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Everything posted by Art-J
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Pretty much. Once purchased it just activates the high resolution terrain and buildings, which are already installed and hidden there on your drive. I don't remember if you even have to click anything in module manager. I had a similar warning (although I can't recall it if specifically said "2.0") and just pressed through. The correct discount was registered at checkout and the transaction was completed. Mind you, all that applies to standalone version, which you use I believe? Steam guys had more problems making the upgrade work, but I don't know how they solved it eventually.
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One more "Building a new PC" - RTX 4070 and 2K
Art-J replied to Nazgûl's topic in PC Hardware and Related Software
32" 1440p 60Hz monitor here. You will enjoy DCS very much on that size for sure and decision of not going for 27" was the right one. I wouldn't worry much about performance either. If I can maintain 60fps with mostly high'ish settings all around on my old i7 9700k and RTX3070 in singleplayer, I guess you should have enough performance margin for multiplayer with that more capable CPU and 4070Ti.- 29 replies
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You must first have electrical power and turn the ARN on (any position except OFF will do). Only then both band selector switch and tuning crank will start working.
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Pretty much no single player missions anywhere for this map?
Art-J replied to imacken's topic in South Atlantic
Well, It kind of does matter who makes the missions because that's exactly who you should ask to do the job... not the map guys, as has been pointed above. Feel free to come back to this thread after a few months, but I can already predict things certainly won't have improved if you post here, and here only. So, it's you who are half-OT here. You don't go to dentist to ask for groceries do you? "Half-OT", because, granted, I can see how RAZBAM map guys could read this thread and poke their airplane guys to include a couple of Harrier missions, after all it's all within one company. For other semi-plausible aircraft missions for this region, however, you should make some noise in Aerges and IFE wishlist sections of the forum. -
Ian, unless the Spit CW vs non-CW controller fix implemented two weeks ago is causing some unforseen shenanigans with your pedals, I'd say there's a chance you just got "un-used to" flying the Spit after such a long break. Same thing happens to me whenever I get back to Dora after few months of not flying it. Have to re-learn to take off and land the damn thing. The fact is, up till recent cockpit retexture and aforementioned fix, the poor old Spit haven't seen any changes in years, with exception of new cooling model in last December and new prop animation in April 2021. I've been flying it on a quite regular basis and haven't noticed anything different in rudder behaviour to be honest. I gather you double checked if you ain't got any rudder assists turned on in special options?
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I suspect there also might be other iffy things going on in DCS Mossie engine simulation in cold-start vs hot-start scenarios. For example, when the plane was released and I only used one Warthog throttle, I had to assign that single grey slider to both engine RPMs combined, while using physical throttles as separate virtual throttles as well. Because of that, I quickly noticed back then that in all hot-started missions both engines were always perfectly in-sync, but in cold started ones, they were always a little bit out-of-sync, even when oil and coolant temps evened out between both, at various power settings. They shouldn't be, because virtual RPM levers were assigned to the same physical slider. But they were. Never made a difference if I started port or starboard engine first at the beginning of a mission. Wanted to make a bug report about it, but shortly after, I just purchased another throttle quadrant to have more axes available. And so nowadays I don't pay attention to this strange issue anymore and just adjust RPMs accordingly to synchronize them. I wonder if it's still present in 2.9, though.
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I also don't fly MiG often, so just out of curiosity I did two test flights again: a) Gunnery tutorial mission, which makes you follow the shallow turning Sabre at a meager 1.5-1.7 G; b) BigNewy's gunnery test mission from F-86 gunsight investigation thread, only with Sabre replaced by MiG. In this one you follow tighter turning Su-27 at 2.5-2.8 G. In the former test, gunsight in gyro mode worked very well actually, at least in moderate ranges of up to 400 m. The only problematic thing was figuring out if I should "catch" the target with outer of inner diameter of reticle "diamonds ring", that's why I enabled full unit labels for better distance measurement. Tip - turns out it should be neither inner not outer, but somewhere inbetween. In the latter test, the gyro mode was crap really and couldn't properly compute lead, even when still within reticle movement limits. I had to pull much more lead myself to hit the target eventually. I can post tracks if anyone's interested. Looks like the gyro mode is OK only for really smooth and low G maneuvers and close distances. Otherwise, gunnery in this plane is certainly more challenging than in other ones with more flat-firing guns. The 37 mm is bad, especially. Feels like lobbing watermelons rather than shooting air-to-air weapon .
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^ And one can test its operation by turning it on and off using lever on the right side of throttle quadrant. P.S. - @Alphazulu, feel free to "waste your time" on RTFM of the plane you intend to fly in or against. Hint - with booster disabled, the -15's roll rate, already rather unimpressive to begin with (compared to F-86), becomes pretty abysmal. Moreover, full stick roll input is possible only up to about 350'ish kph, anything faster limits the range. Closer to VNE you almost can't move it at all.
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Nah, repeated the procedure above and with hot mags they do stop after a few sputters eventually, so it's just extra few seconds. The old Fw-190 A8 bug when the engine used to sputter between 30 and 60 seconds - now THAT was "endless". Current Mossie cannot compare . So i don't think that "by the book" procedure needs altering, unless someone's in hurry. What's more puzzling and worrying, however, is difference between hot-start and cold-start missions: a) hot-started ones always yield fast and sputter-free engine shutdown (even with hot mags and after spark plug clearing at 2000 rpm); b) cold started ones always yield sputtery shutdown, no matter if engine runs at higher rpm or idles. Attached tracks show the difference, even though conditions and engine temps were comparable in both cases (engines restarted shortly after shutdown) and thus, from principles of piston engine operation point of view, there should be no difference in how they stop. Cut-off is cut-off. Or is it? I wonder if simulation code responsible for priming during cold starts doesn't "carry through" the mission for some silly reason, all the way to subsequent engine shutdown procedure? Priming by the player is, in theory, the only difference between cold-started and hot-started missions. 2.9_cutoff_test 2 idle.trk 2.9_cutoff_test 1 high rpm.trk
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Do they really never stop for you, or just take w while to do so? Ever since getting the module when it was released I've always used correct order (cutouts first, mags last) and the engines always stop eventually after the same scripted (probably) number of pops and bangs. At least it seems to be the same. I admit I probably use different RPMs when pulling the cutouts, though. Is there something fishy going on exactly at 1200 rpm? Will have to test later.
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Mate, if you want people to watch a bug-reporting-track, especially developers who have dozens of tracks to investigate daily, you better make it a short, airstart mission already near a target. Watching you sitting on a runway and tinkering with radios and radio-compass is not what guys want and need to sit through. Luckily, your track doesn't de-sync with time acceleration, so it's easier to fast-forward to gunnery parts. Back to the topic, please keep in mind that: a) Both cannon types on MiG have noticeably lower muzzle velocity compared to guns you are used to in aforementioned 3 warbirds up to that point. Between about 670 and 690 m/s which is quite low (albeit If you ever buy 109-K4 module, then you will see what a REALLY low muzzle velocity cannon is . Good luck trying to hit anything with MK-108 beyond point-blank ranges). As such, they require more lead while aiming. Low rate of fire of 37 mm gun makes things even more challenging. b) ASP gyro gunsight on MiG is supposed to work only when both you and target turn SMOOTHLY at low G, or preferrably - target flies straight. You're not supposed to use it closer than 180 m either. That AI C-47 pitching up and down like crazy wasn't the best platform to test (although it would be annoying target in any fighter I think). In either case, who knows, it's possible that recent changes to F-86 gunsight had some negative, inadvertent side-effect on MiG as well. Or maybe gyro sight issues are just "normal" in old Belsimtek-developed modules - I've read that the one in F-5 isn't great either, but I don't own that module to confirm. The only way to check it properly is to do the same what was requested by devs during F-86 gunsight investigation - set up a mission with loitering target, constant G, constant speed (like in MiG-15 gunsight tutorial). Turn wake turbulence off and icons on for precise distance measurement. See if gunsight in gyro mode can calculate correct lead at, say 200 and 300 m. If it doesn't - save a track and create a thread in bugs section.
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Oh, don't get me wrong, kudos to them - I lack the skill and tools to do even that, but indeed these fast conversions were the only things available for DCS for a long time. Fingers crossed that's about to change relatively soon!
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Will the USN/USMC version be a separate module?
Art-J replied to Chewmann's topic in DCS: F-4E Phantom
^ Same here (or worse, being brough up on the eastern side of Iron Curtain ). SEA-camo and green-grey land based Phantoms were the most ubiquitous NATO versions shown in all documentaries, books, magazines. Then followed by German ones visiting the first post-cold-war airshows on "our" side after the Curtain fell (although OK, that doesn't count because in the '90s the USN versions just didn't serve anymore, right?). Being a kid I didn't even know at first this plane was initially designed to be flown out of a boat. Watching cheesy old American movies like "Hamburger Hill" or "Red Flag" only cemented perception (skewed I admit today) that land Phantoms were the only ones that flew and fought anywhere. Damn, even the crappy CGI ones in "Forrest Gump" are USAF birds If I remember correctly. I'm also yet to see a naval one "in flesh". Gotta travel to some museum in US I guess? To sum it up, I also concur this was probably the reason why HB went with E first (apart from having easier access to ex-German airframes). More initial customers who recognize and remember the plane that way, even freaky customers from ex-Warsaw Pact countries. I, for example, pre-ordered this one, because it does bring some nostalgic memories, but will never buy the naval one, as it just something too "foreign" and means nothing to me. For Americans and Brits, however, naval variant is a must I'm sure and, despite some doom-and-gloom posts here and there, I think it WILL come eventually. After all, that's what this HB's modular development framework is being created for - to make next versions faster and easier. Both variants will probably stay in eternal Early Access like the Tomcat, but they'll be here allright, in sufficiently playable state. -
Can confrim Garokdu's observation. Screenshot and short replay track attached below. The bug seems to pop up only with rain droplets option ON and with canopy closed. Open the canopy and mirror is OK again. Latest OB, MT and 2D user here. 2.9_Spit_droplet_mirror.trk
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You mean on the shot of Cuesta brothers Corsair? Yes, it's noticeable, but expected from a simplified and shoddy, "budget" 3D model. That Corsair shouldn't even be shown in the same thread as Rudel's masterpiece in my opinion.
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To be honest, no, I couldn't understand that. With devs knowing best how far the are into project currently, by definition whatever estimate is given at later date scratches the estimate given at earlier date, even if they overlap. Here, or in Il-2, or in any game for that matter. Christmas release would be nice, of course, but what was said in September is irrelevant now.
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Most likely some syntax error in the command. Don't think about it, though. Skatezillas utility is indeed more convenient - it does all the things manual typing commands can do (and then some), but using faster and more friendly user interface. Back to the utility: a) right click on the "Sim Build Slot #1" button and navigate to your DCS folder (1st screen below); b) after it's done THEN you can left click on the big "No build selected / Click here to select a build" button above to choose build from the 1st slot you've just defined. Slot button will become highlighted by blue "bracket" so to speak (2nd screen below). Now the utility should be properly connected to your DCS and all the buttons on the left should start working, including the repair & cleanup ones.
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Oh, It's been fixed in the latest update together with boost gauge.
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I believe MP servers used to have it off because apart from performance hit it occasionally caused some physics shenanigans when lag spikes were experienced. Maybe it still does and thus is not preferrable online.
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Saved Games\DCS folder can be emptied or deleted, the game will recreate it with all sub-folders upon first next launch. They'll just be mostly empty at this stage. About repair, I don't know how old the video you found is (there were some tweaks in recent years about how the procedure was done), but if you just go to your Start -> Programs -> Eagle Dynamics -> DCS menu, you will find the repair link over there. Click it and follow instructions. Bt the way "Check for extra files" window is modern equivalent of old Cleanup command which removes any extra files and folders that should not be there in vanilla install (ie. custom mods, skins and whatnot).
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Nowadays purchases are tied to your ED shop account rather than hardware, so you're right, you won't have any problems redownloading these as long as you haven't forgot your login and password. I personally consider a full reinstall not necessary and an absolutely last-resort solution, however and here's why: a) If source of your issues is hidden somewhere inside the root DCS folder, slow repair & cleanup command should in theory rever that folder to 100% stock, vanilla state. Just as reinstall would do, but much faster. Based on my experience I'd say it does that job pretty well (although I had to use it only a couple of times I admit). b) If source of your issues is hidden somewhere inside Saved Games, then neither full reinstall, nor repair & cleanup will do anything for you anyway, especially if you think about restoring the whole Saved Games backup folder with all the who-knows-what garbage inside. If I were you, I'd start with temporarly removing / renaming that old Saved Games, doing slow repair & cleanup, then checking if the boot and freeze issues still persist. If they don't and the game runs better, then I'd start restoring only absolutely minimum content from Saved Games (like controls and logbook), followed by the other folders one by one to check if one of them doesn't bring the mayhem back. If they do persist, the culprit might be somewhere outside of DCS actually, but we'll need logs to try to figure it out.
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^ Puzzling. Although low airspeed and high power don't mix well (I'm referring to that merry-go-round in second half of the track), temps and pressures never got above the redline it seems and radiator doors never had to open fully. We need Nineline with that X-ray damage ctrl tool to take a deeper look at what happened here.
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Noticed the same yesterday with one of warbirds and Caucasus map so it seems to be universal issue.
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It's for the standalone version of the game from ED website. Equivalent of file integrity check used by Steam. I've done it and still noticed the same problem, so don't know what's going on here. More thorough testing is going to be required. On the flip side, radio comms with AI planes and ATC are quite simplified in DCS anyway so you're not really missing much because of this yet-to-be-identified glitch. Enjoy flying and don't think too much about bugs . EDIT P.S. - If you're new, but very much into proper setting up radios and whatnot (and it seems you do If you made an effort to check correct frequencies), just remember a few DCS basics in general: a) Channels need to be set up and radios operated properly if Easy comms is turned OFF in DCS gameplay/realism options; b) You can contact ATC and ground crews only on airfields belonging to the same coalition colour as yours (blue on blue, red on red); c) comms command ("/" by default) works only on the ground, with canopy open (it's supposed to represent pilot shouting rather than using radio). When flying though, the actual push-to-talk command ("Alt /" by deault) must be used, together with radio correctly configured and turned on.
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Discount on purchasing 2nd Module of Multi-Crew aircraft?
Art-J replied to Snacko's topic in DCS Core Wish List
You can have DCS installed on multiple computers at your home, but yes, you are allowed to login and use purchased modules only on one PC at a time