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Roosterfeet

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Everything posted by Roosterfeet

  1. Anyone got the wind conditions for that mission? I would like to replicate it so I can practice that landing until I can do it without doing donuts across the runway.
  2. You can also select the unit you want to view in the F10 map view (if enabled) and select the corresponding external view for that unit; F7 for ground units, F6 for weapons, F9 for ships.
  3. It was probably an AI fuel issue, like you said. I tried again and did all I could to keep wave from running out of fuel. Stayed under 300 kts until rejoin and under 350 afterward. I took care to kill both choppers on the first pass. He still went running into SA6 range as soon as the F4s appeared but this time he went to Khasab like he was supposed to. Tacview-20220624-200935-DCS-Persian 6 Chopped Chops.zip.acmi
  4. DCS Open Beta 2.7.15.26783 Ford 410 chases F4s into SA-6 range then lands at Qeshm instead of Khasab. Mission failed because Wave never lands at Khasab.
  5. Anyone else notice the strobes on AI hornets flashing rapidly and erratically since today's OB update? If not I'll see if I can reproduce and post a track.
  6. Confirmed that wake turbulence is off. Strange thing is, I haven's been able to create a mission that replicates the stutter. I set up a mission over Damascus with 55 aircraft and over 300 ground units and 3 SA2 sites. It's definitely a drag on my frame rate but no stutters. On the up side, during my troubleshooting efforts, I discovered that by deleting Tacview my framerate has gone up significantly.
  7. After playing Mission 11, I'm pretty sure I just don't have enough horsepower to handle that number of units comfortably, particularly aircraft. For most of the mission, my framerate was around 50 but with a significant stutter every few seconds. Around fence out time, I noticed that my framerate increased to over 70 and the stutters went away. It looked to me like you despawned most of the aircraft around that time. The rest of the flight was silky smooth. I suspect 60 aircraft and over 300 ground units is a little ambitious for my machine. Aside from my performance woes, the mission was really cool! The large package with all of the activity going on was entertaining and having to pay attention to vul time added a good amount of tension. Devil 1-1 and 1-2 arrived at the target way ahead of the 1:59 TOT. You might need to take a few minutes off of the TOT in the briefing, or chalk it up to Poodle being an impatient tool.
  8. Thanks, I will absolutely let you know how mission 11 goes.
  9. I've been getting some pretty bad stutters while playing Cerberus North that I haven't noticed during other uses of the Syria map. It's particularly evident in Mission 10-2. It is a little bit noticeable as soon as active pause comes off and it gets worse to the point of being very distracting when over land. I've also noticed a performance bottleneck but I'm not sure if it's related; my frame rate is around 60 and GPU usage is 99% when paused. When I un-pause, frame rate falls to around 40 and GPU usage fluctuates a lot, averaging around 60%. If I set up a custom mission with an f-18 over Damascus, I don't experience any performance problems. GPU usage stays pegged at 99% and framerate remains around 60 as I site see around town. I bring it up here to see if others experience the same issue. I've tried lowering a lot of different settings but nothing really alleviates the stutter. My PC's not particularly powerful but the Cerberus missions don't seem super crowded either. I suspect that there might be something going on in the mission that isn't playing nice. -Ryzen 5 3600, Radeon 5600xt, 32gb ram
  10. In this image you're not using the FLIR. Use the boat switch to change from CCD to FLIR.
  11. I recently discovered a use for track files. I did something dumb in the middle of a mission that brought it to a premature conclusion and I really wanted to see it through to the end but did not want to refly the whole thing. So it occurred to me to save the track. I time accelerated the track to just before my unfortunate incident, took control, and finished the mission. This made me very happy. Track files could be a fantastic way to implement a mid mission save or rewind feature, they just need to be more reliable, easier and/or faster to fast forward through, and if they could be rewound, that would be ideal.
  12. Precisely. I noticed that the default trim setting has some left rudder and a little left and back cyclic. On the ground, I centered up with a control wipeout and made doubly sure buy hitting force trim reset then holding force trim for 5 seconds, things felt subjectively better to me. Now it could be my imagination or whatever caused the improvement in handling could be unrelated and I'm chasing wild geese. But take a look at this track; something's amiss. Without touching the rudder or cyclic, if I press and release force trim, the cyclic trim gets set farther back and left each time. This doesn't happen if the cyclic trim is centered first. Now how can this affect flight if moving the cyclic centers the trim? No idea, it doesn't really make a lot of sense. I just wanted to throw this out there for others to try in case it helps. AH-64 Trim Jank.trk
  13. Tonight I found things much better. The Apache behaved much more like it did at initial release. The only thing I can think of that I did differently was to make sure my controls and trim were centered before takeoff. I noticed in a quick mission that the rudder position at mission start was way off to the left. Try this before takeoff: move the cyclic move the rudder reset trim (left ctrl-t) hold force trim release for 5 seconds Without any inputs, your controls should be centered like this: Not this:
  14. I'm also finding it generally harder to control since the update. My particular issue is roll. Roll seems twitchy in forward flight and changes in collective induce a whole lot of roll when near a hover. At least that's my perception. I could barely control it before but the initial release "felt" a lot more stable than it has for the last 2 patches.
  15. Is the mission from this video available somewhere?
  16. I think what you're looking for is your SnapViews.lua file in your saved game folder. Something like C:\Users\username\Saved Games\DCS.openbeta\Config\View\SnapViews.lua Back that up, open in wordpad, find the F-16 section and delete everything in that section. If you haven't saved any other views, you can just delete the whole file, after you back it up.
  17. Have the missions with Case III recovery been updated to support the new ACLS feature yet? Thanks
  18. I've only been flying the Apache lately but I ran into stutters that were alleviated by lowering textures to medium and terrain textures to low.
  19. How about add distance info: Tank 1 (T72) 1.5k Tank 2 (T80) 1.6k Tank 3 (T72) 1.9k Tank 4 (T90) 2.2k Also, it would be extremely helpful if we could choose between having the list sorted by George's threat priority and sorted by distance from the point on the ground where PHS was looking when the command was given. I've had several occasions where I'm looking right at the APC that's shooting at us but George wants to target all the AAA threats 4km away.
  20. Thanks for doing this and sharing! In the first mission there are two pairs of Apache's on top of each other next to the player flight. The mission starts with a bang.
  21. I have a strong tendency to tip over on one side when landing, especially when landing on unpaved surfaces. Aside from avoiding lateral movement, what are the best ways to avoid this and what should you do if the aircraft starts leaning when you touch down? Opposite cyclic tends to either have too little effect or causes overcorrection.
  22. Ha! spent 15 minutes looking for a keybind.
  23. About time! How do you open that?
  24. Just did some testing and the 54C is still pretty effective against Mig-23s when fired head-on at Mach 1, inside 35 miles at 30,000 feet. At 40+ miles and below 20,000 feet, not so good. I have no idea whether the FM adjustments make it more or less realistic but in the current build it's still an effective missile if you make sure it has enough energy to get where it's going. I think the bigger problem is still the inability of the AI to reliably fire the the Phoenix within effective parameters and support it until it goes active. There could also be an issue with AI reacting too soon to TWS launches and reducing effective range, not sure about that one though.
  25. Having seen this happen many, many times before with all manner of software products, not just DCS. I appreciate the way ED does this now. The ideal for me is: Give a best estimate of release Announce delays as soon they are determined with a new estimate that is realistic Don't shove something out the door that's not ready just to meet a self imposed deadline I think that's what ED has done here. So, sure, it's disappointing but, in my opinion, good on them for doing it right. As an aside, I much prefer ED's current method to the flight sim developer who was famous for saying, "Two weeks." every two weeks for years or the space game that's taken nearly a decade but can't get past a barely playable alpha state with no end in sight.
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