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dimitriov

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Everything posted by dimitriov

  1. Do you think that the fact that I actually only have 16Gb of ram may cause this fps cap ?
  2. Hi, mod has to be installed in saved games folder, not root folder. Nicolas
  3. It's not...
  4. Hi guys, hope you'll be able to help me on this one cause I spent 4 h without any result. Rig : - 2080 - I-7 7700k - 16Gb DDR4 - SSD - Sandalone DCS using oculus home, though Steam vr is installed but I disabled it by renaming its folder. Quest 2 in USB 3.0, set to 90 Hz (note that I tested several other cables, including pure usb-c and didn't change anything). Whatever being the graphic set up in DCS, ultra low or ultra high, PD being set to 1.0 or 1000 (lol), I always get a strong 20-25 FPS. I don't get any way to get more, and I'm getting mad right now ^^ I used oculus diagnostics to set bitrate to 250, would it be 500 does not change anything. Same for res, 3664 or as low as possible, does not change anything. I even tried getting my ram in XMP in BIOS. No joy. It's like I was capped at 25 FPS whatever would I do. Would you please have a magical idea because the diving mask is going to end in the swimming pool :p Nicolas
  5. As always, thank you a lot for your involvement nineline ;) Nicolas
  6. Hi, you don't seem to have understood the issue. Having the stab enabled, so V key has been pressed once, the aiming simply randomly stucks for few seconds. Problem is that it can happen anytime even when you need to move just a tiny bit the turret, which leads to the issue. Try to send a telemetry signal, max range (5000m by default) to the sky or to trees. Wait 1 sec after telemetry, then move, repeat and repeat and after I think 10 times you'll have experimented it at least once, even if it looks like some kind a very brief lag, it's this issue. Problem is that is can last for half a second as well as sometimes more than 10. It looks like there's some kind of link between telemtry and stab itself, leading them to glitch each other. (Forgot to talk about telemtry in first post sorry, for me this part is simply natural...) Nicolas
  7. Hi :) I made you a lil video to really try to illustrate the issue : Basically, DCS 2.5.6.57264 Open Beta 2020-11-04 (but happens for several months now, dev team "fixed" stab some months ago because it got shaky when on the move, it happens since. I thought it was a mod issue on my side but with a brand new clean install without mods, it too happens with Abrams and any other stab vehicle). So the problem : Sometimes, randomly, when stab is enabled (V key), aiming gets stucked. The only way is to disable stab or to wait sometimes up to 10 seconds to get it back. To reproduce it, the best for you is to get in the same situation than on my vid : Gudauta airport, one abrams. Get max zoom / Aim with stab enabled a bit above trees / hold for few seconds (5 to 10) / then try to move. Again, it happens randomly, usually, after globally one minute trying to reproduce, you end having it. Be patient testing it please, it happens on two different computers on my side. If you notice even a non responsive behavior for half a second, then it's this. No binding conflict of course I checked. It happens quite often, in miz, it has become a real problem as it obviously always happens when you're in fight...... Ok, I hope it can be solved, again, this one is a critic one. Thanks in advance lads ;) Nicolas
  8. Thanks mate, don't disturb yourself i'm gonna try and if I end with unworking shit I'll ask you a bit of your time lol
  9. @Taz1004 : Very good work here. I have a very practical question to ask you. For my FP I have made specific smoke defense systems for tanks. (Smoke grenades, via a script). With your knowledge on the smoke question, do you think it is possible on my side to find a way to create new smokes which actually would more or less look like this : Ie : "smoke ball" instead of a big smoke column ? Or the only thing you can actually do is change parameters on already existing column types smokes ?
  10. I sometimes did so for my frenchpack, amx 10 RCR was made in 5 days, some models for star wars modpack in 3 (average 400 000 tris and 20 to 40 4k textures). The secret ? Wake up at 6, finish at 23, start again the day after ^^ A T 72 for example would be kinda long to make in a very detailed way, using 3ds, zbrush, and substance painter. Example : the tracks parts if you animate it physically (like on my leclerc) you'd have to animate each piece one after the other (4-6 hours of work only for this part). The Leclerc serie 21 on my FP required 2 months of work at a normal rythm as it is very accurate and I couldn't spend my whole days on it. So it's not working fast but intensively. The above list is doable, but you'd require a very motivated person. Plus the income allowed by such a pack compared to the amount of work doesn't make it that interesting to make. ED proposed me 9.99 dollars for the FP when we discussew about it, which leads to about 7 dollars for me before taxes. Taking into consideration that a vehicle would be around 40-50 h of work minimum, some being about 150, well, not very interesting when a pack to be sold needs 20-30 vehicles, and frenchpack quality level is the minimum quality standard they would require, meaning that you still can do far better. Nowadays most modders don't even know how to produce pbr textures... It's not a critic just an observation. So if most modders wanted to start such thing, they would have to learn many new tools. And as a last part, reusing already made stuff which so fastens your workflow is 90% a myth. On a completely french vehicle pack, with 30 vehicles from only 4 differents manufacturers, except some rare machine guns, even tires vary from a vehicle to another so the common elements are very rare and often limited to very specific parts which are not even clones but look like the same and are quite fast to adapt. I mean by this that between a t 62, t64, 72, 80, there is strictly nothing in common except for 2 of them the roof top mg. Even if they all "look the same". Same goes for us or euro vehicles. So well, if someone wants to produce such thing at ed quality standards, of course he can, but he will need a shitload of freetime, no secret unfortunately. ^^ Nicolas
  11. If you work correctly and accurately with modern tools, there is not a single vehicle on earth which is quick to model ;)
  12. Get into the pack folder, toyota.lua, line 69, edit the value to a lower one. ;)
  13. It's this one. ;)
  14. Oh currently I'm in modding holidays, i spend a bit of time using my new Leclerc hotas system and tweaking the vehicle itself.
  15. Sound more like taxpayers your friends LMAO
  16. Well to be honest with you, I really wonder if ther is not something wrong on your own side. I just asked several teamates on my squad who both own SC, F18 and 14 and they don't meet any problem. So I asked Patrick Cuesta what he modified in his last exocet.lua file to fix the error for the Rafale but for me as of now the problem appears to be on your side. Question is how and why, I'm gonna investigate a bit but for me right now, FP is valid. Contact me via my discord to explain me completely your issue cause there must be something else, like a mod conflicting with it or something like this. Nicolas
  17. Ok. I don't have the supercarrier, which is an obvious problem for testing. If you have another mod which gets the same kind of error with the FrenchPack, please send me a link to it so i can do tests on my side. Meanwhile please find attached an entry.lua, replace the older one by this one and try please. entry.lua
  18. Hi, we don't get this issue in my squad while we use an even more advanced version of the FP. I would like you to make me a complete list of the various mods you are using please. I'm already aware that the rafale mod causes this issue. But I really don't see why FP would lead to this issue. Though I'm gonna check as this specific 3.5.1 version may have some old aircraft mod hidden (forgotten) in it. I would then recommend, if you are able to "hack" the entry.lua, to disable the following lines and then to try again : Dofile....... Saab_Safari.lua Dofile........ AT802U.lua Dofiile....... MD-3.LUA and MD-3 Air I apologize for the encountered issue, I have compiled this version a bit too fast without the usual polishing. Nicolas
  19. Salut, Tu confondrais pas avec le mod Rafale ? Parce-que le FrenchPack est RAS sur cet aspect là de tous les essais que j'aie pu faire et que d'autres ont conduit. Nicolas
  20. Update 3.5.1 https://drive.google.com/file/d/1Q-L5Mn9RC1NNGbtSrUdOlq0S4WhgkC1f/view?usp=sharing Changelog : - Fixed issues with MBT Leclerc and AMX-10RCR - Improved various assets - Added "targets", aka T-62, T-64BV, T-72A, PT-76, Sheridan, Kornet ATGM to the game, they are low poly models for practicing and improving OPFOR. - Entirely modified Real Optics Mod (CDB Leclerc), with better optics for AMX-10RCR, Mephisto and VBAE Crab added, and binoculars zoom view in driver seat.
  21. The only thing you can do with CA code is to create a second launcher with the RPM you wish. But you can't switch ROF on the same launcher. I work a lot on CA UI too, creating optics and screens for various FrenchPack vehicles. I too have a full 3D Leclerc interior, but as I'm not a real coder, I'm not finishing it as it would be nothing else than unpractical eye candy, as nor TIR nor VR work with CA. Nicolas AMX 10RCR gunner : AMX-10RCR commander : VBCI/VBAE gunner : ATGM sight : Leclerc commander : "Driver view" : Driver view zoom :
  22. Hull is finished :)
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