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Everything posted by sc_neo
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Could you add the option to let us define the length of a press needed? For instance, i feel the A-10c's long press is quite long, i figure 500ms might be enough. If we could freely choose a value...
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ground texture mod high mountains all season
sc_neo replied to snowsniper's topic in Utility/Program Mods for DCS World
Same here, link is dead. Sure like to give this a try. BTW; what is technically the problem to procedurally increase the mesh fidelity of the terrains? We have had a good deal of high quality texture mods over the years, but i feel the main problem is not so much with the textures, but with the very flat terrains. Very few objects, that cover a bit of that flatness. Ooops...just realized that this is was a thing in 2016.. -
Greath stuff mate! Looking forward to give this a go again.
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Let the man breath, it's coming eventually! But i gotta say, i am pretty excited to get some news on the Harriers development, hopefully we get some kinda roadmap so we are a bit better informed what we can expect over the next months.
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I cleaned all TM grease from my TWCS and put a bit of Nyogel 767a on the rails and is close to perfect, that was about a year ago. Still need to do this for my Warthog. Somtimes after a period of rest i still get a minuscule stiction going on on the initial power adjustment. Not really sure whether the issue is whith Nyogel, maybe a need to take a look the rail mechanism again. I kinda feel it might be a bit too loose and thus sometimes get stuck on an angle or so. But overall, Nyogel gives a really nice, smooth and heavy feel to the throttle. The t.16000m really doesn't need it, but you are correct that there is some quite distinct and annoying centre play. What i did; i added a flat 1-1.5mm thick plastic ring to the gimbal on the inside pushing the gimbal upwards a bit, thus eliminating and play. I don't have any deadzone configured and there is not drift or anything, though i needed to check my TM driver settings to be absolutely sure about this, i did this a quite a while ago when i opened it to cut the wire to the green off centre led.
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denke parallel zu EDs großen sales im Sommer und vielleicht auch im Winter. Aber ich glaub nicht bei den kleineren. Wir können ja das nächste Mal das ganze wesentlich länger laufen lassen vor dem Kauf, so dass jeder es mitbekommt.
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thanks mate, but i reckon it is not really worth it since it would take me ages to work through this. I'd better get into setting up immersive practice missions on nttr instead. Actually, for practicing certain aspects of a module a dedicated mission without the often quite long voiceovers and pause/spacebar loops is probably preferable anyway.
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Hey, wann wurde die Karte von dir gekauft bzw. seit wann im Einsatz?
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Great news...i surely give them a go once you are done and happy with the result. Maybe i can drow some inspiration from your missions and put something together alike for the Harrier. I guess trying to port baltic dragons training missions to NTTR is a step too far for me right now and maybe even not as useful as i think. For actual training of skill missions without explanatory voiceovers and the training mission pause/spacebar loop are usually better. I am curious how you setup those immersion mods like the VPC stuff. I'd be cool to use the civil aircraft mod to have some immersive non military flights going on during those missions.
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Exactly what the title says; how would one go about porting a mission from one map to another? Is there anyway to export all content, including voice overs, scripts, units, waypoints and all other objects from one map to another? Most modules have training scenarios for Caucasus for obvious reasons, but especially forwestern aircraft, it is a pitty that this training is not happening on NTTR. Now i guess one could rebuild those training missons from scratch and add all scripts and voiceover by hand. But is there some better way of pretty much copy and pasting all content, and then simply changing things up in the editor for the obvious differences of units placement and airfields, tree coverage etc. ?
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I think it's a bummer that there won't be NTTR training missions in the forseeable future. I really like dong all my western training in the NTTR. So, how would you go about converting those from Caucasus? Whats the big issue here, actually getting all the ME created content (waypoints, scripts, triggers) from one map to the other, or adjusting flight routs and such once the port is done? @baltic_dragon If you could lay out how you think we might convert those training missions ourselves, maybe we could chip in and work our way through that.
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70% VRAM Usage on Menu and 100% on missions with 2080Ti
sc_neo replied to GCBraun's topic in PC Hardware and Related Software
@Thick8 What a useful remark mate! I have been asking myself whether DCS uses system memory as VRAM substitute on low VRAM cards, i didn't know that the ingame counter displayed that info. So i am still on a 2gb vram card and Persian Gulf can really kill my performance and bring it to a standstill. I just loaded up one of the worst missions, the ingame fps counter displayed 8.4gb VRAM usage. I didn't know things were so bad, but its a good indication that i might not buy a new videocard AND another 16gb memory, but go for a proper card first, and see how things go. So, 8.4gb VRAM usage minus 2gb physical VRAM on my amd 7870, this does mean indeed that well over 6gb of my system memory are used for video rendering only? No wonder i pretty much always read like 15gb system memory usage on Persian Gulf! And one other interesting observation i made in windows own resource monitor in regards to the pagefile the other day was; the write speed in bytes/second never exceeded 1mb. I know memoory and pagefile readings are very tricky to interpret, but only one 1mbs, 60mb per minute is such a low number, especially when the pagefile is on a ssd, that i really believe DCS is not limited by a regular pagefile size in anyway. Even if DCS wrote constantly to your pagefile never deleting or overwriting anything in there, after one hour of playing that would amount to something like 3.6 - 4gb, so you needed to play a full 4 hours before you would run into any trouble pagefile wise on a 16gb system. And usually if managed by windows, a 16gb system has a 24gb pagefile or something, like 1.5 times the memory size. -
But, if Ranger's stuff doesn't cause any error when loading the mission and no issues during actual playing it, than the enduser wouldn't notice anything is wrong, since the the modded things are just invisible, right? Or are you talking about textures on othert objects that are missing and the player only sees this yellow/green hex pattern? What i mean, if it doesn't cause issues right now, i'd wait a couple more weeks, maybe ranger is on vacation or whatever and might come back and fix it. Last time he posted here seems to be in early June, so not that long ago.
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How to move 'saved games' to a bigger disk!
sc_neo replied to sc_neo's topic in Utility/Program Mods for DCS World
Yeah mate....that was the first thing i checked out once i read your tip....which other folders have this magical ''Location'' tab in its settings :) -
So, my c drive is a 128gb ssd and thus doesn't have too much spare space to keep mods in ..../saved games/... . That's why i mostly tried to install mods via OvGME on my bigger DCS ssd drive. But some mods don't work if not installed in saved games, despite the folder structure being the same. Rudel_chw pointed me to the most simple solution to this not requiering any manual fancy hyper or symbolic links. I have been using windows forever, but did not realize that this is build in functionality. You simply need to 'right click on Saved Games -> Properties -> Location', then on move at the bottom, choose your new location and apply. It then moves your saved games folder, but keeps a link to that new location in it's previous place on c drive. I didn't know about this beforehand and did not find this mentioned here on the forums yet. Might come in handy for all with small c drive ssds. BTW: leaving IC checks and DCS update issues aside for the moment, can anyone explain the actual difference between putting mods into saved games vs placing them in DCS's mainfolder (manually or via JsGME/OvGME); why despite having the exact same folder structure, some mods only work in saved games and not in the main folder, and some work in both?
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Haha wow, moving SavedGames to my D drive, that's neat move. I did just that, thanks for the tip. I wished i had known that for years...i don't know, that functionality actually is not even hidden, you just need to open your eyes and check the settings for once i guess :) Until now, i used symbolic links to get this job done. I had this setup for Arma 3, and in particular for arma 3's workshop integreation so i could have it installed on my one and only ssd c drive back in the day, but keep the mods on my big hdd. But every one and then that linking was lost and steam's workshop felt the urgent need to redownload ten of gbs of mods! Anyway, relocating savedgames to my big ssd sovles this entire debate, savedgames vs OvGME style mod handling for me. May i ask, you said twice that you are going to remove ranger's modpack from your missions. Anything wrong with his mods? I did not yet myself encounter an issue with his pack, just curious what might be up with this stuff.
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Thanks for the comprehensive ansewr :) I will try to find out what the difference between savedgames and main folder actually is in regards to those problems. Anyway, i think i might not have been clear enough in my EDIT before: you missions seem to work after i had removed Suntsag's excellent Multinational Soldier Mod via OvGME and copied it to savedgames. After doing that, i did not get any of the loading error for the other mods anymore, even though i have placed them in the main folder via OvGME. You saind Ranger's mod pack is a no go, and not used for your missions? It clearly states and links to them in the OP though. You sure about not needing Ranger's stuff to run your missions? That i am even dabbling about OvGME vs savedgames...i run DCS on a 500gb ssd, but savedgames on c is naturally quite small, just a 128gb ssd, with not too much spare space. And some of the mods are quite big, two of them being almost 2gb each.
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Since i got the PG map recently, i wanted to give your mission set a go. But i get mission load errors because of missing files from Ranger79's Mod Pack, Suntsag's excellent Multinational Soldier Mod and And last but not least, the amazing Civil Aircrafts Mod. Before i go on a hunting spree on my end to sherlock what might be wrong with my installation folder placement (dcs main folder via ovgme vs savedgames), could you please try loading 2-3 different missions on your end to make sure that those mods and the party you used for your missions is not broken? Afaik, the latest updates for the beta and stable branch broke a lot of mods, including virpils airports assets and the 476th range objects, the latter was already fixed. Likely that some stuff from the first three mods got broken as well. EDIT: so i really had to put Suntsag's excellent Multinational Soldier Mod into .../savedgames/.... folder and not put iva OvGME into the maid dcs installation folder. The other two mods seem to work just fine through OvGME. The 476th range objects as well as Virpils stuff needs to go into savedgames any, where i have had it installed anyway. Now, leaving IC checks and multiplayer aside, i never understood why some mods only work when placed in ....savedgames and not if placed in the DCS main folder? Cam anyone enlighten me as to how this differs? The folder structure seems to me exactly the same, and mods show up under the module tab either way, and still often only the ...savedgames isntallation works when actually loading a mission. What gives?
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Do I need 32GB of Memory now?
sc_neo replied to joebloggs's topic in PC Hardware and Related Software
What i still do not understand; i see a pretty big disparity between what dcs puts in physical memory, i.e. what is shown as the 'working set' in windows' resource monitor or sysinternals process explorer, and how much physical memory is freed up when closing dcs. For instance; just now my 16gb memory was filled to 14.9gb, dcs's working set was counted at 8.35gb in both above mentioned tools. And after quitting dcs, physical memory usage went down to 3gb. So apparently dcs used another 3.55gb physical memory that i cannot account for in any metric that i know of being displayed in these memory inspection tools. Again, as i understand it, the working set of a process shows everything aggregated related to this process that is currently in physcial memory. Am i wrong, does a processe's working set indeed not include its entire memory volume allocated to physical memory? -
@MiG hooked Man kann/muß beim PM versenden darunter auswählen, das diese im eigenen sent Ordner gespeichert werden soll, wenn man dies denn möchte.
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That's great news, much appreciated and looking foward to the fix! BTW, would you consider adding an option to blend-in the bottom navigation bar in full screen mode via a keybinding? And while i am at it; if we could assign keybindings our selves...for instance, i feel that WASD would be a better area for speed, seek and play/pause control etc. You can reach way more keys around the WASD area with one hand (left hand) including space for pause, and it's closer to get to the function keys. So freely bindable keys would be a great benefit in my opinion :) EDIT: another issue concerning Mapview 1.4.3 for creating VFR textures for Tacview. This is very handy, but it seems to only work with Skyvector at the moment. When i try to create tiles from OpenStreetmap or Openflightmaps it generates 13kb empty pgns. Kinda looks to me something on the hookin/api side of things for the latter two webfronts has changed and Mapview 1.4.3 can't hook in properly anymore. Especially OpenStreemap could be great since this would allow for real, close up high fidelity maps. Disregard my failure with Openflightmaps, i realized post writing that it has data for Europe only.
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It's quite simple, when the next ED internal map comes out and we can actually see what this new lighting system entails, ED sure can explain how and when this might come for their older maps. I just cannot believe that they would rally want to have tiered maps, especially when they already anticipate to go whole sperical globe at some point. So, yeah. I buy ED products under the assumption that all paid content stays up to date and in line with the overall current standard of newly released modules. And i am fine with this not happening right away and on day one...but it needs to be stated with at least an idea when reworks can reasonanbly expected (and yeah, there will be delays and such, communication is gold here). I can only assume that ED's map dev kit development aims for easy upgradeability of their terrains...
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ED certainly needs to figure out sooner than later how to reasonably easily keep there older maps in line with maps coming down the line for sure. I can only imagine that this new lighting system can only be implemented with a major map rework...like we had tih Caucasus 2.5. So, i would imagine it will come to all there maps eventually, but it might take several years...so to speak when the next map overhaul for NTTR and PG etc. is due.
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@Voodoo_One ...na wir sind ja bereits versorgt :)