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Everything posted by Feuerfalke
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can you get bs running like lockon fc? is that so hard?
Feuerfalke replied to sage0030's topic in DCS: Ka-50 Black Shark
I guess that has several reasons. One is, that the terrain is loaded in the beginning, which is in most of the cases the reasons for stutters. Accessing the HDD is still a weak point on most systems. It also might have to do something with the angle of view, as from this point, the number of staggered, perhaps overlapping objects is maxed out. As soon as you take off, the situation relaxes. Just ideas, though. @ IP: Have you disabled Catalyst AI? There's also some great posts on this forum, how to set up Crossfire to maximum efficiency. Maybe they are worth a read? I didn't find any other big problem in your DXdiag (though it states it's 32bit on a 64bit system, but that's probably just the wrong .exe started?) -
can you get bs running like lockon fc? is that so hard?
Feuerfalke replied to sage0030's topic in DCS: Ka-50 Black Shark
Another one with AHCI-disabled complaining about crappy software-programming? If you search this forum, there are numerous threads of people who claim that BS doesn't run really good on their machine. If you follow them, it turns out, most of the time it's either a setup-problem or simply a weak PC. As the second point is ruled out in this example, my guess is on your setup. However, as posted above, we cannot help you if you just keep venting. You could run a DXDiag and post it here, as a good start, check BIOS or hardware-settings of your controller and HDD, wether AHCI is enabled, or even more simple, by mentioning what OS you use at all. -
This statement is very misleading and taken alone, it's also wrong. It takes two components: The program and the OS. With XP, for example, the program may even be multithreading (programmed to spread different threats to different cores), but you may not utilize all cores. With Vista/Win7, however, even a non-multithreaded program benefits largely from multiple cores. Long story short: It cannot be black and white, since there are several colors included. ;)
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Well, if you take a close look into the description, the copy-protection and the recent history of UBI-games, it's pretty obvious that it's not the pirates UBI is worried about, but ebay! When you make a game that you know in and out after 8 hours of playing, it's pretty obvious, that the games will sooner or later enter the circle of ebay-reselling. And there is a huge market for those games, because one part tries to get rid of the games they played through, as long as they still get some money from it, and masses of customers who know they won't spend the full price for a game they won't play for more than 8 hours. And these customers can play a game, they even give their money, but not to UBI. If just half of the games bought are sold on ebay, that's a massive loss for a company. And some games switch customers dozens of times. The answer was UBI's DRM for Spore with 3 activations (IIRC 5 after massive protests) - no deactivation possible (AFAIK). And you really though that was against piracy and that is why they improved it? Think again, because Spore is the game with the most illegal copies of all games in the history of video-games. With UBI's new DRM for SH5 and Settlers7, you cannot give away the game at all, once you activated it and you have to be online while your playing. Your usage will be tracked, your stats recorded. Yay... But doesn't it help against pirates? Yes, it may. But as stated by UBI themselves: Sooner or later there will be a patch that will disable this forced online-connection. You really think that UBI will be the first to release this patch once the servers are down, when they already announced there's a backdoor wide open? As always the one suffering from it is the honest customer, but definitely not the pirates.
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Sadly, details on the DRMs used for SH5 have been released as well: - An internet connection is needed to play the game. If the connection is lost while the game is running, it will be paused until connection is reestablished. - User-logs will be saved on the UBI-server. - It is not possible to deactivate the game or your account. It will not be possible to give away the registred game. :noexpression:
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AH-64D Longbow Apache -10 OPerator Manual
Feuerfalke replied to Flying Bull's topic in DCS: Ka-50 Black Shark
Your link is to an AH-64A manual. It seems somebody made the AH-64D manual available. This will most certainly be oil on the fires of those who want the D-Version in DCS. Let's hope it was a valid manual with both most important characteristics: authentic and legal. -
At least she can buy a cheap car now - she definitely needs no airbags.
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:lol:
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There's only physiology-tests that indicate this loss. Given the test-persons are not the best in communicate cause and effect, I guess that's why there's so little data on this phenomenon? Childhood medicine and psychology has even shortly arrived under the scope of science anyway. Most studies are settled around ages from 10-20 years, just because it's better for headlines against loud music. ;) I heard about this a while ago, but just recently a friend of mine, who's working in the "cave-exploration-business" (that's what he calls himself, being a doctor of gynecology ;) ) mentioned this again, so I remembered that. Apparently newborn girls have the best hearing range, btw. I remember a number of 23kHz, but I'm not sure about it.
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I was aware of that. But I wasn't refering to the general aging of the ear, but to the shrinking of the audible frequency band during babies first 1-2 years on earth. (never quote a single sentence ;) )
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Actually learning never stops - it just get's slower. However, at the age of 20-25 the human body starts to age, including your sensoric abilities. But especially the ear, it starts degenerating soon after you're born. The frequency spectrum of a new-born is far superior to an adult person. It's not clear now, if this is a general phenomenon, or simply because the ear concentrates on supporting the bandwidths normal life (communication) uses. Well, but we better get back on topic ;)
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Be advised, that the Bu0836 does not work with 64bit OS and only with luck on 32bit Vista/Win7. I modded a stick myself, now it's just useful to sit on a desk and settle dust, as there is no driver-update being released for the Bu0836. :mad:
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I absolutely have to disagree with most things you just stated. I am not a sound-guru, but I do have a good headset and the difference between using my high-fidelity onboard soundchip and my low-cost creative-card is immense! Of course, as I posted before, it depends on a lot of factors. If you play a game that does not use these features, of course you won't make such a difference. But here again, we are at my above example, because you also don't benefit from a graphics card even in some modern games that simply don't use these features (HOI, DEFCON, Civilization, Stronghold, most browser-games, ...). It just depends on the example you chose. The most dramatic difference between both is just the simple fact that graphics cards are more often used to push fps, which still seems the most important factor of joy for some people. The soundcard, however, comparatively only adds a fraction of that to the fps-performance, but that is simply because sound-rendering is either reduced dramatically or switched to software emulation, because the CPU isn't used that much in most modern games anyway. Again, it is exactly the same as with graphics cards. There's just one critical difference: When you make a screenshot of your crappy-graphics-hardware rendered gamescreen, everybody says "Uhhh! How can you?", because the difference is obvious. When I send you my soundoutput, with your onboard-chip, it will still sound like shit. I don't tell you, that you need a soundcard, but there are literally hundreds of statements on this very forum explaining what difference a soundcard makes and that once you tried it, you never will go back - no matter if it's PCI, PCIe or USB. The fact that *you* may not have seen such a difference yourself does not mean that the example is wrong or that the majority of people making these posts are professional musicians. ;)
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Well, technically speaking, Sobek is right for a simple reason: You have only one ear per side, up to a total of 2 for the majority of mankind. These two ears are used to determine direction of sounds by measuring differences in accoustics and time-differentials when they are sensed. That's basically why you don't need more than 2 speakers in theory. But there are 2 things which need to be noted: 1. Technical: Most people use onboard-sound. They'd never use onboard graphics on a 32"Monitor, but for some odd reason they believe that an onboard-soundchip makes no difference against a soundcard. And when these guys find out, hey, there's a nice headset with USB-soundcard, they're in 7th's heaven. Wow, what an awesome headset that is! Yeah. You would have almost the same experience if you'd invested 1/4 of that money in a soundcard before. 2. Biological: As Sobek mentioned before, the human ear is a pretty complex system, the brain even more. While in theory there is only one sensor to hear sounds, infact the whole ear, even the skull sense sound (actually the whole body does - subconscious effects by infrasound is quite well known in the meanwhile. So, if a sound comes from physiologically behind the ear, it is differently noted than a sound that comes from in front of it. And the more you get used to your 5.1 headset, the more you can notice these differences, just as you learned to do in real life as a baby. But! and here we come back to the point already stated: To get this effect you need a sound-rendering device and of course a game that is able to simulate this 5.1 environment. Even with the artificial surround of modern soundcards a stereosound still differs a LOT from real 5.1 sound.
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Well, to be perfectly honest, even some basic EAX, realistic sound occlusion, 3D rendering or surrounding dependent reverberation and amplifying would already make a huge difference to turn this stereo-rendering into a useful 5.1 environment.
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How can the we (the community) improve gameplay?
Feuerfalke replied to Grimes's topic in DCS: Ka-50 Black Shark
@ Admins: 1. Open servers. Most servers are empty 23hours a day, but still locked. 2. Offer Teamspeak/Ventrilo servers. 3. Don't run the same single mission 24/7. 4. Don't make a 32 player limit and offer only 2 player-maps. @ Mission-Makers: 1. More PvP-Missions would be nice. 2. More difficult missions. Bashing terrorists in their huts is nice, but some active enemy CAP, moving units and AI-units fighting would be nice. @ Players (should be added in your list as this is the most critical part): 1. Read the briefing. 2. Yes, REALLY READ THE BRIEFING! 3. If you don't want to read the briefing, don't complain. 4. Teamwork - don't play for points, play for teamwork and fun, communicate and share located targets and threats. 5. Use comms if available. 6. Did I mention: Read the briefing? Stats would be great and/or logbook recording online-performance. -
I personally can't recommend the Medusa. Apart from it's limited frequency-range, it's open design, so it's very loud to the outside. It has also very fragile connections, where the earpieces are attached to the overhead-bow. It also has no option to mute the mic. If you are going for a 5.1 Headset I can recommend the Roccat "Kave" Headset. It has better accoustics than the Medusa and it has some nice features (like a mutable mic with a status LED that will tell you if the mic is active or not.) The Kave also does not tend to oversteering like the Medusa easily does. Besides that, it's not as loud to the outside and it blocks outside noise much better. Because of that, the full spectrum down to the basses are much more enjoyable. In case you still decide to go for the Medusa, please make sure you pick the version with the external amplifier. A friend of mine has the version with just the normal 3.5mm plugs and I had a much better sound with the ability to control volume beyond windows and x-fi than he did without the external amplifier. Both headsets are heavy! Please be aware of that. For most games, especially flightsims, my personal recommendation is to use the x-fi's virtual surround and go for a decent headset and attach a mic to it - the 5.1-sound doesn't make a real difference (especially since it's rarely fully supported).
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To be perfectly honest, that comment makes me wonder a bit. If the DC-engine has nothing to do with the chatter AT ALL, if it's just the plain AI, does that in return mean, that the AI in DCS is so much worse than than in JF-15, JF-18 and Falcon, that it can't handle chatter? :(
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Actually most of the statements above are not LockOn vs. Falcon, but LockOn vs DCS. ;)
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:D :thumbup:
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Win 7 Home, Pro or Ultimate?
Feuerfalke replied to joker62's topic in PC Hardware and Related Software
Home Premium if you use it for playing, surfing and maybe some homeoffice-stuff. You won't use the advantages Pro and Ultimate offer unless you run a business on your network or have a lot of computers. -
Perfect stick for A-10C from Thrustmaster?
Feuerfalke replied to some1's topic in PC Hardware and Related Software
Hint: Use it as axis in the hotas-config, not as mouse-axis. -
Perfect stick for A-10C from Thrustmaster?
Feuerfalke replied to some1's topic in PC Hardware and Related Software
That's great. It's been a while since I last programmed mine, but if you have further questions, I'll try to answer them. Feel free to drop me a PM ;) -
The main body (the green thing between the wheels) is shaped like a wing, where the motor sits, it's just a top-down-U-shaped wing. The handle acts as an elevator and vertical stabilizer. The prop sits centered in front of the main body.
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Perfect stick for A-10C from Thrustmaster?
Feuerfalke replied to some1's topic in PC Hardware and Related Software
I got to admit, that I missed your point, SUBS17. However, if it is, what you noted in your post: I've got to say, that you missed the point of the /U /M /D modifiers. What you programmed is a simple switch. You have to do that with e.g. press and release commands: BTN T7 /P Dogfight_override_mod /R MRM/DF_override_cancel BTN T8 /P MRM_override_mode /R MRM/DF_override_cancel The /U /M /D modifiers apply to other buttons in case you used the DF-Override-Switch as a modus-switch. In this case, you can add /U /M /D modifiers to other buttons: BTN T9 /U (function1) /M (function2) /D (function3) In which case T9 performs function1 when DF-Switch is in the up-position and BTN 9 is activated, function2 if the DF-switch is in the middle position and function3 if in the down-position. Please check the help-file for further details.