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Everything posted by Czar
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If you have a HOTAS analog switch as a mouse you can do those with the ''F2'' external view view without editing any .lua file. Tiny inputs on the analog. There are bindings for the ''mouse look'' speeds if you want it even slower. Camera View Mouse Rate (fast,normal and slow).
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Maybe something changed/got borked in the INS update. I never done this, but why would be point track only? Area track seems perfectly reasonable of a mode to do something like this, especially when point track can snap the TGP onto a moving object without the pilot consent, IIRC. Area track tends to grab the ground pretty well.
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What is the storage type DCS is on? HDD, SSD? Set your pagefile to 30gb+ through windows on a fast drive (SSD). Undo any overclock made. What's the GPU usage like? If it is out of VRAM performance takes a nosedive. (DCS is heavy on the assets side). Share with us your GPU model. Problem might lie there. 10fps is not normal unless is a heavy bottleneck somewhere like VRAM or Storage, with the later making stutter seems like low fps. Check your mouse polling rate. Use the mouse of your old PC on the new one to see if it resolves. If it does, is the high polling rate issue that DCS doesn't like. (reported on the forums).
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Modern HOTAS ads on a carefully crafted 1980s map intended for immersion... or a WWII one. ....or in a serious campaign during reconstruction of real life events in a war which often are tragic. Tone cannot be further away than a racing sim, which is about a sport which is hand in hand with capitalist values, which is fine. I think it is in bad taste to put ads on DCS maps in quantity to generate resources. The current ads everywhere culture kind of sucks too. There are much more efficient ways to generate resources without kneeling to the advertising world: making a good job on a module, collaborations outside the sims with related brands (already being done), Content Creators (already being done). Sorry for being too negative. Fair skies and happy flying.
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I guess so, but that's beyond my ME and these items IDs knowledge. Given there is a random system failures, the values of: meantime between failures, probability for each failure point/item in the plane...etc.. are all hidden. It should be displayed and changeable from the options menu or some sort of "Hangar" sub menu like the "Special Tab" we have. The sim from Laminar has the best system and it is natively implemented.
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ED modules has system failures.... just not programmed.
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I had this 'aircraft armed' announcement bug too. There are no master arm switch binded to my hotas. Multiple times George is not firing the weapon after announcing 'Engaging' within constraints and steady flight. A cycle from 'No Weapon'/De Wased or from a de-slaved TADS brings him back to be able to shoot. This happens a lot. I'll try to generate a short track when able.
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I don't think so. On the debrief screen you'll be able to see what has failed (able to filter out the list by 'failures' makes easier) or you'll have to diagnose it yourself. IIRC the Random System Failures is always off in multiplayer unless the mission designer has chosen to enable it, so you might never see a failure if you only play on open multiplayer lobbies and if that's governed by the mission settings. Needs a double check on that one.
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There are system failures, but not preset/specific system failures by custom triggers. Turn on "Random System Failures" via Options->Misc. menu. Something somewhere might break but not cockpit lights which afaik only the F-4 does it. It might ruin a whole sortie depending on the system that failed.... or greatly enhance it depending on the mindset, ofc.
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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.
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Does DLSS make spotting other aircraft near impossible?
Czar replied to RyanR's topic in View and Spotting Bugs
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. -
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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.
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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.
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Because this have small objects involved. I'll check MSAA and report back.
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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.
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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.
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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:
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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.
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Single Players: What would win you over to a multiplayer server?
Czar replied to Dangerzone's topic in DCS 2.9
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). -
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.
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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.
