

Tinkickef
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On reflection, Yuri's idea of leaving bootprints in the wet concrete for posterity, did not go quite as was envisaged in the bar last night.
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Purchasing the Persian Gulf Map for MP, who's buying it?
Tinkickef replied to F900EX's topic in DCS: Persian Gulf
Yep, I will be buying it and setting up various single player missions on it. Rarely go near multiplayer. After joining a server, starting up and taxying to the active, I observed a worthy come blasting out of a shelter in full afterburner, cross my taxiway a wingspan length in front of my hog, at right angles to the taxiway; zoom across the grass, across the active runway, across more grass before finally wobbling into the sky. Right there right then was when I decided multiplayer was not for me. :megalol: -
Ugra media are still working hard on Normandy and new additions are included with every ED update. Normandy is by no means being put on the back burner or regarded as complete. That info came straight from Wags.
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Hi guys, something to try to help the devs narrow it down. Did a mission, A10C, NTTR, camera jumping down when looking right as usual and jumping back to original position when looking forward. Got some battle damage, so when back at base and shut down I ejected to take a look.... Deliberately stood on ramp and looked to right for a good while and in all directions. The camera stayed rock solid, so it looks like the problem is confined to cockpit and further rules out hardware. Anyone care to see if this is true for everyone? If you are jumping in cockpit and not on ramp, then its something to do with the module.
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I redid the mission and found something else that might be relevant. A10C, NTTR 1.5 hour mission, takeoff from Groom, land away at Creech. Cockpit camera height jumping as usual, when looking to right of cockpit (TACAN, ILS, STB Wing). Landed at Creech, taxied to ramp, shut down and ejected to look at some Shilka damage. Walking across ramp, looking left for a considerable period of time to see what happened. No sign of camera jump, so it looks like the problem is restricted to in cockpit. Hope this narrows it down a bit for the dev team. I will post this finding in the VR section to see if others find the same.
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Further to the cockpit camera view jumping up and down after maybe 20 - 25 mins in game as referred to in VR section and Big Newey's suggestion that a previous crash looked to be caused by a GPU driver crash, I delved a little deeper. Just flown a mission - heavy thunderstorms ect to make it interesting for the GPU and started task manager to view GPU performance and memory. Memory usage throughout remained stable at around 10.3GB. GPU usage remained stable at 95 - 98% until it reached the point where the camera started to jump. At this point the GPU usage would drop to 20% suddenly, then spike back up to 100%, then drop to some lower figure before stabilising again. Can't be more specific cos its hard to fly the Hog right at the cloud base, in a snowstorm and turbulence, avoid SAMs, lock up targets and view the GPU performance meter through the Rift nosegap. Of course I lost my fight with the air defences and went into mission editor to tweak some things in the mission. Everything fine until the screen froze, headset tracking fine, reading head turning but the screen view moved with the head. Peaking under the nosegap, the GPU performance was zero, then it would spike to 100%, then fall back to zero repeatedly, literally needle sharp peaks. I killed DCS with task manager and got back into Oculus Home and the GPU performance immediately went to a stable 20%. I looked for the log zip file but it had not created one, it just did a normal file which I enclose here. I think something is awry between the Oculus SDK /Nvidia driver and DCS, but of course this is just a guess. I enclose the file that was saved in Saved Games/ DCS / Logs. Nvidia driver is the Oculus recommended 388.59 driver NOT the latest one. Hmm attachment wizard says it is an invalid file so I will have to do a copy paste. Apologies for the stupid long file.
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Unable to send crash log via dialog box cos mouse locked out of DCS window, so I'll attach it here. A10C, Nevada, Game crash while taxying to active runway. dcs.log-20180407-162322.zip
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1.5 updates to 2.5 and 2.2 is the dead end. However, I STRONGLY advise that you keep 2.2 for Normandy and NTTR for the time being. Far less bugs on 2.2 than the same maps on 2.5.
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I fitted a new oculus recommended, pci usb 3.0 card, giving a total of 2x oculus recommended cards and a total of 14 usb 3 ports on 9 dedicated controllers. One card is dedicated to rift only and the others, my powered hub, switchboxes and controls. Updated all the drivers and am still getting the jump. Always when looking to the left (A10C- tacan, ils, cockpit lighting panel, or looking out over the stb wing). Only happens in DCS and only after 25 mins or so. So whatever it is, it's a cumulative effect. Maybe Daarseth has something. It could be tied to the memory leak problem, although I didn't know that affected SP mode. Swapping everything over to the other card changes nothing, nor mixing and matching usb 2 and 3 ports for the sensors. Still the same problem, I have no problem with the card dealing with the hub ( 8 further usb 3.0 ports), my wireless dongle and all my controls. So I have come to the conclusion that it is not hardware. Something in DCS is causing it.
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Perhaps you do not have Normandy on 2.2? Normandy 2.5 waterline / water opacity is broken, but on 2.2 the water is crystal clear and you can see the beach shelving for several metres and view seagrass and rocks on the seabed several metres down.
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The ability to add modern airfields to Normandy
Tinkickef replied to Capn kamikaze's topic in DCS Core Wish List
Yes, it would be nice to have the option of laying a little concrete in ME...and the rest. One of the first things I do when designing a new mission is to populate my bare bones airbase with service vehicles, air defences and planes on ramps. -
It happens very regularly, some use alt enter to minimise occurences, and others live with it. When the cursor escapes the window and has brought up toolbar menu or some such, I just click the desktop to close the menu, then reclick the dcs icon on the taskbar and get back into it. Thank god rift has a nosegap..... I have not heard of a definitive cure for it.
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No problems in 2.2. However in 2.5 ( specifically A10C Caucasus), the camera position initially jumps around a little before settling too far forward as usual, but also about 12 inches above the seat squab. Adjusting camera position by altering head position and num 5 does not seem to lock it in the new place and it jumps back to the original position. Altering seat height to compensate, then does odd things to the HUD and you cannot see the bottom portion at all. There is a thread about this on the Hog section, so it's not my equipment.
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Apologies Buckeye. I appear to have been labouring under a misapprehension. After the more recent update, I initially had no problems. However I made up a new mission in caucasus and find myself having the same problems of which you speak. Camera position jumping around and settling too close to seat squab. Furthermore, as you say, the HUD is badly affected when raising the seat to compensate. I have not had the time to look further as more or less as soon as it was noticed, I was called away from the PC. It may be that I only noticed the problem now because I usually use 2.2 for NTTR and Normandy and 2.5 for Caucasus and I jumped in with the new Caucasus mission straight away. It looks like something is interfering with the Oculus API. I'll report it in bugs section.
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I too have everything you have with the substitution of your MFD for landing gear handle, canopy switch panel, complete electrical panel, warning test button / stab aug panel and fuel panel. Everything is located in the correct positions and everything appears to be in the correct place, ones hand falls naturally in the vicinity of every switch as seen in VR. Of course you have to feel about a little to ensure you have the correct switch when a row of closely placed switches is being used, merely because you cannot see your actual hand to fine tune the placement of your finger. When spawning in the cockpit, my head height is essentially right, but too far forward and I have bound camera rearwards to the redundant pinky lever on the front of my warthog stick. I just move the camera back until the ILS radio is at my hip and this gives great positioning. Have you tried pressing num 5 when in the GUI, seated normally, to make sure DCS has a solid lock on your headset before entering the mission? Altering camera placement should alter your relationship with the seat cushion too. Are you sure you are moving the camera, not the view? Camera position is independent of cockpit, view is tied to position of camera and its relationship is thus tied to the cockpit as an adjustable point, say above the center of the seat cushion. So if you are too close to the seat, then you need to raise the camera as opposed to view. Other thing, have you tried resetting sensor position in Oculus Home? (Assuming you are using Rift). Even a tiny displacement of camera position from that set can cause all sorts of gremlins. As for the HUD, I recall some real life A10 pilot (or Hog maintenance crew chief, of which a couple use Hoggit), doing an AMA, saying that in the real life Hog, you have to move your head around to see certain aspects of the HUD, you cannot see it all at once, as someone touched on earlier in this thread. So the HUD as it appears in VR is entirely realistic it seems. Other modules also do not have exact camera positioning, which becomes obvious when the pilot body is enabled. The Huey and the F86 spring to mind, both of which have the camera too far rearwards and you have to move forward over the neck. Yes you should not have to move the camera in an ideal world, but its no biggy if you have dedicated binds to it. Fine tuning position takes maybe five seconds tops. Faster than strapping in and adjusting the seat in the real hog.
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Try playing a track back in your headset without resetting view. If you are not seeing 1:1 motion it is absolutely horrible. It is not just motion sickness, it is not nice and totally un natural. What's the point of developing something that peeps will use just the once?
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I know what you are talking about. The effect is huge on the Caucasus Huey rescue mission in the mountains. The FARP landing pad floodlights light up the cockpit extremely brightly everywhere, with no shadows.
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Don't see the point of having VR when you want to make it unrealistic..... That's the whole point. Realism.
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Be really nice for peeps like me that use mission editor to populate the maps with ground objects, like parked aircraft on ramps, service vehicles and buildings around roads to make new barrack areas ect, as well as new villages to have at least a scale outline for the static object selected, so we can easily place them instead of the ubiquitous red/blue rectangles. Currently I have to fire up the mission to observe the resulting jumble of overlapping, wrong direction pointing buildings, and aircraft which commonly have trucks sticking out of the nose in restricted ramp areas. Then try memorise them in order to rectify things. Surely the devs have a tool such as this, so it can't be too hard to stick it in ME? Currently it is a fest of run, save, run, save, run, dammit ME has crashed on me. Cont alt del restart. Also be nice to have a satellite view of the terrain as seen in mission (thinking of all those light coloured roads and none populated outlines of airbases on NTTR here) so we can populate them with appropriate buildings.
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Yes the sea issues are a known quality and have been reported extensively. Where the coastline once had lovely clear water where the seabed could be seen several meters down, we now have blue ink. Looks like someone messed with some opacity setting somewhere. 2.2 is a far superior product at the moment and is unaffected by the new 2.5 modifications. I only use 2.5 for Caucasus missions for now. 2.2 is far smoother with better visuals including the clear sea in Normandy and buildings in NTTR.
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Better variety of clouds and weather..
Tinkickef replied to RaceFuel85's topic in DCS Core Wish List
Clouds are certainly disappointing in the DCS version 2s. The clouds are the cotton wool ball types and seem to be a set piece. Certainly in NTTR, if you want scattered cloud, it does not matter what you set the base as; nor the tops. You get 9500ft bases and 18,000ft tops. The generated clouds in the distance just rise with you, then when you get above them, they just stop generating. I have yet to see a partially obscured target. I can appreciate the difficulty in creating clouds, generate them throughout the arena and take a big performance hit. Generate them within a certain distance of the aircraft and have everyone see them pop into existence, and have a moan about that. So, as a thought. Let's combine them all. Have clouds generated fairly locally to help performance, but keep generating them within say 3 minutes of flight time, by having them pop into existence in full view, but behind other graphics layers, such as nearer clouds and behind the control panel. They could then gently rise to the correct height as specified by the user as the AC approaches over a few minutes. No clouds suddenly appearing, clouds being generated constantly within user defined paremeters, so user can fly substantally higher than them and no performance hit by generating clouds theatre wide. -
Are you sure your radios are tuned into the correct freq and you are selecting the correct radio each time, ie. UHF or VHF? Make sure that nothing changes the freq when you press the F keys. I had F1 change the 1/10th frequency dial last week. Was a transient fault. Try restarting DCS.
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And this is where the difficulty lies for the DCS devs. Like you, I have e a reasonable PC that manages most things at high settings, even in VR. However, my beef is that I like to fly at night and deferred shading sucks at night, and degrades my cockpit textures. Others only use multiplayer and can't get on because of the new update and other issues. Still more enjoy air to air combat and hate the view distance. Yet more do air to ground and hate the poor TGP performance. Who is DCS going to sort out first? Your particular analogy is plain wrong. Irrespective of what PC you own, if you own a terrain and a jet the same as Joe Bloggs does, you reckon you should have priority because you have better hardware? That might work in a Disneyland roller coaster queue because you paid extra for a fast pass ticket, but it sure as hell does not work in the car park, you get space you paid for whether you own a Ferrari or a Fiat.
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I quite understand how difficult and how upsetting it is for the devs to try their damndest to do an update and fail..... But your blinkered faboiism is not doing DCS, the community, nor this thread any favours at all. Stay focused on the issues at hand,acknowledge the failures, report them honestly and stop the pro DCS spin at any cost attitude. You are the Ying, to the excessively negative user's Yang. You the other side of the same coin. DCS is NOT free, in fact in my case it is THE most expensive PC game I ever had by good margin. I urge you to have a little perspective on this, people have a lot invested and feelings run high. Then we can move on and give the devs honest feedback. At the moment your are not helping the situation.
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I have the feeling that the hotpatch was released in a bit of a panic and maybe did not have the full internal testing done that it should have. It may be a conflict with a specific gpu driver for all we know. Still in the middle of the mamoth 12 hour download, so I have no idea if my particular hardware and driver combination will be affected. Even Oculus recommends rolling back to older versions of Nvidia drivers as the newer ones are problematic (on some rigs - mine is fine on latest driver) and they can't resolve the issues from their end, so its feasible that it's an Nvidia driver conflict affecting some rigs only.