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AOG

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Everything posted by AOG

  1. I wouldn't rule out a bad card just because other games work ok. When my 980 died it would play battlefield 4 and titanfall just fine. If the other games don't use the bad section of memory you'll never know you had a problem. In my case it wasn't the game itself caused the problem it was drawing the teamspeak window on the other monitor while I was playing. If I did one or the other I had no issues. AOG
  2. I have a couple of long shots for you. Long shot number 1 bad graphics card. My original GTX-980 had a bad RAM chip in it that manifested itself as studders when I had multiple monitors attached. Turn off all of the monitors (including the VR) and try it. Long shot number 2 thermal throttling. Looking at your videos your CPU is in the 75-76C range. On my motherboard bios 75C is the default throttling temperature. It may be worth a look. AOG
  3. In a sense they do. The actual cyclic and collective are much longer in the aircraft than the sticks we use. That means that for the same amount of angular deflection the actual motion required to move the stick is larger which makes it easier to add the tiny angular corrections required to keep the aircraft stable. AOG
  4. Just because you have 16 gigs of ram doesn't mean your OS can use it all. For instance Windows 7 home only allows the use of 8 gigs of ram regardless of how much you have installed. I had similar problems until I upgraded to Windows 10 and was able to take advantage of all of my memory. AOG
  5. That's actually not bad. Think of it this way. Creating the avionics software for the real thing takes 5-8 years. In effect ED are reverse engineering their code from the observed results of the original design process. It makes sense that it should take a similar amount of time as adjusted by the level of fidelity. AOG
  6. After reading through this thread I think I know what's going on. If my theory is correct the a-10 is experiencing a real world condition that's not uncommon for aircraft of that erra. I don't have access to the manual in question but most performance tables are based on standard day operations with reference fuels. That is fuel at the center of it density and energy band. And that's the problem. I think you will find those charts were based on JP4 or JP5. Aircraft today operate primarily on jet A or JP8. JP4 has a higher volatile content and is closer to car gas in content. Jet A is closer to karosene in consistency. This is important because jet A has a lower energy density than jp4. If you run Jet A in a fuel control rigged for JP4 the engine runs cooler and produces less power. I think that's what's happening here. ED is most likely simulateing JP8 or jet A in their engine model hence the performance difference. In the Real world most fuel controls of that erra had adjustments on the HMUs to compensate for the differences in the fuel types but they are a pain to adjust and rarely used. If anyone is interested in th details the American Petroleum Institute has a document that is pretty much the bible on aviation fuel. I think it's called the handbook of aviation fuels or something like that. You can find it online. AOG
  7. Are you flying online? If so it may be the changes in the net code. I haven't noticed any difference in single player. AOG
  8. Just a quick note about the second picture. With the visor up the visor control knob on the top right of the helmet should also be up. AOG
  9. I was having similar stuttering after the last update. If you're having the same issue it's coming from the number of ground units you have in your missions. Something in the last update seems to have raised the overhead on ground units. I used to be able to run 500 plus ground units without a problem. In the current version 200 is about the max I can do without performance issues. Make a mission without ground units and see if you still have performance issues. If not then your seeing the same issue. The good news is that if you have the same issue you can go back to last open beta and it will fix the problem. AOG
  10. The M2000 is best in the merge. The 530s and magics are useable if you know what your doing. The biggest disadvantage is that the platform only carries 4 missiles. You have to fight the M2000 differently than a FC3 aircraft. You must become an ambush preditor because you are more resource limited. In PVP I usually leave my radar in standby until I'm ready to attack. I like to stay low and behind terrain as much as possible. I swing out wide and try to get behind and below them. At the last second I wil use attack with magics from below without ever turning on the radar. If you try to fly it like an f-15 you will get eaten alive. If you play to its strengths the M2000 can be surprisingly effective. AOG
  11. I suspect that it's the same bug. The original poster on that thread reverted to the last stable,version and it worked for them. I did the same thing and it also worked for me. I looked at the change logs and realized tha there was 2 beta releases and god knows how many internal releases between the builds. That's a large amount of changes to dig through. The old test engineer in me wanted to tighten up the bug report so I stepped through the intervening versions to identify the break point and reduce the work required to find the problem. Since the initial report I have done some additional testing. I created a copy of the mission and verified that it had the same issues. I made the listed changes and then reverted the mission back to the original configuration between steps. Here are the results: Deleted all AI aircraft - no change. Deleted all red ground units - normal operation Deleted all red tanks - no change Deleted all red APCs - no change Deleted all red infantry - no change Deleted all red trucks - no change Deleted all SAMs - no change. Converted all red units to tanks - no change Converted all red units to APCs - no change Converted all units to trucks - no change. Cut the number of red ground vehicles is half - noticeable improvement. Converted all red units to their static versions - noticeable improvement. Conclusions: Something in the last updated raised the general overhead on ground vehicles. I was unable to tie the problem to a specific type of vehicle. My gut feel is that the issue is related to the ROE scripting and or the dispersion under fire scripting but I ran out of time to test this theory. AOG
  12. I am getting a very bad stutter in my test mission after the last update. I reverted my install back to 1.5.3.52724 and the mission worked fine. I then stepped my installs up through the open betas to try to see where the problem was introduced. The mission worked fine through 1.5.3.53108. That means whatever broke the mission happened in the last update. The mission file is attached. Thanks AOG Test and Training.miz
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