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codefox

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Everything posted by codefox

  1. Sadly I'm unable to use a usual memory profiler with DCS as it's detecting debuggers using Kernel32's IsDebuggerPresent function to prevent debuggers from being attached to DCS. I can bypass this check but I'm not quite sure whether I could run a public server like that. Gotta get up some of my more heavy weaponry. :) Luckily, I was also able to detect a major memory leak while playing on a server while being alone. About 1gb of memory leaked during a flight from Sochi to Gudauta. I'll further investigate this issue and report on any findings I made.
  2. I offer myself to run a server this weekend with memory profiling so the issue can be traced down.
  3. Would be awesome to see a Linux port of DCS but I don't think this is going to happen any time soon. Ubuntu is not Linux? Who says that? Edit: didn't even see the date of that post lol..
  4. http://forums.eagle.ru/showpost.php?p=2509778&postcount=4
  5. I was once trying to fly through it. Didn't go too well for some reason, do not recommend.
  6. I'm running on a 560 (ti) and DCS works just fine with relatively high settings at 1080p. No overtemp or anything, not overclocked nor underclocked.
  7. These are awesome! My favorite is the one with the missile close-up. :)
  8. OzkZOEsPxFs Everything was recorded in-flight as I had issues with playing track files. Hope you guys enjoy it!
  9. You need the latest graphics card drivers and the DirectX 11 runtime redistributable.
  10. It'd be awesome if you guys could implement the functionality to be able to cycle through input fields using the tabulator key, i.e. in the login window. Just a pretty small wish. :)
  11. Netcode improvements? Please, please. :( However, the changelog sounds goddamn awesome so far!
  12. It depends on your stick, your preference and the purpose. I got a Thrustmaster Hotas X and I'm having curves of 35-40 for aerobatic flying and curves of 20-30 for fights. You gotta try out different settings and choose the one that fits best for you.
  13. Already saw it, awesome work! I'm trying to get the cockpit stuff to work but apparently DCS doesn't provide us with the CockpitBase API, which would be needed in order to make the cockpit work. Doing some further research and not giving up on it tho. Edit: I'll probably just create my own CockpitBase.h. Would still be missing the lib tho.
  14. I did some research on the input command issues. In order to be able to use the commands, you need to create a class inside the F16ACockpit.dll which implements the method "void SetCommand(int, float)". Then you need to add it in device_init.creators. This will allow you to use the device inside the input defs and the commands will be forwarded to SetCommand. I'd guess the class needs to reside in a namespace called "cockpit" as all the others do as well. Perhaps I'll create a working example of that later today. :)
  15. I think ralfidude is right, especially on this: It's a game. I play my games the way I want to play them. Do whatever you want unless you annoy other people with your behaviour. (e.g. trashing the runways with intended crashes) :)
  16. Thanks, I'll try that when I get out of the office. That's a "solution" I've thought of as well, might use DInput for stick buttons as well. However, it would be pretty difficult to make a team play with this aircraft as they all like different setups.
  17. Have there been any changes made to the network code of DCS? The current lag handling is quite horrible and I'd really hope for it to get better with DCS 1.5/2.
  18. I've been playing around with ED's EFM template and found some issues while I tried to read input command values other than the stick axis'. I tried using the function "ed_fm_set_command" which appears to be in charge of handling the inputs but somehow I can't really get any commands to work besides the axis' and the wheel brakes. How do I handle other controls in the EFM? Did I miss something?
  19. Thanks for that, I was thinking about creating a super-maneuverable Pak Fa for airshows and I'll probably go ahead with that flight model, just gotta tweak the speed 'n stuff! :)
  20. I'm mostly flying on the Virtual Aerobatics server and I have to say it's a problem with DCS' netcode. Close formation flight is almost impossible when the server got > 20 players as you will eventually lag into some other aircraft or vice-versa. I'm sure it's not my connection as everyone experiences the same issue and a 100mbit/s connection should be way more than enough for DCS. The server is located in a datacentre with a gigabit connection, so it's not an issue with the server either. It's just because of DCS.
  21. Forgot about that fact but this makes perfect sense. :)
  22. This kinda implies that they will run longer when flying inverted on lower thrust levels as the engines consume less fuel that way. When flying at max power it was exactly 10 seconds as you can see in the video.
  23. With the boost pumps off it was around 5 seconds, yes. But with boost pumps on, the thrust sure seems to matter. Just did a short test on flying inverted at three different thrust levels:
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