

cromhunt
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Everything posted by cromhunt
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L'ecran noir du viviane est signalé dans les "known issues" du patch https://forums.eagle.ru/showthread.php?p=3463558#post3463558 Regarde en bas de la page. Et la gazelle n'a pas que les hots comme armement... Le "deffered shading"qui est non modifiable sur la 2.5.1,peut être à l'origine de tes plantages,bien que ça m'etonnerait?Mais dans le doute essaye de modifier tes réglages. Enfin avec la 2.5.1 ils ont introduit une nouvelle gestion de la mémoire,en test avant de passer à la version stable,donc les bugs sont à prévoir.
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Je comprends que ça puisse être énervant à force. Mais si on procède par étape,maintenant on doit pouvoir estimer que le software du jeu n'est pas en cause? Donc reste les périphériques à vérifier. Je vois que tu as les drivers nvidia 397 alors que moi je suis en 388 D'autre part dans ton log on voit que la mémoire vidéo n'est pas adressée. <2018-05-05 07:55:24.489 INFO DX11BACKEND: NVIDIA Display Driver Version 39731.r397_05 2018-05-05 07:55:24.490 INFO DX11BACKEND: TRUNK renderer init: showShaderError coreCount=1 2018-05-05 07:55:29.843 ERROR DX11BACKEND: getVideoMemoryUsage doesn't work. 2018-05-05 07:55:29.843 INFO DX11BACKEND: commonPool: 68-128, cbPool: 5-14, samplerPool: 5-16 2018-05-05 07:55:30.011 INFO DX11BACKEND: DX11ShaderBinaries::loadCache Bazar/shaders/fxo/fxo.zip 2018-05-05 07:55:38.883 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done. Loaded 766/766. 2018-05-05 07:55:39.939 ERROR DX11BACKEND: Can't find precompiled shader> Autre point à vérifier la quantité de mémoire vive disponible.Le plus important. Ton DXdiag indique: <System Manufacturer: Gigabyte Technology Co., Ltd. System Model: GA-790XT-USB3 BIOS: Award Modular BIOS v6.00PG Processor: AMD Phenom II X4 955 Processor (4 CPUs), ~3.2GHz Memory: 4096MB RAM Available OS Memory: 4094MB RAM Page File: 3054MB used, 5132MB available> Il en faut 16go pour être tranquille.Avec 4go n'espère pas jouer avec la dernière version du jeu. Peut-être que tu penses avoir la bonne quantité de mémoire vive installée sur ta machine,mais qu'une barette est en vrac. Donc vérifie dans ton bios la quantité de mémoire et après vérifie combien windows en affiche. C'est plus sur la mémoire vive que tu dois orienter ton upgrade.
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This is a good option, and I've been waiting for a long time. But would it be possible to avoid the windows returns when we go from offline to online and vice versa. Could not we go back to the old menu that offered us move from one to the other without leaving the game? Of course while keeping the new option.
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Alors il te reste deux solutions La première tu vas sur ce lien: https://forums.eagle.ru/showthread.php?t=114030 et tu utilises les lignes de commandes comme indiqué sur le post. Ou: Tu vas sur ce lien,tu telecharges l'interface de "Skatezilla": https://forums.eagle.ru/showthread.php?t=160053 Et tu fais une mise a jour à partir de son interface,ça t'évite de taper les lignes de commandes et de faire des erreurs. Pour rappel je joue uniquement en version betâ,sans jamais avoir eu de problèmes.Et comme c'est la version qui est patchée en premier,on beneficie d'un meilleur temps de réaction pour les bugs.Mais c'est juste un point de vue,pas un conseil. Donc si tu as une version différente,normalement la maj n'est pas dispos encore pour les autres versions. Mais si tu passes en betâ tu auras la maj et le jeu fonctionne de la même manière ,car c'est à partir de la bétâ qu'ils font la version stable.
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Si tu es en 2.5.1 ton log devrait indiquer la même chose que le mien Or le tien indique 2.5.0 Donc ta mise à jour s'est mal passée,si c'est effectivement la mise à jour 2.5.1 Tu devrais refaire ta mise à jour Et poste ton nouveau log stp,si ça deconne encore
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Tu fais un "repair"install. Ton log indique une version 2.5.0
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Can't takeoff/land straight because no visual cues...
cromhunt replied to Nealius's topic in DCS: Spitfire L.F. Mk. IX
I see on the saitek X52 the possibility of configuring the joystick to activate a rudder function at the bottom of the stick.On the other hand you report that you have a "saitek pro rudder pedals" if the rudder function is activated at the same time as you use the "pro rudder pedals" there may be a conflict. you should also check, in the DCS configuration menu for joysticks, that you do not have two devices that operate the same key. As mentioned above you can configure a key or an axis for the brakes of the spit.The saitek X52 has enough buttons for that.And anyway, the brakes as they are represented, in the game, are at all or nothing.So a button will go very well.Have just to remember when you use them ,rudder must be lifter depressed, right or left, completely.If your rudder is halfway on one side or the other , the brake is applied on both wheels. To turn effectively, it is necessary to brake with a single wheel on the side where one wants to turn. All that seems obvious and a little simplistic, but one is easily mistaken especially with the spit. Finally, apply the brakes in small strokes. -
Thank you for the information, it works. But the line is not the 12 on my machine, it's the 11th. Even at autostart, just have a joystick button to activate the "Signal Starter Ground Crew" now. Perhaps you also know why the AV8B harrier appears the gear up on the bridge of LHA Tarawa? Anyway thank you again
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Is there anyone here who is having trouble starting engine of the BF109-K since update 2.5.1? the manual contact on the dashboard does not work, and the automatic start either? maybe I'm making a mistake, but I'm looking for something, no way to find a solution. This is the only warbird module that does that. Thank you for telling me how to solve the problem
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Can't takeoff/land straight because no visual cues...
cromhunt replied to Nealius's topic in DCS: Spitfire L.F. Mk. IX
Do you really need help to take off and land with the spitfire? Or with any DCS warbirds? It's strange that you can not see if you're going right or not? Do you have pedals?A track IR?or nothing at all of these features? Once the plane is stabilized in a straight line, whether it is at level, descent or landing, there is no need to tinker with the controls, leave the plane on its trajectory. Just a rounding up before touching the wheels. At takeoff it's a bit different because the programmers have represented the torque reversal. So the best way to take off is to do it with the minimum power. The runways are very long in DCS.Then to stay in the axis you have to lift the tail of the aircraft as soon as possible, to be effective on the rudder. Finally, the advice may seem idiotic, but choose difficult situations to practice, and after all will become simple. look at these videos you will see that it is not complicated: http://cromhunt.proboards.com/thread/342/weird-warbirds-landings http://cromhunt.proboards.com/thread/346/dcs-world-crosswind And remember that the training is your friend -
J'ai fait une video de la sequence d'arrêt automatique Entends-tu la même chose ou pas?
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Pour t'aider ,faudrait déjà que ça arrive à d'autres avec la même configuration. Et qu'on ait trouvé la solution. Donc quelques détails supplémentaires ne seront pas de trop:) Enfin sur ma machine ça n'arrive pas,j'ai toute la sequence sonore.
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I do not see why trying to explain to you why you're seeing bugs in DCS, would be biased. We're just trying to open your eyes to something else, just your observation. But if you say you can play " perfectly ", so do not say anything. When it comes to "flying", you have to leave the ground first.
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Call it what you want:) The main thing is that it indicates the point or center of applications of the aerodynamic forces. And to avoid confusion of sorts, I'll stop there, no need to be on the head of a pin.
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No, I speak well of the center of thrust, or center of applications of the aerodynamic forces.:) I try to make it clear that the center of thrust is preponderant on the center of gravity, and since it can move relative to the center of gravity as a function of the aerodynamic results, it can create biting or hunching moments that modify the reaction of the plane.
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Just an excerpt from the mechanics of the flight. The center of thrust (CP) is the point of application of the resultant forces of pressure / depression generated by the intrados and extrados of the wing. For an asymmetrical profile with positive curvature, the center of thrust advances towards the edge of attack when the incidence of the wing increases. Conversely, it moves to the trailing edge when the incidence decreases. For a symmetrical profile, the position of the center of thrust is fixed whatever the incidence. CP is located at a distance equal to approximately ¼ of the length of the profile cord. do you think that our computers are capable of reproducing this kind of configurations? I doubt it a little
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Sorry to have to like "Jcomm" add my grain of salt to contradict you "europa" The problem is that you generalize too much the behavior of the aircraft. Each aerodyne has a different behavior because it has a different architecture. A low-wing plane and a high wing plane do not drop in the same way. A glider compares to a motor plane, does not behave at all the same. . Some also have slats and others do not. Ask yourself why the 109 in question has slats and what they can serve? http://www.boldmethod.com/learn-to-fly/aircraft-systems/leading-edge-slat-lift-device/ On this link you will find explanations on the use of "slats" on some and perhaps an answer to your questioning. Do not believe, either, that a plane falls like a brick after a stall, it would be much too simple.Nor it naturally drops his nose. It seems to me that you remain too focused on the center of gravity which is the object of your first post. While in aeronautics one prefers to refer to the center of thrust, which can move according to the incidence. Far from me plan to do a course you will find easily on the net of the subject. And you're right in saying that DCS is just a simulation, and in a simulation, everything can not be reproduced with absolute accuracy compared to real, our computers can not yet offer us this possibility
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rigolos Always so funny with the DCS players:) we should never have told them that this game is close to the real. This may be true in some situations investigated by programmers, close to the normal use of an aircraft, do not does not necessarily mean that you can use the game as a flight test thing. There are for sure flying areas, of the real plane, which have been left out. It is easy to find bugs and other anomalies in any game, but that does not justify useless and amalgamated discussions, where the legends, the flight mechanics datas and their associated aerodynamic calculations intersect, and the rumors peddled by the players who have no knowledge of the trade aeronautics and surfing the web. Questioning the center of gravity that was chosen for the module of 109, or another module, is useless when we know that these parameters are only code far from the aerodynamic laws and only make it look like , simulate, imitate .... the real. Finally we can actually fly to infinity (up to fuel 0, in fact) close to the stall speed without going below, with any light aircraft in real. And the 109 has "slats" in addition Like the Morane Saulnier Rally which was practically impossible unhooked, we had to settle for a slow descent. The high-winged planes do that very well too. In DCS the 109 takes off very well with the trim in the neutral and a bit of trim forward after take off on the uphill slope the gear and flaps retracted, without problem.
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Bomber fighters of World War II are missing, even if we can carry bombs with the hunters. Even more appreciated if we have the multicrew. De havilland Mosquito Bristol Blenheim IV North-american B-25 mitchell Douglas A-20 Havoc Messerschmitt BF110 Ju-87 Stuka IL-2 Sturmovik Sukhoi Su-2
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If you play with a CV1 you can easily appreciate your approach speed without reading the intruments. Impossible without a VR headset. And the art of landing by plane and helicopter is to be able to see the angle of descent and its end point, depending on speed. You know what you're missing?it's the HUD velocity vector that simbolizes that. In a warbirds obviously it's a little less easy. But just as we are in a simulator this speed is very quickly stored. A 3D software has limitations in what it can represent, and even with all the programming tips does not faithfully reproduce the actual flight. At the end of a moment of play we notice that a certain stability appears at the moment of a particular configuration. And it is always at the moment when the ideal parameters are reunited. It is very sensitive to the landing at because of all the references available. As our programmer friends have very well represented the sensitivity of the modules to speed, we see very quickly if we hold his glide slope or if it escapes us. There is no hidden secret in a magic spell coming out of a book to make a successful landing, it's just a matter of training. Still it is necessary as in real flight to make a number of turn of the tracks with complete landing, to acquire automatisms.To make with engine cut to see the angle of finesse max. The problem is that few players agree, spend their time playing around an aerodrome to complete their experience, they prefer, and it is normal, to go as quickly as possible in aerial combat.It does not matter if when they back they wallow lamentably on the ground.
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Salut:) As-tu essayé text to speech?associé avec un soft comme "dspeech" et des voix qu'on peut trouver sur ce genre de site: http://www.zero2000.com/free-text-to-speech-natural-voices.html à++
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Salut Verifie tes messages privés ,stp. peut-etre qu'on pourra s'entendre:)
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thank you I had not seen the post, I would look did you also see that the clouds no longer correspond to the chosen weather?
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did you add shocks for the warbirds? after the last update, (2.5.0.15085)the spitfire refuses to advance once the engine has started.Also well after a manual start and after an automatic start.Looks are shocks placed in front of the wheels.They are not visible, and no action is linked in the menu. see you