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Everything posted by ruxtmp
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It all started going badly, getting stutter and super low FPS, for me with the update that brought the Airboss station and other things. Reducing the mouse poll rate helped a little but just barely. I have a Persian Gulf SP mission with 1000 static objects, about 100 ai vehicles and about 20 ai aircraft. This is my stress test template and it ran fine at about 60fps. Two updates ago had to reduce the statics to under 100 and all AI to less than 20 units to average 50-60fps. Most recent update can only really fly instant missions. I have a pretty old rig so I was expecting things to really start getting iffy but its been holding up decently in SP so was hoping to go till XMAS before trying to build another PC. (I7 7600, 32GB RAM, and an old Nvidea Titan Xp)
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I am experiencing flickering and partial GUI menu with this patch. The only way to close the game or exit from a completed mission is to use task manager to End Task for DCS . I have not tested all possible combinations of maps, custom missions, and instant missions but it appears that if the Supercarrier module is in the mission this issue occurs. Instant missions and custom missions without the supercarrier do not cause this error. I have deactivated airboss and LSO in the mission editor but it has no effect.
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Who knows at this point, I was very excited about this module but Im finding it more frustrating over time. AI does not follow any real life procedures for departures and arrivals, comms are still simplified at best. They deployed the airboss station which I opened checked out and closed likely to never use again unless I join a squad. I think the priorities are just not aligned with actually flying aircraft from the boat. At this point if they dropped the yellow shirt directors and just completed accurate flight ops near the boat and comms I would be happy. If they added fire fighters, brown shirts as placeable static objects, and implemented a functional barricade I would be elated.
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Same as everyone else, experiencing flickering and partial GUI menu. Have to use task manager to close the game. Have not tested all possible combinations of maps, custom missions, and instant missions but it appears that if the Supercarrier module is in the mission this issue occurs. So far Instant missions and custom missions without the supercarrier do not cause this error. I bet this error has to do with the new airboss station. I have deactivated airboss in the mission editor but it has no effect.
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I know that but was pointing out that if ED wants to promote the merge happening then they probably feel their notch functionality is appropriate. I'd prefer missiles guide more realistically but don't see it changing as it's been poor for so long.
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At this point I dont see this being addressed. No comments from ED not even the standard show us data to support your claim. I suspect missiles are part of the core game, which is free, therefore there is no incentive to evaluate and improve them. Also missile unreliability at BVR ranges promotes the merge and dogfighting which I believe was mentioned as the intent of the game
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Good to know that the Indian ocean wont even be in a low detailed area, makes it a no buy for me until its on sale for a few dollars and the Harrier will still have to be functional.
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Maybe a modder will figure it out and push it out for everyone. They seem to be delivering more and more these days.
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work in progress Any word on a Data Transfer Cartridge?
ruxtmp replied to Steel Jaw's topic in DCS: F/A-18C
So sometime in 2030 got it. Probably right after the aerial AI is tweaked and supercarrier comes out of early access. -
So basically 3rd party modules are a huge risk as long term support is not guaranteed and can break and be unusable with no hope of fixes. Good to know as this solidifies my thoughts of no more buying 3rd party items. Most of the items are unfinished even now after years of being released be it ED modules or 3rd party. Personally, I think ED is past the ability to finish modules as the scope of a full module cannot be redeemed financially at the current marketable price point, thus resulting in a early access ponzi scheme where new modules are needed to pay for development of old modules.
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Czar66, thank you for that information I will check to see if that setting is checked on in my setup. Honestly never recall seeing it.
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They still have not even implemented the barrier for the supercarrier. If mod makers could have more access this and many other items would be done already.
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The DCS air to air missile guidance is very simplified pretty much once you flare and the random number generator is in your favor (or chaff for radar missiles) the missile will go dumb. I only ever drop 1 flare or chaff at a time and watch the missile to see if its still in collision. Once it's not I stop dropping countermeasures, this saves a lot of countermeasures over the program drop method. I have not heard of any pending improvements in this area so I'm pretty sure this will remain as is. The sim is evolving into close in fights with the way missiles function forcing close in dogfights almost all the time. Now if only the AI would not drive themselves into the ground when in a gunfight.
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I learned my lesson with the AV-8 and RAZBAM and stayed away from the f-15E, but at least they got the Harrier into a good state but now I don't know if it will remain supported. I am staying away from all 3rd party items as a result of this situation. 3rd party modules seem like a huge risk now as either party can decide I'm out leaving the customer with an unsupported and very likely unfinished module. Also, I will be staying away from early access as it leaves too many unknowns, and the development time is multiple years at best leaving plenty of opportunity for original scope to be reduced. The Hornet is actually enough of a plane to keep me occupied on the maps I have.
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cannot reproduce ai crashing into the ground
ruxtmp replied to DukeAngus's topic in Aircraft AI Bugs (Non-Combined Arms)
This has been a thing for so long and just goes with the poor AI overall. They still do infinite loops just now they perform them horizontally instead of vertically. However they are very good at gun jinxing, that is until you run them out of fuel or into the ground. -
comms by AI would be nice. Having the radio tuned to the right channel only to hear myself and the response by the receiver is pretty bland or just the constant unhelpful call by awacs becomes annoying.
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Flares usually spoof IR missiles pretty easily odd that 20 did not work as usually my Aim-9Ms go chasing the first one dropped.
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I don’t believe this will actually happen. Ai radio use only occurs when you talk to ai. Also the strait of Hormuz map that I have still responds with caucus airport names so I think this wish will be an enormous amount of work that can’t be sold as a module so there is no return on investment.
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The guidance and proximity fuze are the bigger issues with this and most air to air radar guided missiles in game. While I think the range can be argued most missiles seem to at least ballistically be able to fly out to expected ranges. Rayon89 any plane maybe able to dodge a missile if conditions are just right even at under 10miles. Although I agree it should be very challenging to defeat kinematically. Currently AI and most competent humans can avoid a within 10mile shot radar missile with a high likelihood of success.
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A simple 90 deg left or right hand level turn will defeat almost any shot and if that fails just barrel roll. I'm sure all those graphs get the range accuracy pretty good but its seeker tech is on par with something from the early 1960s.