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Boosterdog

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Everything posted by Boosterdog

  1. 5600X undervolted, MSI Gaming X 1080 marginally OC'd, 32GB 2X16GB DDR 3600 16-16-16-32 dual ranked Trident Z Neo, Corsair RM850X. MSI Tomahawk X570 MB, 2X 4th Gen M2 drives. I know the 1080 is the limiting factor. I upgraded the CPU first as the PC is used by my missus for video editing and other such like. Im condiering a warranted second hand 2080TI or a 3070ti but the price of both at present is....yknow.
  2. @impalor. I wasnt accusing you of being dishonest. If that came across I sincerely apologise. I mean only that the basic ascertion that 2D works better with slower DDR4 RAM (I cannot test DDR3 is not true in most instances. It really only applies, it appears, to a very specific set of circumstances and settings that that average 2D user would not reduce their settings to. This is not to say that I dismiss your findings. Quite the contrary. They are certainly intersting results and something that I think should be looked at to work out why it occurs. Again, if I have offended you I apologise.
  3. Im a rotorhead. I have firends who both work on and fly the Apache. In all aspects this should be an "instabuy" for me. Unfortunatley 2.7 taxes my system and, at low level, reducing settings (flat terrain shadows etc) just kills immersion for a Helo especailly after the full overcast options were taken away and replaced with the beautiful but expensive new clouds. In the steam cockpit of the Hind I can just about keep my head above water by limiting activity within a mission but this leaves me only 15 fps headroom on average to soak up everthing else including the clunky triggering and leaves me largely constricted to the PG and Caucauses. Syria is simply not playable. My concern lies mainly with the Apache's MFDs. The single Shval in the KA50 at low level hammers perfomance in very high densisty areas. Even the Mi8 can stutter at times. Assuming that both cockpits will be fully rendered at all times as in the F14 and Hind, having at least 2 MFDs operational as a "live image" at any given time will undoubtedly turn my game into slideshow. Mid alt ops in the old A10C with the two screens running "live" Mav/TPOD images was often problematic. So , 2 fold question - any tips on reducing the impact as the game stands? I already have the lowest 256 setting for cockpit displays but Im thinking more of the mission editor, weather settings, high impact items etc any assurance/seeds of hope from ED that MC and/or Vulkan/API improvemants will in anyway ease such issues or is this very much a GPU thing. (I think i already know the answer on this). Thanks
  4. Source please
  5. No I get it. I just dont agree with your ascertion that DD3 is better for pancake as most pancakers dont have such stripped back settings and are hammeing their GPUs every bit as hard as Gavin in the Goggles. You appear to be missing or ignoring that fact in making the headline statement.
  6. I think it would be a good start if parked statics looked parked. Chocks, covers and tie downs. Perhaps with the option of attendant crew/items as a part of the spawn. At present I need 3 separate mods and a good deal of trial and error chock placement (ignoring the SH60 and prowler) to even get close to a realistic deck.
  7. Assuming December doesnt get pushed back to Q2 2022 of course..
  8. stock footage of the Thunderbolt Demo Team .
  9. Except they don’t in general. Only it seems for you. From the previous runs I did with you setting albeit a 1920 1080 resolution to match my monitors native resolution I saw an average of 116 in 2.7.8 v 124 in 2.7.6. taking into account resolution and your higher spec gpu to mine I’d say that’s not too different from your “discovery” results in this test. And my results were obtained on DDR4 @ 3600. that’s why I asked if the test had been tried using more realistic 2d graphics settings to actually put some pressure on the system at VR does. I don’t think you have sufficient corroborating evidence to make the claims you are making let alone self declare it as a solution at this time
  10. 31GB is at 1080p. Makes an mockery of the stated recommended specs.
  11. Have the same tests been run with reasonable 2D Graphics settings or just the bare bones one previously used?
  12. I sit in the back and look out of the window trying to spot yellow cars.....
  13. @ram69 .You havent mentioned rudder/ anti torque pedals - only the Alpha has a twist axis so that may be your deciding factor (although Id personally say get some pedals if you are able financially and physically able to) You get a few more buttons on the CM2 but there are enough options to cover the bases of DCS on the alpha I think plus you get the option of a x/y axis thumb stick which is useful (although this is a feature of a lot of throttles too). Zoom. The brake lever is much more useful as a brake lever IMHO since if its assigned to zoom, you'll have to hold it there whilst you may alos be trying to press other buttons. A good few modules in DCS do not have rudder pedal braking as an option so the granular analog action is a useful thing. Having to think about the way a function on a button performs between modules is a road to madness. The more conmon definates you can use, the better. You can use the Z axis of the TIR to fulful the zoom function (in axis settings) but you loose "TrueView", thats the off centre neck movment as you look over your six, if you do. Ive gone back to using Stick buttons for zoom as its a lot more conforatble that constantly leaning forward, adjusting cruves and carefully setting the TIR graphs so as not to push you face through the HUD. Range of movment in the cockit is also greater if you keep TIR as per its default in the game. The scroll wheel on the Alpha would seem to be a good zoom option leaving 3X4 axis plus push Hats for the important stuff and a 3 buttons for the other stuff (designate, weapons release and a knock it off switch). DCS can also add modifiers from the stick. I use the flip trigger as modifier in certain circumstances to increase the functionality of buttons/hats for less common/once per mission actions. The base and extension will be a great upgrade for helos and WW2 aircraft especially with its optional cams to make the stick more cyclic like (i still prefer a definate centre as I used to the trim and centre method in the game). Its not impossible to fly helos with a short sticks, I did for a couple of years and Im sure many still do very well but a longer throw will give you finer control without the need for curves or dimished saturation in the axis to complicate things. The big but here comes with the F16 and other FBW jets where a long throw can feel a little odd (but not totally immersion breaking). If you love Helos, you wont say with the Apache for long anyhow.........The glorious and oddly beautiuous Mil8 will lure you away and you will never return..........came for Hellfires- Stayed for the Heavy Lift
  14. I have an original T50CM Grip which I like very much and which replaced a warthog and a sidewinder. The CM2 has considerable functionality in the number of hat switches with a press function and is highly flexible in terms of what it can cover as a result. The T50CM grip IS NOT designed for desktop use. I cant remember if the warthog base would further limit it but, between the two bases (used both in a long stick manner), like the Virpil more as, to me, its a little more tunable with interchangable cams, springs and tension adjustment. The T50 feels big in the hand (o er missus) compared to other sticks and I would say its probably not a ergonomic as as US inspired grip but it does offer a lot in terms of available buttons and is not uncomforatable to use. On balance however, if I were to upgrade I would choose the Alpha is it offers enought switches to cover targeting, trim and countermesures (especially if used with a decent throttle) in a slightly better ergonomic package.
  15. @RuskyV Thank you for the detailed reply and you detailed sybolic link instructions. Having just shelled out £240 for 32GB of Gskill Neo 3600 16-16-16-32 dual rank, Ive rather made a rod for my own back when it comes to a even expansion! I agree there does seem to be an inordinate amount of "depth" to the skins and cockpits. I guess its something that comes into its own at higher resolutions.
  16. Russian Carriers have very strong point defence weaponry. Either version of the Kuznetsov can despatch a US supercarrier, inc CV59,to the bottom in under 1 min and 20 seconds after firing its GSH30s alone. Super Carrier sinking.trk
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  17. nah - youre looking at it all wrong TBH Ive been using the HW for practice because it was so tight. Seriously though. Its fine, if it dont fit it dont fit.
  18. @SnappyBTW - The Chinese Type 071 will accomodate the Hip. Not exactly a Destroyer but not a carrier either.
  19. If you land a Hip on the Moskva you'll see its one big bird on one little perch. Makes sense for it not to operate from it but equally, the ME allows us to use our own imagination so why shouldnt it? Ive put in a request for the Hip to be able to use the Seawise Giant and the Handywind which Flappie has kindly passed up the chain. Maybe one day that'll be two more ships at least.
  20. Petro doesnt currently recognised that there is a forest between the ATGM and the tank at the moment.
  21. Somewhat annoyingly the Hip is restricted at sea to the Carriers. The Hind however can happily be placed about the Seawise Giant and Handywind. Be nice if the ole girl got the ability to do the same.
  22. The huey and KA50 work on pretty much every boat including the Seawise Giant and Handywind, red and blue with a helideck on it. Hind will work on the Carrier, Seawise Giant and Handywind. Hip on the carrier only (annoyingly). Just checked. I dont have the gazelle. I have enough DCS woes without it. You sure that youre not assuming it snapped to land or your not trying to place a helo from the opposing faction? When you set starting from hot or ramp, it snaps to the middle of the boat if both are from the same side.
  23. I certainly wasnt aware they follow correctly now. The SAR script allows the chopper to last for loooong time I suppose but the "if" remains around the frequencies staying on subsequent spawns as Ive not tested it. As for the scripting it very simple - copy paste and add the ship andhelo name - and for me, thats less time than setting up the waypoint commands since I already have MOOSE running for other stuff. There is no right way but the way that works for you
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