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Sandman1330

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Everything posted by Sandman1330

  1. OK, did a fully clean install. Deleted everything, including the saved games folder (I backed up config but haven't moved it back over yet) and did a full reinstall via the updater (thanks gigabit fibre!) Unfortunately, the sound bug is still present. Tracks and logs, and a video for good measure, are included for your reference. All are using the F16 free flight instant action on the latest open beta. What a bugger! Track: https://1drv.ms/u/s!Ascm8Kmu7NR0g-4m-h5nn8GYHlIexg?e=EkNqiP Video: dcs.log
  2. This is the quote I’ve been waiting for! I still play Op BACTRIA, going in and fixing things that go awry with various updates (the new Caucuses map took a fair bit of work). I hope you’re glad to hear that mission is still alive and well! When you start work on your new mission, I’d be happy to help with VOs or anything else you need, since I’ve gotten so much play out of the original it’s the least I can do to give back. On topic, it’s awesome that you are helping out with the Warthog II. I can’t wait for both!
  3. Seems like a recent thing, but lately my dedicated server isn’t retaining the advanced options. Specifically, the resume options - every time I start a new mission or restart the server, I have to change the settings back to “resume with clients”, it keeps defaulting to resume manual. Any way to make it stick?
  4. The coordinates probably just aren't precise enough. What I did was enter it into the UFC as a waypoint, use WPDSG to designate that waypoint and swing the pod to that point, then refined the aim point with the pod and dropped in TOO mode. Shack'd the center of the compound no problem!
  5. BN, I'll have a scrape through and make sure I don't have any mods, but I don't think I do. Any I do have will be disabled in the module manager I believe. That being said, at least from my perspective, this is far from a game breaking bug. While I laud your efforts to track it down and try and fix it, it seems to be fairly rare and has minimal impact on playability. I guess what I'm saying is, again my personal opinion only, if it's proving to be a real time-sink, maybe the juice isn't worth the squeeze? I know you guys have a lot on your plates already! Either way I'll check it out this weekend. It might even be a good time for me to do a full reinstall of DCS, it's probably been 3+ years since I've done that and there may be some old mods or files from previous versions kicking around...
  6. With my current 1080Ti, MSI Afterburner reports that all 11Gb of VRAM and nearly all 32GB of system RAM are in use while on PG or Syria maps. Though I'm just beginning to realize that, with regards to system RAM anyway, Afterburner is reporting RAM that's pre-reserved, and actual RAM in use is lower, I haven't found a way to verify if my VRAM is truly all being used or if it's simply reserved by the game. If my VRAM usage really is that high, I'm concerned about the drop from 11GB to 10GB of VRAM on the 3080. It seems like a very strange choice to go down in VRAM... It's the only thing that gives me pause about the new card!
  7. BTD, As requested. There are 2 .trk files and 2 DCS Log files, one with loud afterburner off, and one with it on. Both use the basic F16 Caucuses free-flight mission on the latest open beta. The bug replicated both times after the first ejection (I eject, then respawn, and the bug is present). With loud afterburner turned off, it was there whether I was in mil or AB; with loud afterburner on, the sound went away on AB, but came back when going back to mil power. I hope this helps, and please let me know if you need anything else! Track loud afterburner: https://1drv.ms/u/s!Ascm8Kmu7NR0g-wd0LIsz1F6i9Ucow?e=58p1ue Track no loud afterburner: https://1drv.ms/u/s!Ascm8Kmu7NR0g-wc7R1PwQYHh1IcoA?e=Chb5Gc Loud afterburner off.log Loud Afterburner On.log
  8. Oh really? Do you know which number MSI Afterburners performance monitor reports? The reason I ask is lately I have been seeing MSI Afterburner report all 11Gb of VRAM and all 32GB of system RAM in use while playing DCS (especially in Syria and PG, Caucuses uses less system RAM). Playing with system settings had had little to no effect. I’m curious if that RAM is actually in use or just pre-allocated as you say...
  9. Back to the point of the thread, I think one key element has been overlooked: the lightning pod was only used by the USMC, and from what I understand, only in training (could be wrong). On deployment (and for sure on the carrier), all US Navy and USMC Hornets used the ATFLIR pod. We got the lightning first in DCS because it was already in game on other airframes and the early hornet was limited by not having a pod. ED was actually asked by the community to delay the ATFLIR and focus on the lightning as a stop gap measure. I think it’s entirely plausible that the lightning implementation is accurate, and is a little wonky because the aircraft is designed for the ATFLIR. One example from another thread (don’t ask me to find it) is that the ATFLIR does not have wide/narrow FOV, just progressive zoom. This would explain the logic behind locking FOV control to the mav. This is only one example, I am sure there are many more. In short, I think we should wait until we see how the ATFLIR integrates before we get too upset.
  10. Ok, will try. What’s the best way to go about this? Can I replay the track to replicate the problem then send the log file immediately afterwards, or do I need to play a mission to replicate it again? What’s the best way to ensure the log file contains the error?
  11. Oh yah, seems worse than before (could be I’ve been flying the Tomcat too much lately, spoiled by the DLC). I find the bird floats really bad over the ramp, necessitating a drop in power to maintain ball that leads to EGTL or EGIW
  12. Thanks BN. Do you need any log files / dxdialogs / anything from us to try and nail down the specific circumstances where this is present?
  13. Haha, I know, by the end I was flying through a sea of parachutes!
  14. As promised, here is a much better one. It happens after the very first ejection - At the very start of the track I spawn into an F16, then eject about 5 secs later and use Ctrl+shift+tab to get a new plane. When I spawn into the new plane, the bug is there. I then proceed to do it several more times, and it happens ~10% of the times after that first one. https://1drv.ms/u/s!Ascm8Kmu7NR0g-ljcak32C7HiObSvg?e=IafW3E
  15. Concur. Even if I decide not to get whatever AMD brings to the table, it sounds like it should be competitive enough to drive NVidia prices down, so it’s a win for everyone,
  16. In my case it stayed in the Alt Hold position. Made it super confusing for me!
  17. Check your dead zones on your controller. I didn’t have any issues before either, but recently I ran into the same problem as you. My Warthog stick on Virpil base was so heavy it was pulling the stick slightly forward of center. I increased my dead zones and it fixed the AP issue. Maybe they recently reduced the control input tolerance for AP engagement?
  18. Here's probably the shortest track I can find. Near the end, there will be a string of times where I spawn in then immediately eject again, back to back a few times. This was when I was getting the rumbling, so I jumped out to take a new jet. Unfortunately it's just not consistent or repeatable enough to get a shorter track. I'll try tomorrow to purposely cause it and see if I can make it shorter. These are in the Tomcat, BTW - but the bug is the same in the Viper. https://1drv.ms/u/s!Ascm8Kmu7NR0g-k68fZMCol-Cxi4Nw?e=sTvxh7 I ran the track back myself, you're looking at about 10-15mins into the track for it to start. It did reproduce when I did the playback, at least for me...
  19. I can’t get behind this idea. The last thing I want is to have to start “grinding” in DCS in order to get better G tolerance, access to special servers, etc. I quit playing games like WoW and Elite: Dangerous because of their grindy nature.
  20. BD, Thanks, loving the campaign so far. I never buy scripted campaigns as I hate the canned nature, but I just had to have this one. So far so good! One little bug in Mission 4: AWACS calls the flashlights coming from "rice", but on the kneeboard "rice" is Sir Abu Nay'r, the UAE owned island. They should be coming from "corn." I ended up going way south only to see the helos coming from Sirri on the datalink! I hit burner and got back in time, so no harm done. However (and the rest of the narrative doesn't pertain to the bug), I took one lucky bullet from the helos in the close flypast (I may have gotten too close?), which of course hit the fuel tank. I was dropping fuel, under 2000lbs and dropping fast, and 75NM from the tanker and the boat. Despite the instructions to remain on station I climbed up to Angels 40 and headed straight for the tanker. Thankfully this didn't break the script and the mission still progressed!! I hit the tanker with 200lbs of fuel, plugged on the first try (phew!), and bled that poor little S3 of everything it had. I was losing fuel so fast I still only left the tanker with 2000lbs, went direct to the boat for an abbreviated straight-in (would have been a barricade IRL I'm sure), and trapped on the first try with 300lbs remaining. I didn't think I'd make it, but that was the most well earned 100 score I think I've got yet. Thankfully my complete departure from the "plan" didn't break any scripts! On a side note, having read the book a couple years ago, something tells me I'll be doing this again.... :smilewink: PS - one other very minor point from Mission 3. In the 9 line, I'm given IP WIZARDS 328 for 6.7 (Lines 1-3); however, I can't find anywhere in the product where IP WIZARDS is. Knowing where the target is from Line 6, I was able to work backwards to find where it would be, but it's missing from any of the product that I can see. I'm really picking flypoop out of pepper here, so please tell me if I'm being too picky! (Or if it is in the product somewhere and I've missed it)
  21. It’s definitely not just limited to the F16. I got it several times yesterday in the Tomcat on the JDF server.
  22. OK guys, working now, thx. I think it was the orbit command being on top. The other issue is the SA6s in the area. They are far enough back, and I've placed him in terrain where any halfway competent real Apache driver could use terrain to stay masked from the SA6s while still striking the tanks, but the AI insists on popping to a 300ft hover to fire his hellfires, so he never really gets a shot off. The point of this Apache (and the SU25 on the other side) is to create a "skirmish" feel, where each side isn't ready to move forward yet but they have their armed recce out front probing the enemy positions, so the intent is met. I don't want him doing any real damage anyway, but I did want him to shoot if he gets the opportunity. Now if the player takes out the SA6s he should start shooting, so intent met. Thanks for the help folks!
  23. I'm still struggling to get the Hornet on the deck without an EGIW. A combination of the very sensitive EGIW grade and the float (which felt really bad today, I don't know if it's from the update or if I have just been used to the Tomcat) means the only way to get a good grade and catch a 3 wire seems to be to hold a low ball throughout the approach, so the final float brings you back on center without having to let off throttle to maintain ball in close. I would just be curious to know if this is intended behaviour, or if it's an acknowledged bug. I don't want to build a bunch of muscle memory to hold a low ball (which is BAD BAD BAD from what I understand) only to have it fixed down the road. I do wonder if the float is ground effect taking over as you cross the ramp - this would actually make sense, as you go from being out of ground effect to within a wingspan of the deck instantaneously, it would make sense to have the aircraft float a bit. That's why I wonder if it's intended or not, but if it is, then the EGIW grade needs to be adjusted I think. Anything?
  24. Thanks for the input all, I’ll give it a try!
  25. I've been trying to work on this problem all morning. I've got an Apache that I am trying to set to "search then engage in zone", with a huge array of enemy armour within that zone. Try as I might, nothing I do will make him engage. I've removed CAS as an option, I've ensured he has AT weapons (hellfires), I have an orbit set at the waypoint where he is to search and engage. All he ends up doing is a fancy airshow for the Syrian army, lots of fancy turns and twists without ever firing a shot, until he himself gets shot down. So, I figured - maybe he's reacting to enemy fire. So I set "react to threat" to "no reaction" and "immortal" to on. Now he should be fine, right? Nope. He still does his fancy airshow, and still gets shot down - despite immortal being on. I've also tried invisible, to the same effect. I've also tried "attack group", and he still does nothing. I'm beginning to believe none of the waypoint options that I've set are being adhered to at all. The same thing happens with the Cobra, though the KA50 did inconsistently fire once or twice, and executed "attack group" properly. I have a SU25 set up on the other side with the same settings (using search and engage in zone) and it is working. Known bug? Am I doing something wrong? Screenshot of the settings attached:
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