

Nealius
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Everything posted by Nealius
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The Phantom may be an exception here, but constant trimming in formation/tanking is standard practice IRL. The difference with other aircraft is that the trim input results in a consistent and predictable output. In the Phantom it's inconsistent and unpredictable.
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What about the method that ED implemented on the Viper and Hornet, where the pilot body head pops into existence when the camera is moved sufficiently far away from it, with player head movements preserved? It works well in those modules while staying inside F1 view.
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No plans to make it functioning in replay tracks?
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Feedback Thread - F-4E Phantom II update, August 9th 2024
Nealius replied to IronMike's topic in DCS: F-4E Phantom
What conditions trigger that bug? I can't say that I've ever come across it in hundreds of plugs. At any rate, any way to turn it off? The checkbox in special settings for it is now gone. -
Feedback Thread - F-4E Phantom II update, August 9th 2024
Nealius replied to IronMike's topic in DCS: F-4E Phantom
Now that the auto-pre-contact is working, it seems to be trigger happy. After hailing the tanker from observation positon, auto-pre-contact fires. When sliding into actual pre-contact position, it does not fire since it already fired while in observation. When falling off the boom and setting up for another plug, it fires again when it's not needed. -
Same. It's impossible to use trim while tanking. 3-4 taps of trim and the nose refuses to move. 1 tap of trim the opposite direction and it's like those 3-4 taps are immediately applied opposite the direction they were supposed to go.
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CAS/JTAC. What targets to prioritize? Do you need to hit multiple in one pass, or just one? Do you need to do a show of force first? Is the fight so close you have to skip the JDAMs and strafe the treeline? What's your attack heading so a short/long bomb doesn't hit friendlies? Employing smart munitions is more than simply handing off coords and mashing the pickle button. There's an entire tactical decision-making process that occurs before releasing the weapon.
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Ah yeah, that and "game mode" are both off. The only two bits of clues I've been able to find so far are: 1. At some point, all 6 of my cores go to 100% (but haven't matched the timing to see if it's related to the stutter) 2. When there's a stutter my GPU dedicated memory dips slightly and "Copy" increases
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What are hags?
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Power management to max performance disables core parking. However, I have DCS set to not use cores 0 and 1 because Oculus seems to like using those, and DCS gets absolutely horrid framerates if I don't set affinity to cores 2~6.
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Using MT, not using OTT.
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Power management is all set to max performance, All USB ports as well.
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Slow repair hasn't fixed it. There's a spot a few hundred feet back where the big change/stutter happens, then there's another small change/stutter around 100ft or less.
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unable to reproduce Landing and push CTRL+E x 3 and you ...
Nealius replied to LuseKofte's topic in Bugs and Problems
Henry Cavill cameo. -
Free program called Paint.net. You might need a DDS plugin, I'm not sure exactly. Basically just open the texture files in that program. Most of them are 4096x4096px. Resize those to 2048x2048 (half), save as the same DDS (DXT5 with mipmaps I believe), and you're good. Well, probably not good if you fly online with IC-on servers. For me, adjusting external textures improved performance. I didn't need to touch the cockpit textures.
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Most of it is a texture size issue. I reduced all external textures from 2k to 4k and the cockpit texture loading time/stutters were markedly decreased, despite not touching the internal textures other than the "external" cargo hold texture.
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Around the 8-minute mark on the second video that Cat107 posted (Flight Characteristics) does an excellent job at clearly and concretely defining when you need to start watching that ball and using the rudder to coordinate your roll: "...but, once you reach 15 units AoA, you need to start applying rudder in order to coordinate your roll." Also at 10:09: "...up to 15 units, you can fly without using your rudders" followed by reinforcing the importance of rudders above 15 units. Rudder usage is a lot easier than online discussions and airframe mythos make it out to be once clearly defined like this. The challenge from my perspective is location of the Phantom's AoA and slip indicators, and translating that heads-down information into heads-up muscle memory, which just takes time and practice.
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DLSS is on, but SSS is off. Again, this texture loading issue only happens with Tomcats, and not with any other game objects. Long after the carrier, world, and other object textures load, the Tomcat's textures sit like this for nearly a minute on mission start. At some point during the mission, they get unloaded, so then when I return to the deck they're reloaded and causing a stutter right as I cross the ramp.
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can not reproduce Can't get ILS to work in F16.
Nealius replied to Gunfreak's topic in DCS: F-16C Viper
Bodo ILS is offset and acts a bit funny compared to ILS on other airbases. I'd troubleshoot on a normal airbase/map first. -
Which public document for our particular Viper indicates this? I'd like to research why it departs from common logic in other airframes using the same pod in having an auto-off for the laser, which has specific firing time and cooldown time limits to prevent damaging the pod; also why the functionality was removed in the CJ>CM upgrade. Since it is correct, I request that the manual be updated to include laser switch off in the auto-lase GBU implementation procedure, as it does not accurately reflect actual required procedure in DCS.
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I noticed this yesterday as well. 2x Mk83 with 75ft spacing, first bomb impacted the target instead of the two bombs bracketing the targets as they should.
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Using Quest 2 + LINK cable, currently locked 72fps (refresh rate) up high in most missions, I still get a 1-2 second stutter every 20-30 minutes. Sometimes it's minor and only shows up in the headset. Sometimes it's major and shows up both in the headset and in DCS. It is always accompanied by the sound of my PC fans spooling up and then spooling back down once the stutter stops; as if there's a sudden PC load for 1-2 seconds that then disappears. It only happens in VR. Running a track of the same missions for screenshots and videos, this never happens. It has happened on two different GPUs. It has happened on three different LINK cables. It happens on 5 USB ports, including a powered USB hub. It happens on multiple headset settings (resolution, refresh rate). It happens on multiple DCS graphics settings, from low to medium. It happens with and without core priority/affinity tweaks. It happens with and without NVIDIA CP tweaks. It happens with and without clearing fxo/metashaders. Oculus debug tool settings are default. At this point I don't know where to look or how to fix. Current pc specs are: i5-9600k at 4.8Ghz RTX 4070Ti Super 16GB 48GB DDR4 SSD with 32GB allocated to pagefile
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Real pilots feel the yaw happening in the seat before they see it happen visually. All we have is a visual cue. Once the brain realizes there's movement, the movement is already established. That's why they fight it less than we do. For us it takes repetitions to predict what the aircaft will do and proactively counter things before they happen. I just tested slamming throttle IDLE to MAX in the Spit. She did a 90-degree roll to the left (would have done more if I didn't stop it) with the slip indicator pegged full right. So I don't know what this lack of torque claim is about. Maybe it's not strong enough, but it certainly is there and something that needs to be dealt with by the player.