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Sandman1330

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Everything posted by Sandman1330

  1. Having a bit more success with the above tips, thx all
  2. Interesting. I have never not had it do this, so I’m lead to believe I’ve never had a correct lock. So what could I be doing wrong? I go cage, sidewinder on pinky, NWS to lock, switch to guns. Why am I never getting a valid lock?
  3. I'm not submitting this as a bug yet, as I'm not sure if it's realistically modelled, or whether I'm doing something wrong, or whether it may be a bug. I'm finding the radar gunsight to be severely inaccurate. Against even a target in a constant steady turn (no jinking), the bullet stream goes nowhere near where the reticle says it will. Attached is a video and a track demonstrating my issue. I'm including both in case there's something with my DCS install that's causing the issue, as it won't replicate on someone else's track replay. I'm aware that the radar gunsight on an older jet like the Phantom won't be laser accurate like the new 4th gens. However, not only does it seem very far off, but it's worse than the Sabre, which is a much older, first generation radar gunsight. A few things about my video and track: 1. I've done my best to maintain smooth controls against a moderately maneuvering target. The target is not jinking, just turning in a constant rate turn. This should provide a stable gun solution. 2. I'm aware the target isn't always perfectly under the reticle when I fire (again, I was trying to prioritize smoothness). However, the rounds miss by such a large margin that it's not really relevant. 3. The last shot where I do kill him, I ignored the gunsight and fired off dead reckoning. You can see how far off the gunsight actually was when I scored the hits. Thanks. Again, I'm not going straight to calling this a bug. If it's something in my setup, or something I'm doing wrong, I'm OK with that. Just looking to find out why I can't get an accurate radar gun solution. Video: Track Below: phantom gunsight.trk
  4. I can't have more than 8 spawn at the same time before it jams up. I don't know what you're doing differently than me (can't be much, other than you use retribution and I use liberation). Usually this happens after I've already launched as I usually go first. If I'm trying to launch a large strike package (say to take out a ship), I go in the first package, and the rest behind me usually get jammed up. Often even if I stagger start times by 5 mins it still happens.
  5. Would love a fix for AI taxi logic. In liberation missions you can't spawn more than 4 aircraft at a time without them running into each other and jamming up the carrier for the rest of the mission. Supremely frustrating.
  6. @NineLine Any info on what timeframe this map will represent? 80s, early 2000s, late 2010s?
  7. Kandahar and Helmand were anything but. Americans weren’t the only forces in Afghanistan. British, Canadian, Dutch and many others were fighting and dying in regional command south for years. Yes Americans mostly focussed on the east, but it doesn’t mean the south was calm. In fact the area just southwest of Kandahar (Panjwayi / Zhari) was the site of one of OEF’s biggest battles, Op Medusa. Its also where the Mujahideen kicked the crap out of the Russians.
  8. I've played with the curves to see if I can make it better, still happier with the 15 curve I have set. I personally love it to be finger responsive. I have a good stick, and I mostly do helicopters, so finger touch is where it's at for me. I dislike the Viper's AAR law, where everything becomes less sensitive, for that reason. I want it so sensitive I just have to "think" about moving the stick and the aircraft responds. Now the Hornet feels to me like I move the stick, and there's a pause before it responds, so I end up moving it a bit too much and start a PIO. Could be realistic due to inertia, don't really know...
  9. Thanks. To be clear I'm not looking for any assists or tricks - I can AAR, I have always been able to AAR, and have no interest in using autopilots or tricks to do so My stick is a Virpil Warbrd, so good quality. I'm just wondering if anyone knows if the flight model is going to stay this way or not (ie was it intended behaviour). It seems you've noticed the change as well, though from my perspective it feels like lag (a delayed response to control inputs), where you don't perceive it that way. It just feels "spongy" now. I don't recall having any delay to fine control inputs during the real formation flying I've done, though it's been awhile to be fair and it wasn't in a hornet At least I'm not alone in knowing something has changed!
  10. Is there a known / acknowledged issue with AAR in the new FM? Before the update, I could slide in, plug and fuel first try, every time. Now it almost feels like there's a lag in the pitch controls - it's really easy to get into pitch PIO. I can still do it, but it's much much harder, and not as clean and pretty as I used to. Is it a known / documented change? Is it a bug, or intended?
  11. I wonder when we will see this. I have several campaigns that I want to finish but keep getting turned off by flying over an hour, refuelling, etc only to get hit by a golden BB over the objective area and have to do it all over again. Glad it's coming, hope it's soon!
  12. I guess one could simply roll back using the updater if there are any game breaking bugs, that would be analogous to using stable version. The only impact would be connectivity to MP servers, but they all used open beta anyway, so playing on stable wouldn't have been much help in that regard. Makes sense to me!
  13. Look at Caucuses though. The detailed map is a very small percentage of the actual map. I think both Iraq and Afghanistan could easily include water for carrier ops in low detail. This would require minimal effort and resource (both dev and PC), while providing those who want realistic carrier ops and transit times to have it. Imagine putting a carrier on the far western side of the caucuses map! It totally can be done.
  14. I was confused myself when he said Bagram - I've flown a fair bit in and out of Baghdad, and I was sure that was Baghdad! I was also looking for the mountains around Bagram and wondering where they were. Glad to hear it was a simple mis-speak. No harm no foul. Baghdad looks great, I can't wait for it!
  15. I suppose it could be possible, for both Iraq and Afghanistan, to extend the map south in low detail to allow placement of carriers in historical positions. It's not unprecedented - look at the Caucuses map. It extends very far west (the entire black sea and Crimea), just in low detail. That way, we could simulate the carrier ops with longer transits in with aerial refuelling, in order to operate in the detailed area of the map.
  16. Hi BN, Thank you for the quick reply. I hadn't realized those mods were installed (none are in use for the mission in question). I've done as directed, removed all mods (and associated scripts from the scripts folder), and I've run the slow repair. Unfortunately, the issue persists - however, this time it gave me a crash log. Please see attached. I also removed the two red helicopter client spots and changed the apache from client to player - this allowed the mission to run without an issue. So it may have something to do with the two client red side helos? Cheers dcs.log-20231228-181708.zip
  17. Trying to load attached mission. Very simple mission, only a couple units, no scripting whatsoever, all vanilla ME. No mods installed. Load into blue coalition, apache. CTD on spawn - almost every time. No error messages, no log, direct crash to desktop. Log and mission attached: helo v helo.miz dcs.log
  18. Was doing some air to air testing against the AI MI-24, and it would appear that even after his aircraft is destroyed, the AT-9 continues tracking its target. AT-9, if I'm correct, is a beam riding SACLOS missile that requires the launching platform to continuously guide. If the launching platform is dead, the missile should go unguided, I believe? Track attached:AT-9 tracking after dead.trk
  19. I have gotten it "working". I put air quotes around "working", as I don't see any perceptible difference whatsoever. AMD Adrenaline tells me it's on, and the AMD FPS overlay reflects the increase in FPS, but in the headset.... nothing. No perception of increased FPS whatsoever, and no frame gen artefacting (which I'd expect to see at least some). I can only conclude that, while the driver may be generating those extra frames, they aren't making it across the WMR bridge into DCS. I still have a smoother experience using Radeon Chill to lock FPS at 45 (half refresh rate). This removes most micro stutters and greatly smooths out my experience. With FMF on, the stuttering returns as if I was still running around at 60fps. Note, that in order to get it "working", I had to select "use DCS system resolution in mirror" in the VR settings. This made the mirror full screen and that's when Adrenaline started reporting FMF was working.
  20. I have gotten it "working" myself. I put air quotes around "working", as I don't see any perceptible difference whatsoever. AMD Adrenaline tells me it's on, and the AMD FPS overlay reflects the increase in FPS, but in the headset.... nothing. No perception of increased FPS whatsoever, and no frame gen artefacting (which I'd expect to see at least some). I can only conclude that, while the driver may be generating those extra frames, they aren't making it across the WMR bridge into DCS. I still have a smoother experience using Radeon Chill to lock FPS at 45 (half refresh rate). This removes most micro stutters and greatly smooths out my experience. With FMF on, the stuttering returns as if I was still running around at 60fps. Note, that in order to get it "working", I had to select "use DCS system resolution in mirror" in the VR settings. This made the mirror full screen and that's when Adrenaline started reporting FMF was working.
  21. Are you referring to full motion frames? From what I can tell, this DOES NOT work in DCS VR. I've enabled it, and it makes absolutely 0 difference. No change in quality or performance, and AMD Adrenaline isn't even recognizing DCS as running. I don't think it knows DCS is a game, even though I've manually added it. If you've got it working, can you advise how? Edit: And to make things worse, I had been using Radeon Chill to lock frames at 45 and reduce stutter. Now that I've enabled (and disabled) FMF, it has locked anti lag on - even with FMF off, I can't turn anti lag off. Which means I can't turn chill back on.... Thanks!
  22. Yup, he’s fine, still chat now and again in the discord. But as the name implies, guys are busy dads and the group has lost steam. Still made some great friends on there back when it was more active.
  23. Thanks for replying BN. I’m 99% sure it’s not a DCS issue, as DCS is still running correctly within WMR. It’s when the headset powers off or briefly loses connection (USB issues), the headset seems to lose its connection with WMR. I was just hoping someone in the community had maybe found a fix / workaround.
  24. Thanks, I’ll give it a try. So my read on this is, while there have been several great suggestions on how to avoid the situation, it would seem once it has happened there is no way to recover the game. That’s a shame, as the game is clearly still running and WMR is still functioning, there’s just nothing displayed on the headset. There should be some way to “reboot” the headset and sync it up again. Not a DCS problem (I think the issue is WMR / HP), but a shame nonetheless.
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