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Everything posted by sc_neo
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As per the manual, VAICOM PRO uses IP ports 33333, 33334, 33491 and 33492 and 44111, all on UDP protocol. Are these ports handling specific parts of the back and forth between Vaicom and Dcs? For instance, which port handles the module and frequency info displayed in the TTP tab? I am trying to find out whether my issue maybe coming from one specific port not being properly setup, although i have no idea what should be wrong with my ports. By the way, increasing/decreasing MTU size from 1500 up to 16000 and down to 576 did not help either. Its a pitty that there is no way for the enduser to diagnose what the problem might be with Vaicoms network protocols. I am stumbling in the dark and have pretty much exhausted all "alter the system environment" gunpowder at this point.
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I have a question concerning the 'clean command' when used via the console (not this app) if i may. Does clean completely remove any non vanilla file from any folder that is not part of the current versions manifest, i.e. even user missions and custom campaigns manually placed in ....\DCS World\Mods\aircraft\A-10C\Missions\Campaigns for example? Or are there certain file types or folders that are being left untouched by cleaning? And, does clean do a repair as well?
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Maybe check whether Require Engage Cue, Use Appendices and Extended Command Set in Vaicom's Preferences tab help you.
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Hey there, so after many hours trying to trouble shoot, i am at my wits end. I upgraded to the pro license in the hope to alleviate my issues to no avail...so i am commited now :) A little preface; main main DCS installation on D is the latest 2.5.xxx stable, which is a command line converted 2.1 openalpha. Its now called DCS World, the dcs_variant.txt file is empty, thus this installation refers to savedgames/DCS. Tacview and all other mods, including SRS work fine, so i kinda doubt that all this stuff comes from maybe wrong regedit keys for this particular DCS installation. VoiceAttack is the latest version 1.7.5. Tacview is 1.7.6 and SRS is up to date also. So, the actual functionality of giving commands works fine (Talk and response with ATC and wingmen all good), but i am having a lot of trouble getting the module names to show up in the PTT tab. Let me bullett point what works under which conditions: - on NTTR in singleplayer, module names shoaaw up for FC3 type aircaft, but not for any full fidelity ones like the A-10c, AJS 37, GAzelle, MI-8, L-39 - on NTTR when hosting a local server the above mentioned full fidelty modules show up as well, but after a bunch of testing dcs freezes when hosting a local server now - if i disable Tacview inside dcs settings modules tab, then full fidelty modules show up on NTTR singleplayer missions aswell - on the Caucasus map in single player, neither FC3 nor full fidelity modules show names in the PTT tab, and disabling Tacview does not help either, but the actual voice command functionalty works fine I have tried every possbile trick in the book i could come up with and that was described in your ytube videos, the manual, the vaicom FAQ and some stuff from this thread. Let me list what i have checked, which is in all lieklyhood not an exhaustive list of what i have done, been on this for the better part of a full day :) - Cleansed my system of every piece of older Vaicom installs - installed the lasted VAICOM 2.5.10, twice after running into issues after the first install. I checked multiple times that i did this correctly, and that Vaicom populated itself properly on first startup of Voiceattack in the ...APPS/Vaicom folder, in the correct savedgames script folder, and that all the "manual" lua codes where properly added to the files in my dcs installation folder. That all checks out, in debug mode Vaicom findd the correct saved games folder as well as my dcs world 2.5 stable installation folder and checks that the lua code is properly injected in those files in the main installation. - i deleted the export.lua and Vaicom created a new one with the correct line in it. - i checked regedit on my win7 x64 manchine according to microsoft blog and according to those regedit entries, net. 4.5.2 and 4.7.2 are installed. - i disabled all mods via ovgme (mainly liveries, english cockpit mods etc., as well as inside DCS Worlds module managment tab (Tacview, VPC-Airfield Equipment 0.9.4 beta, 476 Range Targets) and removed the latter mods from saved games, modes, tech folder for good measure. -additionally, i cleard the saved games script folder from everything those mods plus DCS SRS put there so only Vaicoms luas where in there. No luck. - i disabled win7 firewall but this didn't help either. So, running VA as admin seems to not make a difference in my case. What i don't get; why do commands work, get recognized by DCS and properly executed, buth the modules will not be correctly shown in the PTT tab? Why this discrepancy between NTTR and Caucasus, FC3 and full fidelity, singleplayer and multiplayer? How come disabling Tacview helps in singleplayer on NTTR, but not on Caucasus? So, as i said earlier, the debug mode does not reveal anything conclusive in VA's execution window, and the log at C:\Program Files (x86)\VoiceAttack\Apps\VAICOMPRO\Logs shows pretty much the same stuff, i.e. does not reveal anything else. Is that the log you are mentioning in the manual? This shows up in VA's execution window on startup: 00:29:05 - Plugin 'VAICOM PRO 2.5' initialized. 00:29:05 - Ready for commands. 00:29:05 - Startup finished. 00:29:05 - No new DCS modules to import. 00:29:05 - Building master labels table... 00:29:05 - Success. 00:29:05 - Building master keywords table... 00:29:05 - Adding 0 imported menu commands. 00:29:05 - Adding 0 imported ATC aliases. 00:29:05 - Success. 00:29:05 - Loading F10 menu items... 00:29:05 - Success. 00:29:05 - Loading keywords database... 00:29:05 - Checking VA profile. 00:29:05 - 4/5 DCS-side files were updated. 00:29:05 - Reset: TabSheetBar.lua 00:29:05 - Reset: speech.lua 00:29:05 - Reset: RadioCommandDialogsPanel.lua 00:29:05 - Reset: VAICOMPRO.export.lua 00:29:05 - Unchanged: Export.lua 00:29:05 - Saved Games folder = C:\Users\sc_neo\Saved Games\DCS.openbeta 00:29:05 - DCS World installation path = E:\00 - Games\DCS World\DCS World OpenBeta 00:29:05 - Using Registry entry for 2.5 OpenBeta 00:29:05 - DCS World installation found: version 2.5 OpenBeta 00:29:05 - 4/5 DCS-side files were updated. 00:29:05 - Reset: TabSheetBar.lua 00:29:05 - Reset: speech.lua 00:29:05 - Reset: RadioCommandDialogsPanel.lua 00:29:05 - Reset: VAICOMPRO.export.lua 00:29:05 - Unchanged: Export.lua 00:29:05 - Saved Games folder = C:\Users\sc_neo\Saved Games\DCS 00:29:05 - DCS World installation path = D:\00 - Games\DCS World 00:29:05 - Using Registry entry for 2.5 00:29:05 - DCS World installation found: version 2.5 00:29:05 - Executing automatic lua code installation. 00:29:05 - License: PRO 00:29:05 - Plugin version 2.5.10.0 (release) 00:29:05 - Initializing.. 00:29:05 - Press LCtrl+LAlt+C for config. 00:29:04 - VAICOM PRO for DCS World. License: PRO 00:29:04 - Plugin support enabled. If a module is correctly recognized and displayed in the TPP tab (F-15c for instance), this shows up here as well. But there is no error message or anything when i slot a full fidelty module. Is there any other debug mode or something which i can check to see what is going on or what Vaicom is doing diffrently or can't access or hook into? Why it's having way more trouble on the Caucasus map, less so on NTTR? EDIT: . . . " 00:29:05 - Saved Games folder = C:\Users\sc_neo\Saved Games\DCS.openbeta 00:29:05 - DCS World installation path = E:\00 - Games\DCS World\DCS World OpenBeta 00:29:05 - Using Registry entry for 2.5 OpenBeta " . . . The entries for my second DCS World installation on E: drive seem to suggest VAICOM reads this as a 2.5 openbeta installation. It is in fact a 1.5.8 legaxy version, not sure whether is this of importance. EDIT 2: The most basic mission on Caucasus i.e. placing an A-10c hot on the runway with the client option enabled in the editor is fine and dandy when i loading this in multiplayer, but when starting this in singleplayer the module is not recognized in the PTT tab. EDIT 3: Downloaded Net. 4.5.2 from dotnet.microsoft.... again and the installer noticed that 4.5.2 was already installed correctly and did not proceed. So i reckon it should not be related to Net. then. EDIT 4: Shortly of reinstalling everything (i trust in DCS's repair function fully here) i did repair my installation which only removed the files altered by Vaicom to a backup folder, moved my DCS saved games folder so dcs setup a fresh one. Completely unisntalled Vaicom V. 2.5.10, installed version 2.5.8 that i was promted to download when i bought the license key yesterday, and let this setup a fresh installation. I verified that everything was in its correct place, all luas correctly appended. I unisntalled Tacview before all of that, so not one single mod was active. Still experiencing the same behaviour, NTTR singleplayer is fine in all modules, Caucsus does not display modules in PTT tab for any module in singleplayer. In multiplayer depending on the mission it sometimes works, sometimes not, and freezes more often. So...i reckon i need to let this rest until i get (professional help) :)
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Yeah i have seen the link to Mapview and read about it on the Tacview forum. But this would produce its own set of pngs or jpgs, and not a sort of blend of the already existing (from the tacview downloadable) sky-vector custom images with osm images, right? So to make a blend of skyvector and osm images, i needed to do that in a different prgram, or can Tacview display two images for the same sector simultaneously superimposring one over the other?
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So, has anybody prepared Skyvector png/jpg tiles for the Persian Golf yet? I have taken a look at the max. zoom resolution on Skyvector.com, and its not quite as detailed as i hoped for. I guess one could achieve a higher fidelity with open street map tiles, especially for a more detailed road and city display. Maybe do a blend of skyvector and osm imgaes, not sure how that would look :) For an earlier version it was stated that open street map tiles are now supported. What does that mean? I thought any map that is correctly labled and in npg/jpg format would work? Btw, what is the current state of smrt1 hgt files for dcs world maps? As i understand it, tacview comes with smrt3 files for all dcs world maps already, so i don't need to download from Jonathan de Ferranti web site or NASA server (correct me if i am wrong). Does this include smrt1 files for North America as well, or do i need to download those seperately?
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Does it really matter whether Vulkan is being released now or in 9-18 months? It will not be a magic bullett, rather one part of many engine improvements and in concert with a gradual move to more multi-threading of the various components, this is how i see it play out. Its not about getting a one-off fps bump, which would be nice though. Rather, it's about getting the engine to a state where it can take advantage of all that parallelsim that is coming in the hardware space. Vulkan will just be one aspect of this. And probably an important one. We've got 8-16 cpu cores in the consumer space, and in the not too distant future we will probably see MGM gpu designs. And for that we need a proper and clean Vulkan implementation.
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happens for me too in the Viggen, but not in the A-10c for instance. I am using Opentrack and it works properly with other modules. I gather it indeed is buggy in the Viggen.
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Happening to me also, i am on stable.
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I have tested this with a new 500gb 860 evo in late 2018 for DCS and a bunch of other games. I don't have a nvme drive to compare it to, but the read rates of the 860 pretty much never exceeded 350mbps, and that only for a split second, with anything in between and large junks of time during the loading process of very minuscule readspeeds. So i tend to agree that generally more than a normal ssd aint needed...
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Yes, because big things in DCS take time, then its a good thing that we are talking about a linux version. Cause that would take some time to develop. Vulkan support being the first step in that direction :)
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So commanding the ai wingmen with "attack at my spi" is a great feature. But unfortunately, the ai magically knows your spi at all times. The broadcast spi on/off setting does not affect your ai wingmen. Aside from the immersion issue, it has a tactical disadvantage as well. I cannot send a different spi coordinate to different wingmen in advance via the 'message' function. So its not possible to plan an entire attack well in advance before giving the actual engage with order via radio. Simple solution; make the ai be affected by broadcast spi on/off like human players. Then you can either broadcast your spi, or have it off and send indiviual spi coordinates via message to your different wingmen, and then make one final radio call to engage.
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Wüßte jetzt nicht wie einem hier die cloud basierte Berechnung helfen sollte. Zu einem, hast du doch bei stadia auch nur eine fixe hardware, also nicht unbedingt 200 cpu Kerne die da was Berechnen. Und selbst wenn man es so buchen könnte, müßten ja erstmal die Spiele daraus Nutzen ziehen können. Sprich, für DCS könnte es ja erst ein Vorteil sein, wenn die EDGE engine wirklich sinnvoll was mit 8 oder 16 oder 32 oder noch mehr Kernen anfangen könnte. Und durch Ryzen werden ja gerade diese Cpus erschwinglich. Also schon Seit 2017 kann sich jeder eigentlich nen ordentlichen 8-16 Kerner in den PC packen und hat bei weitem mehr CPU Leistung als sinnvoll im Moment durch DCS nutzbar ist. Und was die Taktung angeht, da kannst du garantiert zu Hause wesentlich aggressiver rangehen, bzw. mehr rausholen, als es ein Cloudanbieter kann. Interessant würde es, wenn man man dynamisch die Leistung gleich mehrerer Pcs abfragen könnte. Nur dann ists wieder die Frage des multithreading von der Spielenengine her, und was der Spaß kosten soll. Wer 4x2080ti-Niveau Grafikleistung in der cloud abrufen möchte, der bekommt das sicher nicht für 15-20€ im Monat.
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Besides, Vulkan being developed and supported by an industry consortium and not just one company is major plus in my book.
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The "Un-Official RoughMet Patch" is here!!
sc_neo replied to 104th_Fallen's topic in Utility/Program Mods for DCS World
Your great mod makes me think; is there a roadmap or some idea if and when those modules get this stuff added by ED by default? -
[DCS FC3] MiG-29 Complete English Cockpit Mod
sc_neo replied to Devrim's topic in Utility/Program Mods for DCS World
sounds reasonable...lets let it rest until stable catches up. Thanks for the effort...i can keep using my butcherd "default" renaming scheme for the time being :) -
question to the devs; will most of the songs be featured in the campaign, training and other missions? If so, it might be worth not listening to it in advance and be fully flashed ingame :)
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[DCS FC3] MiG-29 Complete English Cockpit Mod
sc_neo replied to Devrim's topic in Utility/Program Mods for DCS World
So, i tried ams999 first suggestion and we have almost broken throught the clouds :) When installed in savedgames/... and 'English' renamed to 'default', the following semi-working behaviour happens. If the English folder for all three variants is renamed to default, the Mig-29S (containing the actual modded textures and stuff) works properly, but both A and G variants don't show any textures at all anymore (only that green/yellow hex pattern for missing textures). When the Mig-29s English folder is NOT renamed to 'default', but variants A and G have been renamed to 'default', the S variant shows the proper russian vanilla textures, and both A and G work properly and show the modded english textures. Quite funky that is :) And i am pretty sure i tried that before, renaming English to default i mean, but i didn't notice any difference back then. Must have been sloppy. @JumboJBT Give this a shot so we know it's similar in your case having the standalone modul also. I have not tried ams999 second test. EDIT; scrap half of the above. I had to replace 'English' for 'default' in the A and G variants description.lua to call the correct textures, of course. So renaming all 'English' folders to default and replacing all 'English' with 'default' path referrals inside the description.luas of both A and G variants does the trick. So, the question is, why does the S variant with the 'English' folder does not work properly? -
[DCS FC3] MiG-29 Complete English Cockpit Mod
sc_neo replied to Devrim's topic in Utility/Program Mods for DCS World
@ams999 thats where i have had it installed vis OvGME, and it showed up in DCS special tab, but did not work in game. -
[DCS FC3] MiG-29 Complete English Cockpit Mod
sc_neo replied to Devrim's topic in Utility/Program Mods for DCS World
I can't, i don't have it installed in program files. Dcs is on my D drive. Sorry. -
The "Un-Official RoughMet Patch" is here!!
sc_neo replied to 104th_Fallen's topic in Utility/Program Mods for DCS World
Question; i have searched the changelog thread for the Viggen, but can't nail it down. But, i thought the Viggen received a texture upgrade a view months back. Did this not include pbr and the roughment thingys? Just trying the F-15....and it looks great, kudos :) Sure, pretty shiny now....but i take that! -
[DCS FC3] MiG-29 Complete English Cockpit Mod
sc_neo replied to Devrim's topic in Utility/Program Mods for DCS World
so it seems to be working just fine for FC3 owners, but not for the standalone version. But i can't see how the difference in file structure should make any difference. As i wrote above; when i put the liveries folders for the Su-33 and Mig-29s in the proper savedgames folders, the Su-33 works, the Mig-29s not. I guess the FC3 and standalone Mig-29 do differ somehow beyond the folder structure. -
[DCS FC3] MiG-29 Complete English Cockpit Mod
sc_neo replied to Devrim's topic in Utility/Program Mods for DCS World
BTW, i own the STANDALONE versions of the FC3 type of aircraft, including the Mig-29. Might this be an issue concerning the description.lua? So i did another little test to see what's working and what's not. Removed the Su-33 skin via OvGME and deleted the entire liveries folder from saved games that contained the Mig-29 skins. Redownloaded the Mig-29 skin from this thread. Fired up the game and checked that neither the Su-33 and Mig-29s had an english cockpit option under the special tab. Quit dcs, unpacked both the Su-33 and Mig-29 liveries folders to ...savedgames/DCS.openalpha/. Selected english cockpit for the Su-33 and 3 Mig-29 variants under special tab. Su-33 works, Mig-29s not. Anyway, no use chasing this right now. Better wait for more feedback from other users. So to everyone who installs this mod; could please leave feedback as to whether it works for you, which dcs version (beta or stable) and which install method you use, i.e. direct install in the dcs mainfolder, OvGME method with added proper folder structure or the advised method in ...savedgames/DCS (open.alpha/open.beta)? -
Su-25T Cockpit Mod Questions
sc_neo replied to tovivan's topic in Utility/Program Mods for DCS World
Posted garbage beforehand. HUD brightness depends on the time of mission start. At 0600 hours the green HUD symbology is severely dimmed down when you start up one of the FC3 aircraft. Rctrl+Rshift+H turns it up. Just in case someone is as slow as me in getting this and thinking its a bug :)