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PhoenixBvo

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Everything posted by PhoenixBvo

  1. Option 5 here: AWACS & Tanker on one VHF AM frequency. (e.g AM 152) Player's flight on another UHF AM frequency (e.g. AM 251) All combat flights on another VHF AM frequency (e.g. AM 132) Ground JTACs & AFAC flights all on independent VHF FM (or UHF AM) frequencies (e.g. eyeball on AM 278, pointer on AM 279, etc. or FM where applicable) Essentially this is the Georgian Hammer Campaign convention. It makes sense to me: there are three radios, I'll have the UHF radio tuned to my flight, switch the VHF AM radio between AWACS and other combat flights to maintain a picture of the battle and select a JTAC / AFAC on the third radio (VHF FM) as per mission demands.
  2. I've had four consecutive crashes at basically the same point during a SP campaign mission in BS2. The problem has appeared since installing DCS World 1.2.0 with the modules A-10C, Combined Arms and BS2 upgrade. Operation Medvedev II - mission 13: Store Closing Situation: brought the shark to a hover, enabled laser and master arm, selected Kh-25ML and locked the ammo dump in the Shkval. Crash happens either when I press the weapon release or during the targeting process. Simulation closes without error message and returns to the debrief screen. My hardware is as per the signature. I installed the sim on a RAID 1 disk. I tried both with and without SoftTH (implying windowed and full screen) which didn't make a difference. I have included my DxDiag.txt, logs from the last two crashes and the tracks. crash 1 track crash 2 track crash 1.zip crash 2.zip DxDiag.txt
  3. Oh, that's a big topic. It's very hardware dependent. You need a good cooling solution, with stock cooling you won't get very far. A word of warning: you may quickly run into stability issues which don't always immediately show up. If your system performs smoothly at stock speed, than it may be better to leave it as is. And your warranties, should you burn something, will most likely be void. But if curiosity gets the better of you (or you're looking for a (relatively) cheap way of getting some extra fps): read on for a very short intro. I started by searching the net for "overclocking" plus my motherboard and CPU which gave quite a few guides and results to steer by (memory type and timings are important as well). Basically you can access all the required settings in your BIOS, but the number of possibilities vary strongly per motherboard (where fancy = expensive). Other than that it is a very time consuming process, because you have to iterate through lots of settings to find the best combination for your specific setup each time doing stability tests using prime95 and IntelBurnTest (there are others as well). Besides that, I know at least ASUS has a program (TurboV EVO) which allows you to set most stuff while the operation system is running thereby speeding up the process. Other manufacturers most likely have similar features. You'll find lots of info on sites like www.overclockers.com and www.overclock.net. Always keep in mind that stability is more important than a few more megaflops (millions floating point operations) perhaps generating 1 or 2 fps in the sim. Therefore, always do a thorough stability test (preferably overnight running the mentioned test programs simultaneously) before "freezing" the config.
  4. @ Wolle and PishPosh, have you overclocked your systems at all? If so, are they 100% stable using several hours of simultaneous prime95 and IntelBurnTest testing? I had similar crashes with A-10C on an overclocked system and found that my overclock had at least an influence on their frequency. So I tuned the system down testing for stability as suggested above and that mostly solved the crashes during missions. However, now with World 1.2.0 they are back. So I'm curious as to the cause. Is it hardware related or some bug which was introduced in the latest version? When I get home, I'll find the latest crash logs and add them to this post. EDIT: Here is the log: http://www.filedropper.com/crashbs2 (The track is quite long, couldn't upload directly as attachment.)
  5. Thanks, will try ASAP!
  6. So... not a dumb question actually :-). SP JTAC is on my wishlist!
  7. I'm having a similar issue. In DCS World 1.2.0 flying BS2 the radio menu is there during cold startup, but as soon as I lift off, I can't access it anymore (using \). This also happens in CA-enabled missions flying the KA-50. I haven't tried with the A-10 yet. But it happens with the KA-50 in every mission I've flown so far. At first I thought the menu might have been displaced, but after pressing / the F keys don't lead to radio commands, but to views like they do normally. So the radio menu is not activated anymore. Just to stress this: in the very same session as long as I'm on the FARP it works fine.
  8. Success! At first, just setting keepComposition to 1 didn't help (Aero Theme on). But then I unchecked the "disable aero" option in the sim and together this fixed the cursor problem. It also turned out that the AA works with my setup only when I disable any forcing (in CCC and config.SoftTHconfig) and enable the MSAA and TSSAA options. Before, I used to set AA in CCC and leave the in-game options turned off. This had been faster, but with the full screen mode enabled everything is different anyway. One thing I really like now is that I can have my secondary monitor on the left again, i.e. where it is physically, such that the map and mouse and windows desktop are all in the right place again. (DCS natively does not allow negative coordinates for viewports and it always has the origin at the top left corner of the primary monitor.) The setup as I have it now still doesn't solve the HUD and map FOV problem though. I can use [Appkey]+S to squash to one screen, but this distorts everything including the viewport and map. We still need a fix from ED for setting proper aspect ratios and positions of the various HUDs and the map. I will continue to use SoftTH for its performance increase and independence of windows monitor config.
  9. Thanks PeterP and AceKng1, I got it to work by selecting the Windows Classic Theme. The DPI scaling was not the issue, it has always been 100% (96 dpi). But I'll try point 3 from the post below, because switching themes isn't a very elegant solution. I will post again to report the result. One more issue has come up though: I can't get anti aliasing to work. Either setting it in the sim, forcing it in catalyst control center or in SoftTH hasn't helped so far.
  10. Which track file are you referring to?
  11. You can still use F7 repeatedly to go to a hidden unit and then hit RALT+J to jump in. There is currently no option available to the mission creator and/or server host to prevent CA players from using certain vehicles.
  12. Aha, will try to find this setting as soon as I get home. Thanks for the reply. Edit: Would you, perchance, happen to know the term in the German Windows 7 version?
  13. OK, so I tried SoftTH after reading it's readme and Peter's very helpful posts about it. It sounded very promising and the setup seemed pretty easy. But... I ran into a problem. The mouse cursor is not working correctly on the main head. I can't click buttons in certain portions of the screen. The cursor changes shape and after some tests it turned out I had displaced desktop icons. On the second head the cursor works as it should. I did a forum search and couldn't find any similar reports. So I'm posting the problem here as it still concerns the workaround for the multimonitor problem which this thread discusses. My config: 1920x1080 + 1280x1024 I have attached my options.lua, multimonitorsetup.lua (Camera+LMFCD(on right side).lua) and config.SoftTHconfig as well. Could someone please explain where the error in my setup might be? I've tried different versions of configurations both in the SoftTHconfig, the options.lua and its multimonitorsetup.lua to no avail.. SoftTH_setup.zip
  14. OK, then it happens to work for 3 screens, but with my config (main 1920x1080, secondary 1280x1024) I'll have to tinker on. BTW, my edit of iinfo.lua looked as follows (which worked for the gun HUDs): dedicated_viewport = {singleMonitorWidth/2,singleMonitorHeight/2*aspect,singleMonitorWidth/2,singleMonitorHeight/2*aspect}
  15. Could you perhaps post your iinfo2.lua? With my configuration (main screen 1920x1080, secondary 1280x1024 to the right), I didn't manage to get the info text in the proper place. I'll have a go with softTH this evening, to see if it works satisfactory.
  16. Reading this it seems to me that LOS blockage by buildings might depend on the sensor... Ground vehicles seem to respect it mostly, but CAS aircraft seem to ignore it. Perhaps valuable debugging information might be generated by using the lua export feature. I found the following function in the lua-exporting description: -- Weapon Control System LoGetTargetInformation() -- (args - 0, results - 1 (table of current targets tables)) LoGetLockedTargetInformation() -- (args - 0, results - 1 (table of current locked targets tables)) this functions return the table of the next target data target = { ID , -- world ID (may be 0 ,when ground point track) type = {level1,level2,level3,level4}, -- world database classification country = , -- object country position = {x = {x,y,z}, -- orientation X ort y = {x,y,z}, -- orientation Y ort z = {x,y,z}, -- orientation Z ort p = {x,y,z}} -- position of the center velocity = {x,y,z}, -- world velocity vector m/s distance = , -- distance in meters convergence_velocity = , -- closing speed in m/s mach = , -- M number delta_psi = , -- aspect angle rad fim = , -- viewing angle horizontal (in your body axis) rad fin = , -- viewing angle vertical (in your body axis) rad flags = , -- field with constants detemining method of the tracking -- whTargetRadarView -- whTargetEOSView -- whTargetRadarLock -- whTargetEOSLock -- whTargetRadarTrack -- whTargetEOSTrack -- whTargetNetHumanPlane = 0x0200; -- whTargetAutoDCS = 0x0400; -- whTargetDCSJammer = 0x0800; reflection = , -- target cross section square meters course = , -- target course rad isjamming = , -- target ECM on or not start_of_lock = , -- time of the beginning of lock forces = { x,y,z}, -- vector of the acceleration units updates_number = , -- number of the radar updates } Does anyone know if this is up-to-date and how to query a specific vehicle with this function?
  17. In the F10 view select the aircraft and then hit RALT+J should do the trick. Can't test as I'm at work...
  18. My thanks as well. Am I right in thinking that 1.2.0 is not beta anymore for World, BS2 and A-10C? I didn't see beta status mentioned anywhere...
  19. If I'm not mistaken, this is not a bug or problem, but rather a question. Better post it in the main CA forum then. But to answer your question: if the server has labels turned on, there is a player name tag for vehicles now. So that should indicate who is in control. Although I'm not sure if it means first person control or general battle command control.
  20. Have the labels on in the server settings. By default, it includes the %P tag (player name) for vehicles as well.
  21. Uhm, I already have the table. Take a good look at the first post again :huh::doh::smilewink:
  22. I find a printed table more convenient, at least while learning. Also I think CA lends itself better to a keyboard mouse control style than programming the controller. It makes the switch from pilot to battle commander / JTAC clear as well. I'm not in the cockpit anymore, but in the command center instead.
  23. After reading the manual, I was missing a quick reference overview of the keyboard commands. I'm not used to using a keyboard with DCS...:joystick: So I compiled one and thought perhaps I'd share it with the community. So here you go. Hopefully it's helpful to some one :smilewink: Feel free to suggest changes/improvements or share your own version. CA key commands.pdf
  24. Yeah!! But such a small file size (19,9 MB)? All content must already be in World... Can't wait to get home!! EDIT: Bought it! Thanks, keep up the good work.
  25. Uhhmm BRooDJeRo, what you're saying might in this context be characterized as bullsh#t ;). There is only one bullseye per side and its function is, as mentioned, to relate all bearing/distance calls to (unless explicitly stated otherwise). That way everyone knows immediately where to look without checking your position and you don't give away your own position to possible eavesdroppers. Those functions are vital, I would say. And actually present in any realistic mission. In the sim (as in RL), you don't have a bullseye from the other side, so its uses to indicate where the enemy is, don't make sense to me.
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