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Czar

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Everything posted by Czar

  1. No. The missile will act like it is part of the aircraft fuselage. It is 100% fixed in position. There is no motion difference between the rail and the missile as seen in MSAA. It is just a complex scene playing chaos with the temporal algorithm. It is 100% out of the hands of ED, unless a new temporal algorithm comes along globally. It is all about contrast between pixels. Tiny details that have high contrast will either disappear with motion or be reluctant to move in scenes that has ghosting. The motion on that wingtip is of high frequency as well, a nightmare for temporal anti aliasing. Same goes to the blinking HAFU for the tomcat radar screen. At certain zooms, the blinking HAFUs appear solid, same goes for the blinking countdowns when a Phoenix has reached pitbull. This effect is also seen with a fast runway absent from the background.
  2. Try dots at 2 pixels on the options menu. I highly discourage upscalling in DCS, which is a very pixel sensitive type of experience but it can be mitigated with the dots at 2 pixels thing.
  3. My sim is locked at 40fps for personal preference: hardware + fps consistency across anything that's possible to occur on screen. The ghosting doesn't get in the way of my combat. I assume it will diminish with higher FPS too as it is the nature of temporal anti aliasing. Keep in mind that is FPS dependent, which is the actual render the temporal anti aliasing is acting upon previous frames to generate the next, not "Refresh Rate" dependent. The later only affects monitors if you're running with no Vsync, which is already the standard to run without. The gif is at 25 for compression sake.
  4. The Jittering appearance is the ghosting itself. The factor is the values (color) involved. It is a bit difficult to picture it with words, I understand. Tested with DLAA and MSAA 2X. The missile is properly attached to the wingtip rail. With temporal anti aliasing it looks detached because of some details of the rail remains with stationary appearance because of ghosting. Everything should wobble but together. (F-16s loaded wingtips are very wobbly) It is just the nature of the beast (temporal anti aliasing) as of today.
  5. Because this have small objects involved. I'll check MSAA and report back.
  6. You have a temporal anti aliasing turned on (DLSS, DLAA, TAA, FSR...) With a temporal solution for anti aliasing, some object movements are nullified (wingtip and rails) while others are conserved (wingtip AAMRAMS). It is dependent on contrast and size. So they appear disconnected. Try to zoom right into the missile and rail to see if the rail and missile are moving together. IIRC I did that and saw them properly connected. It is been a while I don't use MSAA and always saw this discrepancy using DLAA since late 2023 when I got the Viper. There are other instances of this phenomenon happening as well, in and outside DCS.
  7. What an horrid thing about the imgur in the UK. My quota is done on the forum, so I can't put images here. That website, regardless of its first page content, was really easy to make images shareable. @HC_Official Thanks for the heads up. An excuse can be just that, an excuse. The means to do evil in disguise.
  8. Energy saving mechanism on E-Cores on modern CPUs that some applications are somehow unable to "unlock" inducing processing latency, from what I understood so far. Here is a tutorial to make disable it in Windows and to forget about it after:
  9. Hi, Shmal. It can be windows Defender or your anti virus messing with an activator DLL. Do the following: Make an Exclusion on the whole DCS root folder on your anti virus, including windows defender. Do a repair. Usual path for files and folder exclusion management (windows 11 in English): Search for "windows security" in the search bar Virus & Threat Protection At 'Virus & Threat Protection Settings', click on 'manage settings' Bottom of the page click on 'add or remove exclusions' Add the whole DCS root Folder. It this doesn't fix it, remembering that you need to do a repair after making the exclusion in order to recover the activation file back up, undo the exclusion.
  10. Hour of day not at noon or around noon. Bonus for scenic golden hour, around golden hour and even into the night. I'll never forget chasing afterburners and sonic booms in the 104th when it had night missions back in 2013-2014 in FC aircraft. It was a rush. Not be flooded with multiplayer rules messages on screen while starting up/setting up my jet. Just do a good briefing description of rules, commands and good old kick with a message when someone still decides to break them. Weather: bring some wind and turbulence in moderation. Some servers I've joined past months (north america and europe) were set with the most tame of atmospheres. There are some things you have on single player/co-op that you'll not be able to have on a multiplayer server such as tackling the objective at your own pace with your own templates on mission generators or mission design (if you do Mission Editor stuff). After a busy day, that need will hardly go away. With lack of time, usually single player or co-op experience takes the forefront, especially with the power to chose the map and base your own and the ability to pause (also available in co-op).
  11. A few more things: When you want to ID a target, use the TCS (nose camera). It is also a good sensor to check for target aspect ratio, if it is coming back at you after a defensive maneuver. If you couldn't lock using the pilot acquisition modes: go defensive and keep looking behind you to check if you're being chased going away fast. Re engage when you see a contact. If you're with a buddy, comms is golden. Use the TCS to positively ID before launch. I haven't used labels for more than 13 years now. Just make sure your monitor has the right sharpness value set up and it is close enough from your eyes to spot the dots. Horizontal scan has a range of 20nm. Zoom keys on your hotas, especially one that sets zoom back to normal is highly beneficial.
  12. Everything within 20nm use pilot acquisition modes (high/low vsl and pal). Yes Jester is unreliable up close, but regardless, you're much faster using the pilot acquisition modes, especially if the target is above the canopy frame using vertical scan high. Relying on Jester as locking "magic" is a mistake where a friend of mine used to do too much within 20nm. Just use him for spotting if the bandit is near. Using the command: lock enemy in front (or something similar) for Jester is a bit of a trap. If I recall correctly, it only works on highlighted contacts on the radar screen (white hafu). Further than 20nm, use TWS and the computer will do the rest with Phoenixes. If you want to STT a bandit (flying with a buddy), use jester wheel to grab the bandit using the distance and azimuth as reference that's written, or the contact number if you're in TWS. Phoenixes against bandits (fighters): NEVER launch beyond 20nm. Unless you want it to go defensive. Anything within 10nm is close to 100% kill. Max range are for bombers. You can use it like a Sparrow within visual range but you need to take into account its massive mass, although I've experienced a phoenix do a close to 90º turn right after launch when I was merged with a MiG-19. Big tip: Do some mission editor duels against ACE AI to get the handle of the Phoenix.
  13. I'm aware, but there is no ETA.
  14. Silver Dragon summed up perfectly, imo. First, as a product, it must be commercially viable. A sim with an independent developer cannot have the luxury of bleeding money through projects like Disney does, for example. Iraq Map, although a massive map in project, already faces critiques of not including X and Y areas nearby. Understandably so for the most part. I cannot see the community happy with a map like this without covering the whole Britain Island -> and then: "why not Ireland too?" -> and then: "it should have at least northern France for the Channel to be tactically useful, tho...". etc... I have no doubt this region is very rich for flight sims and it would produce a hell of a map to fly on. Mandatory: Man, I wish we had the world map.
  15. Hi, welcome to the forums. DCS doesn't work that way. Everything is mandatory as it is in a unified build. All modules are part of DCS core instead of being just an Addon. Separating updates for modules and maps from the core code would induce a lot of problems in compatibility besides would need a new system for multiplayer to check content outside player build. It wouldn't be fair, for example, if a plane had an overpowered wrong parameter prior to a patch and a player would just skip the update to have an upper hand against others. It is an environment where modules are more connected to the multiplayer and core functions than, let's say, an aircraft addon for MSFS. Something more in line with IL-2 BoX where aircraft updates are delivered on main builds, which makes sense as it is a combat sim as well. If you want to save bandwidth or time in a patch that updates several maps at once, this one was very unusual, you can: Cancel the update after checking the download size.(Steam: just hit pause on the download) Uninstall (Not just deactivate. Uninstall) the maps or some of the maps that are being updated through either Steam or the Launcher. (Steam: after pausing, just uncheck the box next to the map in the DLC manager window in DCS library section.) Resume update. Install each map on a later date when time allows. Fair skies.
  16. A new replay/tracking system is being worked on alongside the Dynamic Campaign system. "Testing of Dynamic Campaigns has resulted in a new tracking system that allows a detailed accounting of actions and behaviours. This is critical to the debugging process of such a complex task. The current DCS track file system has also been expanded with the ability to store RTS layer information. The resulting systems will allow you to review campaign events and provide a DCSDC active save system. This active save system will allow you to resume saved games and rewind time to replay an unsuccessful episode of a campaign." https://www.digitalcombatsimulator.com/en/news/2024-07-26/ See above.
  17. There were posts like this: https://www.digitalcombatsimulator.com/en/news/2024-07-26/ on newsletters and videos. It is a very labor intensive thing I imagine, but the dynamic campaign has been presented alongside AI improvements in a consistent manner, albeit reports have been very rare about it in community updates. I'm very disappointed to have just discovered it will be Caucasus only, for a while! lol but oh well.... the map doesn't look bad. ...and looking on the bright side; perhaps the AI improvements will make it up for majority of the update because it can potentially positively affect external dynamic campaigns and mission generators.
  18. ??? DC is taking long especially because of overhauls in that front. It makes 100% sense. Dynamic campaigns are already running in multiplayer for years, it is the single player portion that is missing. The sim itself, autonomously. ....that's....the.....whole point.
  19. Hi. I fully understand possible engine limitations at changing graphical settings on the go after rendering started but any improvement to include more items to be changed with the mission running could benefit some aspects of readability and performance calibration. It is been a while the sharpness filter slider have been introduced and still it is greyed out if you want to tweak its value if you're in a mission. I find it strange as many other titles have such option available to change anywhere ingame. This can be a plus for those who needs to tweak the setting and see its results immediately without having to exit to the main menu and wait another loading cycle to see the change take place. Of course there are options such as Visibility Range, which governs many map objects rendering range that requires a whole sim restart to take effect and thus probably unreasonable to be able to be changed while in mission... ...Although other options such as, Shadows quality, Object Shadows Type (flat, default or off), digital display resolution and/or its framerate (half or every frame), Mirrors quality (the new option recently introduced), SSAO, SSLR....or even turn DLSS on or off would be sublime to have changeable during gameplay. A look into that would be appreciated. Cheers Fair Skies
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  20. It is not textures the issue. It is the lack of autogen (3d stuff) around. A map shouldn't need to weight 500gb of satellite imagery while neglecting 3d objects. Syria has lower definition textures but the 3d assets are the ones who bring life into the scene. That's the type of work that makes a difference. __________________________________________________________________________________________________________________________________________________________________________ Syria from above: __________________________________________________________________________________________________________________________________________________________________________ Iraq from above: __________________________________________________________________________________________________________________________________________________________________________ Iraq has good parts near bases, but lacks objects in rural areas: (This last one is pre patch. I don't know how it is this area today. It is to illustrate the point. All others from Iraq are after the patch) __________________________________________________________________________________________________________________________________________________________________________ Syria map autogen clutter, which is superior overall: Forget pushing higher and higher textures. DCS is constantly heavy in VRam. Ask for a proper autogen and manually placed objects that brings richness to the experience. Maps are already massively big with the satellite textures.
  21. Seems odd because DCS clouds has not been an obstacle for many AI routines. Possible issues: Wrong setup for SAMs at mission startup can delay radar deployment, making both sides not attack each other for obvious reasons. Wrong setup for aircraft making them not activating their radars such as 'Nothing' tasking or else. 'CAP' by default makes the AI seek for targets but you need to check their active tasking at their starting point and next waypoints.
  22. Can you post the mission file? I can't open the track in the editor to find out what's wrong. Nevermind. I don't own the map in question.
  23. Do whatever floats your boat. I fly this sim since Lomac 2007. I've been all around flying with narrow FOV until I changed to wide. I can't stand narrow FOV anymore. And yes, I can still read the gauges without zooming. Zooming in, out and reset to normal are right on my fingertips through HOTAS buttons if needed. Peripheral vision and not the effect on looking through a straw or with a horse blinder. Easy to see missile smoke, references for AAR while still looking forward, bandits sneaking up, better awareness at a messy merge, better handling in a scissor. This effect is completely bypassed by your brain in combat. You don't see it at all. And even if noticeable, completely fair of a sacrifice. Again, need to be close to the screen. If that's the case, you're far from the screen, hence everything feels more 'in scale' with narrow FOV. Cheers. All it matters is the fun. Disregard whatever doesn't vibe with you. Happy Flying.
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