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JazonXD

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Everything posted by JazonXD

  1. This problem has been with me since 1.5, but for me, it happens only after DCS has been running for a while. It only happens in multiplayer it seems and doesn't matter if I was only playing singleplayer or only multiplayer, after a while of playing DCS, the TWS will start lagging on multiplayer. It's almost like a memory leak, except when I alt tab out, the RAM usage is normal...
  2. Unfortunately, I don't have the track so I don't remember what happened. But basically, AI fighters did their job and RTBed at Beslan. And this happened. I found it quite funny. (This type of issue with air traffic has been here since 1.2 lol)
  3. actually i think i have a fix for it use chat read/write command to type to everyone use multiplayer chat - mode allies to type to allies and use multiplayer chat - mode all to open and close the message log (doesn't let you type) the chat open and close command is almost like a master arm switch. If it's toggle off, you won't be able to see any of the actions you made with the above key bindings because they are "hidden". Only until you toggle the window OPEN with Lctrl+LShift+Y by default, you can actually see what you are doing.
  4. Multiplayer Chat Button Newest Update? So according to the newest update, the chat buttons have been moved to the UI Layer. However, the entries still exist in the General Layer. I'm not sure if that's part of the problem, but even then, opening and closing the chat box, opening and closing the chat ENTRY box for all or allies are not consistent whatsoever and not reliable. I have posted a video to demonstrate it. [ame] [/ame]
  5. Yes, as stated above, it's not only just bombs and missiles, it's all explosion sounds. The little crack you hear is the metallic sound effect for when armor is damaged. But there's not explosion like it should. There's also no sound when aircraft crashes.
  6. Oh, lol, haha. I was too excited when I found out so I scrolled down too quick :p
  7. Thing is, I've only ever had this problem with 1.5.x When I switched over to 1.5, i found that missions I created in 1.2 didn't have the explosion sounds. Now with 1.5, i found that this problem seems to happen randomly. Even missions that I make using 1.5.x still sometimes have no sound, while sometimes, that exact same mission will have sound no problem. Same thing for missions that were created in 1.2
  8. F-35A is combat ready today and delivered to AFBs!
  9. After a particularly long mission, usually probably more than about 30 mins in singleplayer, once I quit the mission and go to the debriefing and subsequently close the debriefing to go back to the mission editor, the game gets stuck on that loading screen and doesn't budge. Any help? I have to force close the game. (Sound still plays in the background)
  10. Seeing that the flight PATH of the AGM-65s have greatly changed to reflect realistic flight paths, I was wondering if the AGM-65s also now have an AFM flight model like the AIM-120s or the R-27s? Thanks.
  11. As far as I have seen in the cockpit of the 15, it dose have a program-style CMS system. If you look at back right panel, CMD, you'd find some knobs and switches fo flares and chaff. I am pretty sure they are program based.
  12. They also have this weird click sort of sound once you stop firing. Not sure if it's realistic or not, but it's literally the same across all planes, and that i don't know about... (fighters, i do not believe the A-10 or Froggies have this issue, I didn't try in the Frog yet though, please correct me if I'm wrong)
  13. From my observations, when I am in an F15 and I fire a 120, the missile pitbull timer is basically exactly synced to how long it will take for the missile to reach 10 miles away from the target. When I play against AI, once this timer on my plane counts down and finishes, the AI plane goes defensive immediately. If I launch at about 13 miles, then the pitbull timer on my plane will say for example, 6 seconds. After 6 seconds, the missile is about 10 miles away from target. In MP, I notice similar behaviours, as soon as the pitbull timer finishes on my HUD, the target will go defensively very quickly (accounting for reaction time). So from what I've seen, player fired 120s seem to be consistently pitbulling at about 10 miles. I didn't test this with a friend in multiplayer yet but this is what I have noticed over the years playing DCS. It doesn't matter about aspect, as soon as the missile reaches within 10 miles of the target, it pitbulls (at least accordinging to my HUD) and the targets react accordingly.
  14. Right, it was an extreme example of this scenario, but either way, even in the 27, I'll receive the missile launch warning when the missile is already 6 miles aways from me.
  15. So I've noticed that the AIM-120s fired by AIs pitbull very very late, to be more specific, about 6 miles instead of 10 miles that you would find on player fired AIM-120s. I've made a quick video about it and also have one extreme case of this situation. I am not sure if this is a bug or intended. Enjoy. [ame] [/ame] [ame] [/ame]
  16. Yep, basically what's happening...
  17. Ahh okay. Sounds very intuitive. Thanks for the advice :thumbup:
  18. Hi all, I'm looking for some tips or advice on missile evasion if someone has fired at me from within 10 miles. Now, I know most of you are going to say that I shouldn't have gotten myself in that situation in the first place, and I will admit, yes, that's true, but sometimes, the situation will occur. So what do I do? Is it better to turn around and fly away while pumping out chaff or is it better to put the missile at my 9/3 (beaming, I think it's called?) while pumping chaff? This is assuming this is a radar guided, either semi or active. Also, if anyone would be kind enough to properly explain to me how to beam, that would be nice. I know the gist of it, but not all the details of how to perform the maneuver correctly. Thanks.
  19. Ahh, that seems quite unfortunate. It seems as if better multithreading is all there really needs in DCS. I'm obviously no programmer as well but I'd totally imagine that optimizing for better mutithreading is much easier than to change everything to asynch compute or something drastic like that. Hopefully though, I'll just hope and pray...
  20. Haha, hey man, that's awesome to see, fellow simmer so close. Actually I go to school in Oakville. (white oaks). :)
  21. Hi everyone, I am wondering if there's a good Warthog HD cockpit mod out there? I know that there's Ricardo's Horse of war, but it has a worn look to it. I am looking for one that isn't so worn down but still higher resolution...etc. Thank you.
  22. Hi everyone, I am no expert in using the mission editor just yet so I want to learn. I was fiddling around with the stuff when I discovered the whole "Template" and "Nodes" options under the Mission Generator. I noticed that this is where you can customize the template of certain Blue/Red offensives/defensives and you can generate those templates that you make using the "Node" option. This is almost like "Mission Generator" where you put in some parameters and then select a location and your own aircraft and then the mission editor will generate a mission for you. It erases everything that you had before and starts a new file. However, I want to know if it's possible to "paste" one of those nodes onto an existing mission that you've already created. For example, I just want to paste the "Red Offensive Small" template onto a certain location, in a mission that I already have started my work on. Is that possible? If so, how can I do it? Thanks. (Sorry for lengthy post)
  23. You have to make sure that you guys are using the same group ID and Net ID (they are both just simply numbers, e.g. 45) and then you should see your buddy as a circle and a small line poking out of it indicating his heading on your tad. if you don't see him, zoom out a bit more, maybe he's out of the TAD's view for the certain zoom.
  24. pretty much, i have afterburner OSD set up and once it starts lagging, i take a quick look to the corner of my screen and it reveals that my GPU utilization is down to like single digits... smh
  25. Issue I'm having is whenever there's a ground battel going on and i'm up in the air, a few 10 to 20 miles away, as soon as my screen has that ground battle in sight, GPU utilization drops to single digit percentages. Sometimes like 10 or 20%. So basically, it's getting bottlenecked by CPU. Also, CPU always sits at about 30 to 40% so evidently, it's only using about 1 to 2 threads even though I have 4 cores. DCS really likes higher frequency CPU because since it only uses those 1 to 2 cores, the higher the frequency, the more it affect framerates. Otherwise, graphical settings are basically all on high or ultra, Anti Aliasing set to 16x (There is basically no performance difference AT ALL whatsoever between the settings) and depth of field is off. Vsync is off. When the performance tanking happens, I drop from about 70 to 80 fps down to 20 or sometimes even 15. If I'm staring into the sky or I'm simply at a very high altitude, i easily get about 150 to 180.
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