-
Posts
422 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Insonia
-
those periodic pattern likely to be issue at system level. Moving cursor introduce lag? Try reduce Mouse's USB polling rate.
-
Do a slow repair first. LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_aircraft.lua"]:849: assertion failed! local defaultFrequency, defaultModulation = getDefaultRadio() assert(defaultFrequency ~= nil) 849:assert(defaultModulation ~= nil) Remove those mods: C:\Users\micha\Saved Games\DCS.openbeta\Mods/aircraft/A-4E-C C:\Users\micha\Saved Games\DCS.openbeta\Mods/aircraft/a-29b-community-2.9.0.47168ob/ C:\Users\micha\Saved Games\DCS.openbeta\Mods/aircraft/a-29b-community-2.9.0.47168ob/ Although the error is from me module, but apparently the game is unable to get the radio information from units DB which is the cause. just repair the game
-
It doesn't not mean the program execute the AmdPowerblabla . 'AmdPowerXpressRequestHighPerformance + 0x1376375" Is 20407157 bytes far far away from it. It's just a pointer in the stack can be anything. And op your zip is corrupted. No one can trace bug. Please try reproduce another.
-
DCS still residing in memory despite closing simulator
Insonia replied to Hammer1-1's topic in General Bugs
They are in the taskmgr after all, Now you finally find it. And now what you find is unkillable, and "access is denied" from administrator privileges. Yes, it is the issue. Mircosoft system level crap. more serious than DCS itself unable to terminate, which is kinda common, but not this.. https://stackoverflow.com/questions/12528963/taskkill-f-doesnt-kill-a-process https://techcommunity.microsoft.com/t5/windows-blog-archive/unkillable-processes/ba-p/723389 Only ring0 can protect the process from administrator privileges. it could be antiviurs lockup or window itself go hairwired. I/O. IRQ etc.. DCS by itself cant reach such level. and you already confirmed dcs run at lower privilege:https://forum.dcs.world/topic/339770-dcs-still-residing-in-memory-despite-closing-simulator/?do=findComment&comment=5347513 You can still try use procexp64.exe and handle64.exe find who still got their hands on the process. But it may likely end up with other "unkillable" system process. Just reinstalling Windows is more straight-forward. you can try some of those general suggestion from internet about unkillable process. but generally speaking troubleshooting modern Windows without extent Windows internal knowledge is soul sucking and time consuming than re-installing windows and all the softwares. good luck man.. -
DCS still residing in memory despite closing simulator
Insonia replied to Hammer1-1's topic in General Bugs
The command return "success". dcs.exe is finally killed. you just simply miss or didn't know how to find the the dcs.exe in the taksmgr. that's entirely my point. Keep use that command see if it returns "ERROR:the process "dcs.exe" not found". Then restart your SRS/wingwin etc.. software installation. -
Direct input API only supports 8 axis per device. supports up to 128 buttons per device. But a lot of games can only recognize 32 per device. It's a Microsoft thing, Users or OEM cant do too much about it. When it has too many axis and buttons, it must be separated. Or it has to lose functionalities. https://learn.microsoft.com/en-us/previous-versions/windows/desktop/ee416842(v=vs.85) Winwing seems to be made specifically with DCS in mind, but aside from DCS so few games have full Dinput support. Most games only support 32 buttons. so for compatible reasons. It changed to 4X32 mode by default. If you only play DCS and IL2 etc.. you can switch it back to single mode via their software.
-
https://forum.dcs.world/topic/320618-dcs-multithreading-faq/ https://forum.dcs.world/topic/335368-29-graphics-update-faq/
-
When DLSS enabled, DLAA is the default DLSS/DLAA/FSR require DCS run multithread version and has NV driver >450 to enable DLSS/DLAA/FSR
-
What is the (x,y) map location of units from a mission.lua file based on?
Insonia replied to _Defi's topic in Sim Research
they are used in the mission editor. the function is a c function call from DCSWorld\bin-mt\gui_map.dll and DCSWorld\bin-mt\lua-terrain.dll I noticed them add "Metric" into Coordnate setting. It will show X and "Z" instead of lat and long -
miscalibrated IMU? Did your HMD tilt in VR desktop or any other VR app? It looks like your imu sensor is having some problems.. if it tilted everywhere. HP may only have "reset environment data". If it doesn't fix the issue,. Contact HP support. and If your device is new, try RMA. the mb may needs to be replaced.
-
What is the (x,y) map location of units from a mission.lua file based on?
Insonia replied to _Defi's topic in Sim Research
execute and output convertMetersToLatLon(0,0) in ME script. Or you add/set a unit/zone/object/bullseye in ME save and quit. modify the "mission.lua" in miz, change it to 0,0 then reload the mission. look at their state bar in game Mariana: bullseye 0,0. -
What is the (x,y) map location of units from a mission.lua file based on?
Insonia replied to _Defi's topic in Sim Research
They are meters offset from the origin. The game converts between x,y and LatLon via "convertMetersToLatLon(x,y)" and "convertLatLonToMeters(lat, lon)" functions, which calls the C++ function in lua "terrain" module. -
You want to place elements on hud right? what you mean in "actual 3D environment"? If you already have a 3d impact coordinate, and it is accurate,. You can just directly use view and projection transformation matrices to convert any 3D coord to your relative 2D coord in the Hud view plane.If you have vectors, then you can use rotation matrix transform vectors. Hud is no different than another other view plane/screen. View transform is the most basic and direct approach in 3D world to local grid coordinate conversion. I dig little bit about T-45 dll file, the CCIP_v is a lua-c call. CCIP_v C++ function is just a partial rotation transform/projection the length of line between aircraft vector and bomb impact point on the Hud verical axis ( y ). View and rotate transform involve lots of products and trigonometrics, which is kinda compute expensive via Lua, and Lua you cant directly get vel vector(need a extra rotation transform use sensor_data pitch/roll/yaw). That's why they do it in C++. In lua It's expensive, but doable. there is a sample code i found long time draw a "locking box/file" on he HUD using the view transform . it converts object/aircrafts 3D coord to 2D hud coordinates, it's not the CCIP but you get the idea. But i cant find it in my browsing histories..
-
You will find the same old same old topic in Bohemia, Squad, and many many other mil sim forums too. No developer will reply or agree with you on this point. they jsut avoid this topic. The best they can do is keep a blind eye on user-generated mods. What a lot of other game companies try to do is change names, flags, places, and uniforms so they barely resemble what the original portrays. it's the safer approach. You may find this ridiculous, hypocritical, and comical, but it is also an unfortunate truth about how this world works.
-
It depends on the type of NVG and accessories. ANVIS F-number is about 1~2 very small number, minimum focus range is about 10inches. at minimum focus setting it should able to read. if it focuses to star/infinity, closer object can be very blurry. the aperture did not only restrict how many light going through; it can also increase or decrease the Dof( depth of focus). smaller the aperture, will filter out more unfocused light from outer part of lens. the bigger the F-number the wilder the focus range. Some NVG do have adjustable aperture accessories, some NVG have fixed-size "focus caps," and some NVG just have lenses with big F-number. "DIY" focus caps: You can have far-distant focus settings while maintaining adequate close focus with the cap
-
Add option in ME to allow http radio link as wav or OGG
Insonia replied to Japo32's topic in DCS Core Wish List
I would like to see DCS has such abilities: Allowing custom asset/content loads from server to client enables a whole new realm of possibilities But it also includes more attack surfaces. Some games were designed and planned around such a concept. like source engines. They were also quite a security nightmare sometimes. There are always risks, but they are manageable. Gmods have sound.PlayURL and it was exploited a few times until a proper URL filter was implemented. As long as developer can keep it up it should be fine. But Can ED? -
Your brake is still engaged. Please tune your brake axis, it applies half the pressure all the time. Brakes will prevent rotate and your rotation is way way too early.. Because of the brakes and aerodynamic drag of your elevators, you are too slow.. Tune your brake, no pull until 140
-
the thing that should happen after your last log entry is DCS precomplie metashaders. Your DCS may halt before or during the shader compling. Alright, since you already did those: try update and make a clean graphic driver install. shader is complied by graphic driver
-
True. I should phrase it better. TAA and DLAA do not lower the resolution. but they create a blur effect as well. TAA samples 2 or multiple frames, previous framedata blend into the current one will create a blurring effect too. DLAA also creates motion-blur-like effects. especially on texts
-
No.. "Performance" setting only renders 50% of pixel and 25% of the resolution. Render only 1/4 of the image. you will have even blurrier image Quality - 66.6% (2/3) per axis, 45% resolution. Balanced - 58% per axis, 33% resolution Performance - 50% per axis, 25% resolution. Ultra Performance - 33% (1/3) per axis, 11% resolution. DLSS's goal is to sacrifice image quality(by decrease the resolution) and gain FPS. that's it. The lower the resolution, the blurrier it gets. If you want better image quality over framerate, you need to do the opposite: stay away DLSS/DLAA and TAA, turn them off. increase your render resolution not decrease them. And Set pixel density > 1.5, it means it will render >150% of pixel , about 2.2x of original resolution
-
solved Very Strang Internet Behavior
Insonia replied to [HOUNDS] CptTrips's topic in PC Hardware and Related Software
very interesting. No CPU issues, right? I noticed you have some export/hook scripts that utilize some web features. better rule those mods out. Do you have any QoS rules/setting/softwares shaping the net traffic( include the router), or have an incorrect maximum number of concurrent connections set. -
Why should exporting RWR and other viewports break integrity check?
Insonia replied to LaFleur's topic in Multi-Display Bugs
To make an avionic indicator as a viewport. The avionics init script must have try_find_assigned_viewport("viewport name") commands. MFD screen is already assigned. less common indicators are not. If ED did not pre-define the viewport assignment. In order to assign a new viewport, the user has to modify the protected cockpit/scripts/[instument_name].lua files All Avionics scripts are protected. You cant exclude individual files without them redesigning the system. If the viewport is not defined by ED themselves, you cannot add more without breaking the IC unfortunately. I think the wish for a better viewport handling process was made by the community about 2 years ago. No workaround. https://forum.dcs.world/topic/315268-multimonitor-setup-now-violating-integrity-check/?do=findComment&comment=5239919 -
wrong section indeed. you need use MT(multithread preview) launcher to start DCS It requires an NV driver that version >450, just install the most recent one. you said steam: If you still unable to use DLSS/DLAA. Please post your dcs.log in the forum.
-
IC check - please exclude the ControlsIndicator.lua
Insonia replied to Qnnrad's topic in Multiplayer
Different game engines use different design principles and structures to serve different purposes. They are not really comparable. But indeed, many places in DCS are lacking mod integration thought and proper documents. DCS has 2 sets of interface renderings. One is lua dxgui, the actual "UI", is quite versatile, and accessible via user files but lacks documents. If you want to compare it with different game's UI, this is the "UI". has lots of freedom for modding via user files. You can override, reorganize, resize. And can expend, remove UI functions, import external codes, like the Twitch/Discord API , audio codecs, players, etc., and render in both VR and 2D, world or menu. And not protected by the IC. But those are not properly documented, unfortunately. People have to figure it out by themselves Another is avionics rendering. The "indicators" are part of the avionic pages/rendering and "viewport" interfaces, not directly related to the first one. was made at the same level as the MFD stuff, intertwined with avionics processing. And the avionics are protected assets. It's DCS's core gameplay/mechanism, is also where a lot of players try to cheat. They may not allow us to touch those in MP anymore. So technically, in DCS "control indicator" is another avionics instrument page. We may argue and suggest that they should integrate "control indicators" or "crew indicators" as "regular UI," since they are not really part of "avionics." As I mentioned, different game engines use different design principles and structures to serve different purposes. All games have places you have the freedom to change; some are protected and very hard to access. In DCS, the indicators/viewport render serval a purpose that makes multiscreen simpit integration straightforward and simpler. But you cannot program and export displays in Arma, there is no proper interface that allows you to program and export multiple screens. Some arma export software mods have to utilize memread method to do such thing, and external software messing with memory handlers is a violation of their anti-cheat, can be directly banned. those system server different purposes. They are not really comparable.