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muse458

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Posts posted by muse458

  1. hi nighteyes2017

     

    I have a more basic question if you may be able to help, im just trying to setup a training mission and want to use the  X: cockpit argument in range function to bring up the "highlight" function around a switch to show my friend which buttons to click. So I have found the model view and how to load a cockpit model through the shapes folder. However the part you know "i know where find the argument numbers, values, device id etc" it cant seem to find. For example when I load in the TF51D cockpit the AUG drop down menu in model view just shows 0.00 for everything... how do I find a switch in the cockpit and have it tell me the correct position for the ME. for example in the F86 cold start one of the first lines under set rules for triggers is X: Cockpit arguments in range (22, 0.1, 1) which i think means 22 is the switch number and .1 is on and 1 is?? your help would be much appreciated.

     

    Thank you 

  2. Well don't know about auto, havent tried it yet however just did a quick mission dropping 82's using CCIP (for some manual challenge fun) and as you get closer to the ground the piper starts heading off to the right on a weird angle... so all my bombs were missing going to the left. This is with no wind a balanced CG plane... I've done it a hundred times and something is definitely off for sure

  3. Hi All

     

    Not sure if this is anything of use, however I went to check my frames in Syria Map using left ctrl + scroll lock..then pressed it again to get a system overview and it showed it was using 0.00 video memory????

     

    did a repair on the open beta and still the same... tried caucas and still the same..

     

    then had the task manager running to see GPU usage and that was showing good usage.. so not sure why the difference? maybe nothing but thought I would mention it

     

    using 452.06 driver in VR 6700K at 4.0 with 1080ti rift S PD 1.4 in tray tool

     

    NOTE: slightly off topic I also put my terrain textures to low and got 15-20 frames back in Syria as well

     

    l

    1106524035_VideoMemory.png.6505ec1ce7b482e7d2f350fbf67206a9.png

    870722313_3dperformanceDCS.thumb.jpg.c3c220570f8560baaa2f09384a13a688.jpg

  4. How fortuitous, that this thread has just been started..

     

    I just finished reading a book called "Flying Start" ... great book about a spitfire pilot that started in the UK Aux Squadrons (basically civilians).. flying battle of Britain.. then off to the desert.. then to malta.. then to italy and was promoted to I think group captain at the age of 23! He and his fellow pilots were tasked with how to attach bombs to the spitfire in italy and then work out how to drop them.

     

    As I was reading the book he mentioned the technique he used which is the following..

     

    “I found that if I flew so that the target passed under my wing just outside the cannon mounting, then held my course until it reappeared aft of my wing, I would be in about the right position to begin my dive. The target would thus be a little to one side and very slightly behind. It was then necessary to turn the Spitfire over on to its back and let the nose drop through the vertical, using ailerons and elevators to position the red bead of the reflector sight on the target and hold it there. The angle of dive would be about twenty degrees off the vertical and this would be held from the starting height of about eight thousand feet to something under two thousand feet. At this point I would decrease the angle slightly to bring the bead ahead of the target, at the same time counting ‘One-and-two-and-three’, then press the button. No doubt the whole procedure sounds thoroughly Heath Robinson, but it worked. In due course I reached the stage where I was most dissatisfied if my bomb burst more than fifty yards from target–and a five hundred pound bomb exploding only fifty yards away can be rather more than an irritant. Usually I succeeded in doing much better than that"

     

    So i thought straight from the horses mouth.. I would try it in DCS and well... works really bloody well. After a while I found the aft wing part a bit hard to see the target... I was just making sure I was rolling in at 80 degrees down..(steep dive) with prop and manifold on idle... followed his instructions and I was getting really accurate.

     

    I then started at 6000ft as well... seemed to work just less time to line it up

     

    Let me know how you guys go, id be very interested to see if this works for you to.

  5. I approach in VR, that is tune settings to limit the average GPU use to around 70~80% and CPU average use to around 80~90% in a quest to maintain 45 FPS. (90FPS in game went out the window with 2.5 currently) With settings adjusted for the above average usage there is headroom in the processing capabilities of my system for when in game events occur and I hardly ever seem to get frame drops (map dependent)

     

    I find when GPU usage hits 100% you get frames dropped or AKA stutters every time as well artefact levels increase. Now the problem is the maps (and modules to an extent) utilise different amounts of GPU/CPU usage.

     

    General experience keeping settings the same Rift VR casual flying (although I don't think I actually fly casually :P) free flight.

     

    The NTTR map is currently the most efficient map in terms of required GPU and CPU usage and in VR it shows as buttery smooth 45FPS with hardly any ASW artefacting usually only in downtown Las Vegas.

     

    Caucasus map utilises more GPU/CPU and I do get the occasional stutter and somewhat more ASW artefacts.

     

     

    It's almost a tie for Normandy and PG maps but the GPU sits around 90 something % and hits 100% often and I get frequent stuttering (drop frames) of course in most cases dropping MSAA from 4 to 2 or more likely 0 will improve performance at the expense of visual quality.

     

    I just find if I push the system to try and maintain high CPU/GPU usage cus the numbers look good right, I get more drop frames and poorer visual quality than if I bring setting back to allow some processing headroom.

     

     

    System 5930 i7 @4.7GHZ 64GB DDR4 @2.4Ghz (55MB/s) 1080Ti @1.9Ghz

     

    Typical NTTR

    15~18% CPU usage 70 to 80% GPU usage most settings on high or max PD 1.2 MSAA 4

     

    YMMV :thumbup:

     

    Hi Fragbum,

     

    That sounds great

     

    Can you please share a screen shot of your settings page, as I have a similar rig to yours with a rift and think that would be a great starting point.

     

    Cheers

  6. Hi,

     

    I have same problem, but i cant solve it even with ASW. I have noticed that picture goes double just in miliseconds that looks like my instruments follow my head movement, but backing in positions after miliseconds. It is so sick. I have that problem just when going in ME and try ti fly missions that i have made (not all, but some). I dont have problem on SP campaigns or on MP servers. I do reinstalling of oculus home but i dont have any clue how to solve it.

    If anyone can help i would be so happy.

     

    Hi Avenger31

     

    I have had this problem quite a bit and I found a weird solution that has been working for me on the forums but cant remember where.

     

    Basically to fixed the double vision, hit F10 (the map) and zoom in all the way as far as you can.. then switch back to F1 and the double vision should be gone.

  7. Hi all stuck on the first lesson.... no matter what I do...

     

    I get repeat Lesson

    Flaps 25

    maximum Rpm

     

    tried everything following the briefing to get this right... never went into the max rpm and hit the flaps on both take off and landing in the right spots.. need some documentation on where in the flight I may need to fix my flying or is this a bug?

     

    any help appreciated Cheers

  8. Hi all,

     

    looks like it has been an exciting but mixed start for everyone on the 2.5 beta, but ED have always pushed forward with solutions and I'm sure they will solve a lot of the problems asap.

     

    its always good to get a big sample size to iron out bugs..

     

    But just in regards to AA .....:(

     

    Every thread I'm reading thus far about 2.5 (and 2.2 for that matter) around performance discussions has at least 5 or six separate comments about how MSAA is destroying frame rates with deferred shading on, and everyones solution is just to have it a "0" or nvidia control panel work arounds (which unfortunately don't work for VR users) so its basically redundant having it (unless you have a 1080ti and then you can maybe push it to 2x or 4x)

     

    This has been a problem since 2.2 came out and I guess all I am wanting to hear is that this is a priority for the team at ED and a solution is being worked on? I haven't seen anything mentioned by Wags for quite a while about this...its definitely a major problem...

     

    but even if a solution is months off at least we will have a dream to look forward to.

     

    Sithspawn, Bignewy it would be awesome if you could please have quick a chat to Wags and get the lowdown and confirm that something is happening with AA and report back??

     

    Cheers and thanks to ED again for developing more awesome stuff for us...

     

    just need me some quality AA :)

  9. Hi all,

     

    with the exciting and impending release of 2.5... are there going to be other in game antialiasing options available?

     

    Haven't heard much talk about this of late

     

    We know there are big issues with MSAA , with most people running their antialiasing through the nvidia inspector...expect bad luck for us VR users :)

     

    Wags has mentioned they have been looking into this.

     

    I thought 2.2 would have had a change with this... hoping (fingers crossed) this is solved somewhat in the 2.5 release.

     

    any thoughts?

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