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Caput_58

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Everything posted by Caput_58

  1. After a little more study I found the files DCS uses. They have files at 5 year increments from 2025 to 1985. Presumably they are interpolating. And presumably it all falls apart when extrapolated to 1972. I'm trying to understand the files now to see if additional years could be added.
  2. If you set the year to 1944 and restrict to historically available equipment, the Japanese vehicles and the Essex all vanish. I suspect they have the wrong availability date set.
  3. Is magnetic variation over time being modeled currently? I've located a few historical charts from the the 70's, and even with the date set appropriately, the magnetic headings are 7 degrees off.
  4. Tested the Shrikes a bit today. They track on SP, they track with a locally hosted server, but they don't appear to track when used on a separate dedicated server. Testing conditions were an SA-3 at about 200ft MSL. F-4 flying at 22k, with 49 mod1 loft seekers, using ARM and AGM mode. Nose dipped when SA-3 nails first appear, probably firing around 12nm or so with nose up and donut showing. Phantom stays in sight of SA-3, and SA-3 is tracking during flight of shrike. On SP and locally hosted server, you can see the tail fins of the shrikes deflect to track on terminal phase. On dedicated server the tail fins never deflect and the missiles continue a ballistic path. I had some concern that my lofts hadn't been precise enough for seeker FOV, but in the last test the missiles landed quite close to the SA-3 site. Naturally, the track doesn't work, but I've attached the tacview of the failed test. You can notice that the missiles stay 0g throughout their descent. I realize this is probably a problem on ED's side of things, but we'll have more luck getting it fixed if Heatblur is involved than if I try and convince ED on my own. Would welcome any feedback from others who have seen different. I've been quite anxious to be able to use shrikes, so I'd be happy to be proven wrong. Tacview-20241208-220038-DCS-Host-temp.zip.acmi
  5. Came here to ask the same thing....
  6. Running MT 2.9.7.59073 I keep making a mess of the lag roll, and choose repeat through the F10 menu. I end up in the end mission screen. If I click "refly" I restart the mission from the ramp, cold and dark. I've tried twice now, and given how long a cold and dark start takes with full alignment, I'm starting to get a bit frustrated. Am I missing something about repeating a section? Other than that, I've love the structure of the missions, especially the chalkboard briefings before each section.
  7. Well I've solved my own problem. Turns out the secret was spending countless days troubleshooting every possible fix, then give up and post to the forum. Right after I made the above post I tried two more things. One, I updated some windows stuff, including net framework stuff. At the same time, I also decided to dig into the scripting Hooks directory. I figured most mods were already removed by renaming the Mods dir and eliminating all the references in export.lua. I was wrong. Renaming the hooks directory fixed the problem completely. I drilled down a little further to figure out which file exactly was causing the problem. Turns out it was the gunner export .dll and .lua that the otherwise excellent OH-6 mod added. With them re-added the problem was back, with them gone everything is fine. I like that mod, so I grabbed the newest version, which just released a few days ago. They must have updated the .dll or the .lua, because with them back in hooks I'm still stutter free. Well, as stutter free as anyone is in DCS. Hope this helps someone else out there. Also, it should would be helpful if DCS had a safemode with options to boot with an alternate (and empty) Saved Games\DCS directory.
  8. Hey guys, I'm reluctant to start yet another stutter thread, but my problem seems a bit distinct from the usual DCS performance issues. What I'm seeing is a very regular simulation time spike that occurs. The spike is very narrow, and while the spacing is different between servers, it's very regular in a given server. Anywhere from every 3 seconds to every 10 seconds. After sampling about 10 busy servers, I've noticed that it doesn't appear on Enigma's Cold War Server, or a chopper SAR server, both of which don't have much AI plane activity. It's also present in SP with a busy enough mission. Also present in a locally hosted MP setup. It does not occur as a MP client when you F2 around while not spawned in. I didn't notice this problem at all a few months/patches ago. Something very similar also shows up when refreshing a server list, though I'm not sure that it's related. Curiously it only shows up when I'm not filtering down to my 12 or so favorite servers. I run a reasonably beefy system, 5700X with 4090 and 64gb of RAM running W10. DCS is on SSD, with swap drive on different SSD. Things I have tried so far: Changing core affinity and process priority. Setting graphics to silly low stuff. Updating nvidia drivers Changing between frameless full screen and dedicated full screen Disabling g-sync Changing mouse polling. Leaving TrackIR off. Disconnecting all controllers Disabling CPU Parking. Turning off/on HAGS Removing all mods. Removing all applications in export.lua except SRS Disabling Tacview Running on secondary monitor Trying various Modules Removing the Super Carrier Using the old single threaded .exe Rebooting Router Making sure DCS folders are in exception list for Windows Defender. Disabling Power Management. Disabling Trackfiles. Turning off/on various fps caps and v-sync Checking dcs.log for error/warnings (always some, but no new ones being generated during the performance hits) Doing a full repair Anyway, I'm running low on ideas. I'm mostly hoping to find others with the same problem so we can compare hardware and software settings. null
  9. Sounding this out to see if anyone else has seen similar. On a multiplayer server, when I go back to search mode from cage or DTOS, Jester will often call out every single radar contact that is in azimuth, including ones 150nm away. Not actually sure if he's revealing actual aircraft, or just misidentifying a bunch of terrain features, but it results in a minute or two of non-stop contact calls. Typically the radar is in 50nm mode at this time, making his 150nm extra impressive. I assuming that Jester spots radar contacts by evaluating each actual aircraft location to see if the return is apparent vs clutter, but that there might be a brief tick when you go back to scan where the clutter hasn't been generated yet, making Jester spot everything. Didn't see a previous report of same. Can attempt to capture a track if it's of interest.
  10. From what I just read (Arab Mig-19 and Mig-21 Units in Combat), Syria retired their surviving Mig-19's after the Six-Day War, sending what was left to Egypt.
  11. That makes sense, thanks so much for the explanation.
  12. I'm either misunderstanding or the manual is incorrect about radar elevation. I had thought that E mode was elevation in degrees, whereas D mode outputted a height difference in thousands of feet at cursor location. The behavior I'm seeing for that is reversed though. In E mode, the number changes as you move the alidade closer/further, and can get very very big when you're at distant ranges (+/- 99). In D mode, the value doesn't change with distance and seems to correspond to the hard stops for elevation in degrees. The stop seems to be at +/- 48, though I gather from the manual, it should be +28 or -32. Actually, those stops are what we should see for D (+/- 48,000ft), so I'm really not sure what's going on.
  13. I had the same problem, though with just a few textures missing. I was at a loss after a repair failed to fix it. Deleted the saved games liveries file and everything is better. Thanks for the thread.
  14. Just wanted to add my +1 and say, please please let me make and use custom map files. Specify the resolution and graphic format, and let me fill a folder with image files that I can then flip through and use. This way I can have maps cut where it makes sense for the route, I can choose to have overlap between adjacent maps, and I can choose to mark up maps as I desire to indicate flight plan, or enemy concentrations, or whatever I choose. For bonus points, let me update this folder dynamically, so once I'm already playing I can swap in and out files as a mission changes.
  15. My experience has been that those random units are only triggered during transport tasks, not during assault tasks, no matter what you're flying.
  16. Any chance of making the Mi-24 eligible for transport missions? I tried to do it myself but adding them in in options.lua, but I'm obviously missing something. Thanks!
  17. I've noticed low apu pressure after repair and restart, though the engines still start.
  18. I'm seeing the same at the moment, can rearm the UH-1H fine, can rearm the MI-8 via loadouts fine, just can't rearm by station.
  19. Same problem, running with 40gig RAM, and SSD with very large page file. For what it's worth, before this, I had problems with each station having a smaller episode of lag when trying to change weapons. This one time stutter on entering rearm is tolerable, though it occasionally throws off the auto-start script for aircraft, and I can't help but wonder if it is related to the other mystery stutters I'm now seeing.
  20. That seems strange. Point tracking is a contrast lock, why would laser masking make a difference? And if the laser does matter, wouldn't I be unable to point track of my laser is off? I'd be happy to submit a track or some footage if I'm not being clear.
  21. Point track doesn't seem to work if the laser is masked, or if it does, it works under much more limited conditions. If you turn back towards the target, the moment the laser is unmasked, point track can grab on again. My experience has all been on the Syria map, just in case it's map dependent.
  22. I think it's built in to SRS since 1.9. It's called "re-transmission" or relay. I haven't toyed with it yet though, so YMMV.
  23. I get the same, in non-VR. Stutter also hits when changing loadouts in mission editor. It's been a thing for a few patches now.
  24. I came here looking for a thread just like this. Someone needs to nudge ED into making FARPs work as areas, rather than objects that aircraft need to be touching. HB seems like the best advocate for this since it's so central to the Viggen.
  25. The MOOSE stuff is pretty slick. It lets anyone call arty by placing map markers. It's also pretty easy to setup compared to the more complicated parts of MOOSE.
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