, respectively. Values of 0.0 and 1.0 toggle visor up or visor down, respectively. For visor down append this code to the description.lua for all liveries you want to have visors down: [1052] = 1.0, [1053] = 1.0, You'll have to redo it after every DCS update or repair. It also only works for external views. I'll do some digging to see if I can find a way to get the F1 view visors down. EDIT: Can't find the .edm for the F1 view pilot models. The cockpit.edm doesn't have them. The four pilot models in CoreMods are for after ejection, both pre- and post man-seat separation, but they don't have visor arguments that I can find.
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  3. Release physics are a bit bugged. Even with 2x GBU-12 on a CFT the bomb can be seen clipping through the fuselage as it releases laterally instead of straight down. Probably affected by winds aloft. Loaded on the forward CFT stations it doesn't cause damage, but you can see the odd release behavior.
  4. With only two LGBs on a station this issue does not appear. It seems to be limited to the 4th bomb on a station.
  5. Zulu ramp, where all the Warthogs and Vipers were parked, has some issues: 1. No revetments. Bagram's ramps have revetments where they should be but Kandahar is missing theirs. 2. No lights. There should be lights on the ramp. 3. Inconsistent parking space size. Real world measurements show a consistent 97ft for each parking space, excluding the two larger outer spaces on each row. In DCS these parking spaces vary between 81ft, 84ft, 90ft, and there are at least two as small as 76ft.
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  6. Theoretically you could enable VIP-TO-PUP for the bullseye steerpoint, input bearing and distance, select that steerpoint, then TMS-right (I think) to snap to the offset. The catch is, I don't know how high the range units go in the VIPCCRP system. They may max out at 99.9nm. But then you could get creative, make a markpoint at its max, then daisy chain a bunch of offsets until you get to the location you want.
  7. 14.5GB in VR sounds about right I think. I had about 10GB in 2D with the same settings on the same mission. That said I do use optimized textures via the method here, which I think has reduced some of my VRAM usage.
  8. Now that we're operating out of airbases in less-than-friendly territory I've been playing around with combat overhead patterns but I have to do it all by feel because I can't find any information on it other than it's higher, faster, and done line abreast instead of echelon when compared to your standard 1500ft/350kts (depending on airbase SOP) pattern. I imagine it's sensitive information and probably varies between squadrons or airbases and time periods, but what can we discuss about it? 1. How much higher? I've been taking the standard 1,500ft AGL pattern and doubling it to 3,000ft and calling it a day. 2. How much faster? 400? 450? 3. Is final shortened with a steeper glideslope? 4. How does line abreast work without messing up abeam distance for the wingmen? Or are they still tight at sub-100ft spacing in line abreast?
  9. That could be it. I haven't had performance issues with the F-4, but I also haven't tried it in the same mission as I had the Mudhen issues in.
  10. At first glance everything looked fine other than occasional GPU usage dips that always coincided with ethernet usage spikes. RAM around 40GB, VRAM 14GB. GPU usage in the 80s, CPU usage in the 30-40 range. Then I took a look at my CPU cores and noticed four of them were maxed at 100%. When I looked at application affinity DCS was set to only run on four cores and I don't know why. I enabled all cores and the stutters disappeared. Other than how/why I had so many disabled cores, why would this only affect the Mudhen and not any of the other modules? At any rate, problem solved for now. I would have never thought to look at my core usage because I never messed with the affinity that I can recall.
  11. Ah, forgot my specs: 7800X3D, 4070Ti Super (16GB), 64GB DDR5, all SSDs. DCS graphics settings are medium-low.
  12. I'm having terrible performance issues in the Mudhen, specifically around Bagram, that's not an issue in any other module--including the notoriously unoptimized Chinook. I get constant stutters and freezes around Bagram in one of my missions. Looking left/right during startup checks, taxiing, even once airborn and screaming down the runway I get stutters and 1~2 second freezes. Doing a tactical overhead at 3,000ft AGL, I get a 1 second freeze as soon as I get into the break turn, and constant stutters as I look left to check my downwind spacing. Base, final, and touchdown are smooth but after touchdown and towards the end of my rollout, massive stutters and 1-second pauses continuing for the duration of my taxi back to parking and shut down. Even once shut down and in F2 view positioned way out away from my jet, massive frame time spikes and stutters despite locked 72fps in my VR headset. If I fly the same mission in the Viper, Warthog, Apache, or Chinook, it's smooth as butter with no stutters at all. Only the Mudhen is affected.
  13. Nealius

    JDAM Ripple

    Propper ripple where you press and hold pickle until everything is off? Not sure. For "ripple" I usually set direct mode and rapid-pickle the bombs until everything's off the jet.
  14. We should have a lot more trees, especially in the Korengal area mountains.
  15. Nealius

    UPK-23

    Particularly with the Afghanistan map. Polish Hinds almost exclusively had the UPK-23 when operating out of Ghazni.
  16. Nealius

    UPK-23

    It was said that we would not be getting the UPK-23 because it was only ever used on export variants of the Hind. But ED's F-5E has various options for export variants, our F-16 gets a triple-rail Maverick that was never operationally used, the FA-18 has a cheek-mounted LANTIRN that was never used by USN or USMC, and the BS3 has a third wing pylon that doesn't even exist in real life. We should have the UPK-23 to recreate the Hind in export usage.
  17. Not when the campaign is specifically built around training scenarios where there's supposed to be a hard deck.
  18. Yes this is causing a lot of gameplay issues, especially when embark tasking is required. I always set them to hold position behind cover with "disperse under fire" is off. Despite being behind solid cover, they start dispersing and a few of the infantry units clip into walls or buildings they shouldn't have been able to pass through at all. Then when a helo comes in to embark them, the embarkation process gets stuck because the dumb AI that isn't respecting "disperse under fire off" disperses and gets stuck inside a wall or building, running around in circles for ten minutes.
  19. Most of the civil building types like the mud houses and perimeter walls, do not render in the TGP until about 8nm. When a mission tasks the player with locating and destroying a specific building, it is impossible for the player to identify the target building until they have already passed the release point for a guided bomb. My LOD settings are set to 1.0. BuildingLOD.trk
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  20. The objects on the fighter ramp in particular block our ability to taxi back to our origin parking spots after a sortie. They're dropped right in the middle of the taxiway.
  21. 03L/21R was a taxiway conversion into an alternate runway in 2015. Per this source, which states: In DCS, 03R/21L is not closed due to emergency, damage, or maintance, thus it is the primary runway. Additionally, 21R is marked with a black X, indicating its closure. DCS ATC recognizes this and illuminates runway lighting at 03R/21L, however AI use 03R/21L as a taxiway and departs/arrives on 03L/21R. Players could of course still use 03R/21L, except the AI slowly taxiing through it fouling the runway and the fact that it is bumpier than 03L/21R, randomly popping tires below documented tire speed limitations. Bagram-AI-taxi.trk
  22. I keep having an issue where the FTR doesn't seem to set the trim and the stick returns to an aft position, forcing the nose up when it should stay where it was when I released the FTR. After a few hits of trim reset and mashing AFCS down trim I can resolve it but I have no idea why it's happening. It only seems to happen when I have troops embarked and I use the AFCS pitch trim to fine tune my attitude. Can someone review the replay track and see what's going on? Afghanistan map, no mods. Pitch mania starts right after embarking troops from a riverside LZ. Big file and WeTransfer appears to be dead so here's a Google Drive link: https://drive.google.com/file/d/1jySIes5KG1Htw6lt014BX39YvW8gTs6g/view?usp=sharing
  23. Yeah 35 makes the Chinook tip over while taxiing. I thought something had changed in the FM then realized my turbulence setting error. Put that at a more sane level of "2" and everything after was peachy.
  24. PSA turbulence notation in the Mission Editor changed and wasn't mentioned in the patch notes. It used to be "(value)*0.1 feet" with a typical summer turbulence setting of say 35. Now it's in "feet" so you would need 3.5. I mistakenly put in "35" out of habit and the flight was....wild, to say the least.
  25. In general removal of all the shelves with boxes and such not only at Bagram (all ramps) but other airfields would be great as well. They're in nonsensical locations that would get blown away by jet blast, or prop and rotor wash.
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