Jump to content

Windsortheater

Members
  • Posts

    223
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Update... Got game to launch both MT and regular BIN by deleting options.lua in saved game folder. Seems like the new update didn't like the custom resolution I was using. Setting to a standard resolution now the game launches. Switching back to custom resolution reproduces crash.
  2. OpenBeta works before latest update Release version still works fine No mods running Reinstalled DCS OpenBeta did not resolve - same error Regular BIN and MT both crash (regular bin full report attached, crash log shown below) # -------------- 20230329-014509 -------------- DCS/2.8.3.38090 (x86_64; Windows NT 10.0.19045) F:\DCS World OpenBeta\bin\GraphicsCore.dll # C0000005 ACCESS_VIOLATION at 00007ffaccf210b5 00:00000000 SymInit: Symbol-SearchPath: 'F:\DCS World OpenBeta\bin;', symOptions: 532, UserName: 'canad' OS-Version: 10.0.19045 () 0x100-0x1 0x00000000000110b5 (GraphicsCore): deferredShading::ToneMapperWrapper::getFeedbackExposure + 0x1985 0x000000000000f8e0 (GraphicsCore): deferredShading::ToneMapperWrapper::getFeedbackExposure + 0x1B0 0x00000000000100b3 (GraphicsCore): deferredShading::ToneMapperWrapper::getFeedbackExposure + 0x983 0x0000000000053a75 (GraphicsCore): deferredShading::ToneMapperWrapper::init + 0x225 0x00000000000fbd29 (Visualizer): smSceneManager::DestroySceneManager + 0xF2B9 0x00000000000f6f21 (Visualizer): smSceneManager::DestroySceneManager + 0xA4B1 0x00000000000e9b4d (Visualizer): ViewportCalcCamera + 0x4F5D 0x00000000000ec951 (Visualizer): smSceneManager::CreateSceneManager + 0xE1 0x000000000087d17e (DCS): SW + 0x3E6CDE 0x000000000087b686 (DCS): SW + 0x3E51E6 0x000000000235965f (DCS): AmdPowerXpressRequestHighPerformance + 0xFB465B 0x0000000000c51d62 (DCS): SW + 0x7BB8C2 0x0000000000017614 (KERNEL32): BaseThreadInitThunk + 0x14 dcs.log-20230329-014509.zip
  3. I just purchased the module and this is the first thing I noticed. Its terrible. I thought it had to be an issue with my PC - guess not! Please fix! I will look into the mod above. Surprised such a nice module has such a garbage distracting mirror!
  4. how is the rockeye compared to a CBU-97? I haven't checked the gun yet, but if its fixed - finally!!! And I totally agree. a10a is a fantastic platform to learn A-G flying with the Mk1 eyeball ... that will only improve your "systems based" approach in the C and hornet. and its way faster to get going and have fun! I think its the most underappreciated airframe in the game TBH and I really wish ED would give it more love. - fix hud scaling - animate switches that are tied to key binds (i.e., PAC) - update cockpit textures - buddy lasing (i.e., simplified JTAC use) and GBUs
  5. The reflections are really over-stated, non dynamic and very distracting. Pease tone them down or remove them back to the way it was before. If you are going to work on something in the A10a please fix the HUD scaling issue.... right now the camera position needs to be way too close to the HUD for all information to be visible.
  6. fixing time worked for me too. Weird that incorrect time triggers authorization issues
  7. YES PLEASE! These FC3 aircraft are light on systems, but are perfect for teaching fundamentals. This would be perfect training for anyone new getting to DCS - the F15 for basic A-A, and the A10a for basic A-G. Nice job!
  8. What about with FC3 aircraft that don't have tunable radios? Maybe no way to select specific airfields with these aircraft without using F menus? Sent from my SM-T387W using Tapatalk
  9. I do this precisely (native 4K 3840x2160).... and was the primary reason to go to 2070super from 1070. From what I recall, a 1070 -> 2070super is like going from a 1070 to a 1080ti, or a 1070 to a 2080 (non super). I think on paper it was like a 30% jump (if that means anything to you). In game is most important to me.. I use a 40" 4K TV about 18 inches from my nose and a track IR so I wanted smooth >50FPS, ideally 60FPS. Less than 50FPS for me gives me a headache with TrackIR. I also wanted, ideally, to turn on MSAA 2x and run High view distance. The flickering in DCS of terrain / buildings is very annoying without MSAA. With my old 1070 I ran at 30FPS locked with MSAA off and used frame interpolation on the TV to generate a 60FPS signal. The 1070 could do better than 30FPS, but no where near 50FPS reliably. Using a 30FPS locked signal with frame interpolation on the TV was SUPER smooth, but latency with TrackIR was distracting (playable but meh).... With my 2070 I am running 4k native at 50-60FPS (80-90% of the time... it is DCS after all) with HIGH settings and 2x MSAA. I sometimes have to turn off mirrors, but it's a HUGE improvement. 2070super got me: - 50-60fps pretty reliably using HIGH preset settings - with 2x MSAA avoiding terrain / object flashing at a distance / angle - no need for smoothing solutions that introduced latency, but I needed to get to 60hz and reduce trackIR headaches Note - I'm running an i7-3770K at 4.5ghz and 16GB of RAM and SSD for DCS
  10. To each his own, like you suggest I like to try things then decide. I really like using a common input to control things across planes.... with the top rotary on the X55 throttle using axis tuning I can use the same input on F15, F16, F18.... so far that's all I have tried... but it seems to work well. The only trade-off so far is F18 TGP interaction.. which I consider very minor.
  11. Here's what I do for the F18: X55 throttle with Joy_Z (top rotary) assigned to RADAR ELEVATION CONTROL (note - this also controls TGP Zoom!) Deadzone: 2 (my rotary has noise around its center detent so I needed a deadzone, your hardware may not. Note - set deadzone as small as possible - too high of a deadzone means that the initial input to the game will be high...OK for Radar slewing since it has very low sensitivity to axis inputs, bad for TGP zoom control since it is very sensitive to axis inputs) Saturation X: 100 Saturation Y: 50 Curvature: 40 Invert: checked For me, this produces a very smooth and controllable RADAR ELEVATION control - with a small input I can very precisely tweak altitude range of the scope, more rotary input speeds it up nicely but not too fast. The TGP is goofy since it operates in discrete steps from 1-9 and the rotary just controls how fast it progresses through those steps. it requires a VERY small input... so I use the rotary like a switch on and off the center detent. One pulse on/off the detent basically moves the TGP 1 or 2 zoom steps. Not ideal but totally OK for TGP (For me). You could add more Curvature to slow the TGP down, but this will really slow down how fast the Radar elevation changes on the attack radar.... tune to your liking. Hope it works for you... good luck
  12. Rolling back drivers fixed for me as well. I was losing 20 to 40 fps with SA + Dispenser switch on. Must be something to do with how the dispenser info is merged into the SA display maybe? I posted issue in NVIDIA forums in case they can address in next update.
  13. Sure.. just offering a suggestion.... I tweak what I need to in order to be able to play. to each his own! Note - from what you are describing.. the HUD is responding with a higher sensitivity than the radar to the same analog input... with the method I describe you could tune so they are both responding (horizontal and vertical speed) essentially the same... just that they won't be "variable"...and one rate will be with partial input, and the other with full. not ideal.. but may work while they decide to fix or not.
  14. desaturate the axis so it clips the output and then smooth it..... or.... set a user curve so the initial rotary input has VERY low output. Play with the axis tuning settings (start with desaturation, then move to user curves) - they are really powerful. Note - the added complexity with tuning for the F18 is that the radar elevation also controls TGP zoom steps.... so don't forget to check your tuning using both!
×
×
  • Create New...