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lemoen

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Everything posted by lemoen

  1. Yeah and it keeps showing a higher and higher number as you play more and more.
  2. I get the same with my rift, 1070, i5-7600k@4.5Ghz, 32GB ram, SSD. Seems to be a thing.
  3. lemoen

    How to rearm

    M2000 can hot rearm and refuel, not need to have the engine off.
  4. Yeah. like I said, it looks like some asset loading is taking place in parallel. the game loop and graphics calls, AI, FMs are still single threaded i.e. more cores doesn't give more fps. Sent from my iPhone using Tapatalk
  5. The map is currently not moving because half the targets are invincible to human players. Sent from my iPhone using Tapatalk
  6. Its a powerful foe, but if you look at the modules, Blue has overwhelming Fighter and attack plane strength at the moment, as well as numbers. So in my mind, allow them but make it effort to deploy one. if its 4 crates it means an 80km flight for a helo to deploy them all. So in my mind, it does make sense to allow red to deploy SA-10 or SA-11 maybe if 10s are too OP, in order to allow red to fight larger numbers of more advanced airframes.
  7. We've been talking among ourselves about good ways to allow RED to make up for the number imbalance but keep the 100% asymmetric airframes. Some ideas: * Allow reds to deploy SA-10 and SA-15 (maybe 4 crates and 2 crates) * Move M2000 to red * Reactivate Datalink (if it doesn't cause lag) * ERs / ETs * More lives My personal vote is for SA-10 / SA-15 and maybe more lives. This will allow RED to construct a powerful safety umbrella under which to use the SU25 and KA50 for attack. Blue will then have to coordinate for SEAD because they lack a long range missile for the task. Could make for an interesting scenario. It also enables two different play styles for the two teams without breaking the asymmetry. DcS is still broken ito invisible units so the registration numbers may not reflect typical numbers.
  8. They've always done this. The "Big Smoke" effects also do it, so when you rotate your head it looks like a tornado on the ground. It'll prob be better as they improve the clouds
  9. Lshift F10 fixes it :P
  10. Sithspawn mentioned in another thread that it is being updated.
  11. I'm not convinced. I see 2 cores running, sometimes at 100% and the others only shows transients. More cores seems to come into play when it is loading assets. I think what you guys are seeing is those 2 threads jumping rapidly between cores, like they do, and it seems to show high usage. I'm still not seeing anyone provide actual proof, just anecdotal accounts. Show us some graphs so that we can see what you mean.
  12. Did you ground lock the shkval first then move it over the tank?
  13. I'm glad they got changed. I can see them in VR now!
  14. The Tf-51 is free and can take-off and land in short distances on open fields. Also, it has CTLD support so you can cart around repair crates and SAMs / EW. It allows anyone to help with logistics even if they don't fly helos. While I agree the L-39 would be great on red, Blue's options are less stellar in this regard.
  15. yeah now divide that by 2 to get where us VR users are.
  16. 1000 km /h = 1000 000m / h = 1 000 000 m / 3600s = 277m/s t = d / v = 3400 / 277 ~ 13s
  17. It is not temperature related. Its more likely that there's a bug related to shader cache or something, maybe some objects are never cached and they are cached while in a mission and the stutters occur as they get created.
  18. That doesn't work for VR but the mirror display on your main monitor will be antialiased I think.
  19. We're all having this problem. Use 2xMSAA, lower your preload to 60000 or so. Seemed to help for me. Look in MSI Afterburner, your graphics VRAM is probably getting maxed out too (I know, I know)
  20. Vulcan will free up the CPU, not the GPU, so I'm not holding my breath wrt using higher MSAA. VR users don't need a high quality algorithm (until we have high res displays), we just need something to smooth the worst of the jaggies. I use 2x and its OK but it would be nice to have something faster.
  21. The builtin MSAA works fine but is slow as all hell. It would be nice if we had the option to use a lower quality but fast AA algorithm. Oculus recently added 8x MSAA support to their SDK, I wonder if ED will add this for Rift users. I guess not.
  22. ED hasn't said anything so no use asking I guess. I'm one of the lucky ones with 32GB of RAM I bought before the prices went insane. Also, we are on a beta release, you should expect things to not work 100%, bugs come out when 1000s of people use software. 2.5 uses quite a lot of RAM, in a MP server like Blue Flag or 104th it can easily hit 16GB or more. So people are wondering if this is intended, the future or something else. That's all.
  23. This is normal. Your card is probably not fast enough for 90 in-game so it tries the next factor of two of 90 (in this case half), if that doesn't work it'll try 22.5 and so on. I run basically at 45 max on my 1070 all the time. I use the ctrl+2 option but most of them just results in 45.
  24. I have died in 2.5 in the Gazelle and have not seen this bug again.
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