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Aarnoman

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Everything posted by Aarnoman

  1. SRS has something similar with a dedicated testing frequency where it outputs the users transmission as if made by a second user, allowing you to hear your own transmission. Very useful for troubleshooting a range of issues. I support something similar and agree that current troubleshooting is a pain.
  2. Negative regarding sonar. I personally have not had a recurrence of this issue in the past two weeks, and am unsure if the latest DCS update (common) or turn server backend things have resolved it or whether this remains an ongoing bug at this time. I will report in this thread if we have any further instances of this VOIP issue in our group.
  3. I would offer the counterpoint that things change (including dev attitudes) in the timespan of a few years, and I think it is worth rediscussing this. We've had a number of longstanding issues in the past that were definitive "no's" from the dev team, which have since been rectified more recently. Again, if you don't want to bug the dev team that's fine, but I would at least expect @BIGNEWY or @NineLine to rediscuss this.
  4. Would like to see this changed to conventional wind direction as well. I like many others have been confused by this when starting out in DCS.
  5. This still seems to occur in latest version of DCS. dcs.log.old
  6. Something that may work lime this (dynamic spawning) is currently in final testing as per Wags, though we don't know the details of how it functions yet. There's a chance it will be introduced in this February update.
  7. Thanks for the info. As DCS has not been updated, unlikely that the underlying issue has been fixed (unless ED has changed something significantly with their TURN server backend perhaps). Will require ongoing investigation to confirm it is not an ongoing issue.
  8. Anyone having issues with performance in this mission? When hosting a server everyone starts desyncing, have not had issues like this with most other self-hosted missions.
  9. Yes, the graphic is correct. And yes, I believe there was a short freeze/desync during mission.
  10. No, none of us use sonar. For player 1 a audiotechnica MH50x-sts was used which does not utilise any third party software for functioning/eq etc. Likewise no applications modifying audio output like voicemeter or others are installed.
  11. Build: DCS Open Beta 2.9.2.49940 Description of bug: 1. We had 3 users on private server to test voice chat. All have VOIP correctly set up with TURN servers enabled. The hosting machine has had correct port forwarding setup. All users had VOIP chat volume at 100% using radio mode. 2. Initially, everyone was able to successfully transmit/receive on common frequency. 3. Following some period of flying and reslotting due to deaths of a few client aircraft, we noted the following issue: - Player 1 could successfully transmit to player 2 on common frequency, however player 3 was unable to received voice transmission. Player 3 still received the static clicks of PTT being keyed on/off by player 1 but did not received any voice traffic. - Player 2 could successfully transmit/receive voice traffic to all other players. - Player 3 could successfully transmit voice traffic to all other players, but would only receive voice traffic from player 2. 4. Attempts with switching to a different frequency, all users reslotting aircraft, or being in immediate vicinity on tarmac did not resolve this issue. LOS blocking did not appear to be a factor as all aircraft were within visual line of sight. This issue with VOIP transmission inconsistently not being heard by some players has been reported for a long time and remains one of the issues that limit its wider adoption. My friend group has elected to return to SRS for the time being, as it operates reliably, which is unfortunate as native VOIP is now at a high level of quality. Unfortunately as the track file is very large (220mb) I am unable to upload it here and given inconsistencies with track replay it likely of limited use. I have included it as a google drive link in case however: https://drive.google.com/file/d/10C4j6CPe2hVTo5W2P7SAaJ2K8cpveabp/view?usp=drive_link
  12. +1 @BIGNEWY would also like an official response to the above questions from @rurounijones.
  13. Correction - it appears that when in game integrated radios operate as intended. I am unsure why they do not show up in the DCS dynamic radio options menu in game options. @BIGNEWY not sure if this is due to a bug in core DCS or of the Mirage module? I can confirm the TRAP-136 + TRAP-137B operate as intended with Radio one PTT operating either radio depending whether green or red radio is selected on the left console.
  14. Version: DCS OpenBeta 2.9.2.49940 Bug: All Mirage F1 variants currently are missing integrated radios for DCS voice chat. Although external radios can be created, these also have to be supported server side. Additionally, external radios are unable to utilize in-cockpit frequencies. Fix required: Native integration of F1 (all variants) red/green radios, as has occurred with most other DCS modules. Although DCS voice chat is still in its infancy and most users currently rely on 3rd party programs (SRS), DCS voice chat is now seeing increasing use following recent improvements with DCS 2.9. I do not consider this a wishlist post as native integration is expected for all official paid modules, as voice chat is a core DCS feature.
  15. Consider me a blind man. Thanks for linking the initial report.
  16. DCS 2.9.1.48335 Open Beta Setup: DCS OpenBeta (MT Version) on NVmE, i7 9700k @ 4.2GHz, 32Gb RAM, RTX 3080Ti Issue overview: All Mirage F1 models currently do not have optimised LOD models, resulting in immense resource use even when viewed at distance as the full model is rendered. This results in 12 Mirage F1s able to reduce framerate by up to 70-80% on high end systems. This is due to no LOD1/2/3 models being created for the Mirage F1 at this time. This in particular results in significant system slow downs in airports where Mirage F1's are located (in example cold war servers such as Engima's cold war) resulting in significant performance loss, particular for VR users. See video for demonstration: Note that this test uses an exaggerated LODmult value (0.02, set manually in options.lua) equating to a 50 fold change in distance for LOD switching compared to default value of 1.0. Note that the Mirage F1 only utilises one Level of LOD, with a switch quite a considerable distance by default with no intermediaries compared to other planes with more optimised LOD intermediary models. Additionally, the model is not rendered much earlier than most other in game models. I note that @Flappie has stated this is already known to Aerges, however I was unable to locate an official thread on the forums here hence the post. Performance loss demonstrated by unoptimised LOD models for Mirage F1: Note the constant performance decrease until at very far distance, where LOD models finally switch resulting in >200% increase in performance with no discernible differene in model quality due to immense distance. This second test was conducted with a LODMult value of 0.5 (more in line with typical use case).
  17. +1, same here Reverb G2. Shimmering is very bad on the upper dashhboard area on each side of the hud as shown by arrow in this photo. DLAA somewhat reduces this (at the cost of ghosting artefacts elsewhere).
  18. Just reposting this here for @=Andre=/@f4l0 , query from Aerges developer (Mirage F1) regarding what variables would be needed to implement compressor stall into SimShaker for Aviators. Would be a very neat to see supported imo, having a blast with simshaker and the F1.
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