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Everything posted by toutenglisse
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NineLine - I just tried a bit, and I think it's on actual DCS iteration much less dramatic than a month ago, maybe something already changed. Before, many unitTypes were crazy on road (except APC and maybe tanks…) going offroad at any intersection, avoiding bridge to rivercross instead, going slalom anytime there were poles or trees aside road, or going inside buildings. Consistently. Now it seems much better, still incriminated units (mostly : trucks, jeeps, mobile sams) go offroad to avoid a pole sometimes. See pictures, and next post .miz with little road-spawn/disperse-on-road script.
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NineLine - I just tried a bit, and I think it's on actual DCS iteration much less dramatic than a month ago, maybe something already changed. Before, many unitTypes were crazy on road (except APC and maybe tanks…) going offroad at any intersection, avoiding bridge to rivercross instead, going slalom anytime there were poles or trees aside road, or going inside buildings. Consistently. Now it seems much better, still incriminated units (mostly : trucks, jeeps, mobile sams) go offroad to avoid a pole sometimes. See pictures, and next post .miz with little road-spawn/disperse-on-road script.
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If its target is destroyed, the Kh-59M missile turns around on ex-target's position indefinitely. Kh-59M-notarget-bug.trk
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Now throttle is acting really weird
toutenglisse replied to KilRaven67's topic in Controller Questions and Bugs
KilRaven67 just in case : be sure that your throttles axis don't have saturation settings. Having less than 100% saturation prevent to reach "Off" position (or go out "Off" position ?) on a warthog throttle IIRC (I don't have one). -
I also had a little issue at first, maybe it's the same. If you use a mini analog stick for TDC slew, and when you release it the TGP picture doesn't immediatly hold position but continue moving slowly, it's because you need a deadzone. I did put 10 deadzone both x and y axis for TDC slew and it solved this issue, the cursor stop when I release the stick, and I can change Aera Track to Point Track and cursor can lock (and CCRP throw cursor to steerpoint position).
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[CAN NOT REPRODUCE]Glass tint bug on F2 view
toutenglisse replied to toutenglisse's topic in Bugs and Problems
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Regarding the Hornet being eventually slower / having more drag with a 10-120c + 2-9x config is also not very true. Viper needs much more external tanks to keep up with range, which impacts drag.
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BFM I kind of prefer the power/weight ratio of f16, even if Hornet feels a bit easier than viper at lower speed. For BVR I tend to put the Hornet above the Viper, because of the quantity of missiles it can carry is better and matches the radar perf. Hornet's radar is supposed to be effective at better distances, and in TWS mode, with 10 simultaneous targets in range as system files, the Hornet can launch 10 aim120c in 10 seconds, and still have aim9x for self defense. On the other hand the Viper only carry 6 aim120c actually with no other rack for heat seekers. But that is just "numbers" regarding single aircraft, fly as 3 Vipers instead of 2 Hornets and this difference is fading.
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fixed [REPORTED]Sms page bug for setting IS / RP ?
toutenglisse replied to toutenglisse's topic in Bugs and Problems
Thanks, you made me have a second look. In fact the "bug" is day lighting vs night lighting. The font is thin but visible in VR in day light. In night light the brightness of white boxes probably totally erase the font. -
With F-18, F-16, F-14 (probably others ? F-15...) I noticed my wingman never engages enemy in TWS radar mode / multi target launches. He always uses singletrack in RWS. Will there be a feature, when asking wingman to engage bandits, to also ask for RWS or TWS engagement ?
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In VR, not verified with screen but probably same, when you imput impact spacing or release pulses on SMS page, the data you type is not visible until you press enter to valid, you only see white boxes. Normally you see the white boxes with for exemple * 20FT *.
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When tinted canopy option is selected it's ok in F1 view, but in F2 view front part of canopy is transparent.
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1 in 4 times DCS launches with half of the usual FPS
toutenglisse replied to Belphe's topic in Game Performance Bugs
Belphe my understanding of your 2 pictures is that in certain missions/circumstances the cpu get overloaded for a reason. Here in pic 1, (10 fps), objects count is 2301, 5.5million triangles, 41% cpu lua usage, frametime 61.3 ms (cpu calculation is overloaded ! for comparison low level Heli above big city shows 480 objects count on my side, you have 2300 !) - in this case your cpu can't feed GPU with more than 10 frames/sec to render, and GPU is underutilized. On picture 2, 244 objects count, half triangles, 1% cpu lua usage and 12ms frametime all that allow to go up to 82fps and load the GPU to output these frames. I see no issue from your hardware but more probably a mission with too many objects (or objects that for exemple (IDK) bug and ask to calculate all contained objects while external model may usually be the only calculated/rendered object as long as integer ?) I'm sure if I try your mission I'll have the same 10 fps. -
[REPORTED]VR Performance OB 2.5.6
toutenglisse replied to Gripen 4-1's topic in Game Performance Bugs
I just ran this instant action, and had no issue. I don't have fpsVR but I can have a cpu time reading with oculus debug tool. BTW with my settings it was 45fps+asw all the time, flying over the big airport. -
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2021 (and earlier) DCS Newsletter Discussion Thread
toutenglisse replied to NineLine's topic in DCS 2.9
Much thanks ED for the sale/free trial while stuck at home - offer on the F16c is highly considered ! I'll take it when the 2 days trial will be over. Hope best to all. -
Impossible to damage submarines with guns
toutenglisse replied to baltic_dragon's topic in General Bugs
Yes the "unit hit" trigger doesn't work. Kilo sub is damaged but trigger, set to 1 hit, doesn't work. The "unit damaged" one works. unit-hit-(1hit)-bug.trk unit-damaged-ok.trk -
Impossible to damage submarines with guns
toutenglisse replied to baltic_dragon's topic in General Bugs
Open beta. Maybe only rds that have enough energy deal damage to kilo I've not tried much ? I've several times in past "finish" sub with hornet's gun when bomb didn't destroy or set it on fire. -
Impossible to damage submarines with guns
toutenglisse replied to baltic_dragon's topic in General Bugs
Kilo takes damage from Hornet's gun, I just verified it still does (29% on 1 strafe 200 and some rds). -
[REPORTED]BIS "AI WgMn taxi bug with script"
toutenglisse replied to toutenglisse's topic in Bugs and Problems
:thumbup: -
Comparison needed: Cougar Uber2 mod vs Virpil WarBRD
toutenglisse replied to Lange_666's topic in Thrustmaster
It may not help, but relative to warthog base, ime improvement to centering doesn't come from modifying the big upper spring, but the 4 little springs below the clutch. I replaced mines by 4 springs with much bigger wire, defined the height by testing (too high = loose in the center, clutch has to be able to seat down fully). Now my base has a very soft center (I put the stick out of center with little finger in all directions) but as I kept the big upper spring, stick returns firmly to center whatever the position. Just an idea if you can DIY it costs zero and improves the base. -
Issue appeared again, this time I found what does eliminate the issue : reseting weather (from dynamic) to default. Here two short tracks : first one issue is there and WgMn is stuck when taxiing, second one weather reseted and issue gone. Still I don't know why the issue appears, and I've not been able to reproduce in an empty mission with only 2 Ka50 and messing with weather. Weath-reltd-Ka50AI-taxi-stuck.trk Weath-reltd-Ka50AI-taxi-ok.trk
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Yep it's way more difficult than I thought to make a random convoy to reach its dest. It has to be always on road from spawn to destination reached, or a unit will certainly get stuck. (even then, some unitType like to go off road at some crossroads) And this simple task implies a lot of function, or random choice won't work (directly choosing a road point doesn't work, has to be land, then closestpointonroad), or even DCS will freeze if choosing requirements can't be met. But when it finaly works reliably you still can encounter a closed road, or an other kind of "route" breaker… not easy!
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I found roads portions that are isolated. Maybe not a "bug" but breaks "on road convoy" tasks from randomly spawned ground groups. EDIT : is it usefull to add exemples or not ?