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Everything posted by twistking
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Hello, when in mission editor it is possible to define waypoint arrival times. Currently i'm editing a mission where some waypoints need to be reached at a precise moment, so in ME i set those waypoints to "fixed time" and entered the desired time of arrival. I checked that all the required speeds are valid and made sure that the flightplan itself was valid without any time/speed settings being outlined in red. In the mission however those times do not have any effect. If flying by the HUD tot calculator i'm late several minutes. I've checked in the CDU waypoints menu and it seems that my "fixed times" were not "ported over" to the aircraft. So the tot calculation is correct, but it does not use the values i put in those waypoints in the mission editor. What am i doing wrong? I assume that TOT (time on target) is the time at which the waypoint should be reached. Is this not correct?
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The caucasus is still a beautiful map and despite it's obvious shortcomings when compared to newer maps, it's very atmospheric and for many players also somewhat nostalgic. When flying low it holds up surprisingly well too. The biggest issue currently is the lack of the new night lighting. I feel that airport lights not affecting the aircraft looks so jarring now, that the map can only be enjoyed when flying during the day. I would hope that this can be improved on in the future. It would be a great terrain to fly the upcoming FF mig-29 in...
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Yes, this should be ridiculously obvious: A highly supersampled frame can be seen as ground truth and -in practice- Nvidia will likely have used highly supersampled footage for their deep learning training data. High sample supersampling is the idealistic gold standard for rasterized graphics, but it is simply not economical. It's obviously different, because it was only an analogy. Digital photography also deals with the problem of "rasterization" and does so in different ways. Subpixel shifting in DP fulfills the same goal as it does in computer graphics rasterization: Retrieving a higher amount of spatial detail frequency from a theoretical "ground truth". Again it was meant as an analogy only to get people thinking about subpixel shifting. Maybe we are discussing semantics now, but i think this statement is incorrect or at least misleading. Even without the "deep leraning" aspect, i would not call the upscaling a "guess". Technically there is no "guessing" (or RNG) going on, so i feel that you use the term simply in a derogatory way. MSAA and texture filtering could also be described as band-aids, that only do mere guessing to "fill in the gaps". I'd assume that developers can most importantly work on cleaning up or adding motion vector data, or maybe even reserve certain assets from DLSS altogether, when good vectors can't be generated. I'd also assume that improving frametime health could help with temporal integration and reduce ghosting, by allowing the algorithm to make more precise motion predictions.
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Hooray!
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I don't have an opinion on wether that's true with the current state of the technology, but in theory (!) a technique like DLSS could archive higher quality than raw rendering even if the raw image is rendered with MSAA. A technique that uses subpixel shifting with motion vectors to combine shifted images in a temporally stable way (what DLSS does, or tries to do) can archive a significantly higher effective resolution. People tend to not understand this: Techniques like DLSS accumulate image information over subsequent frames allowing it in theory to reconstruct an image with higher detail than "ground truth". The ideal case would be a static scene with a high frame rate. In the typical case (motion scene, lower framerate) the quality of the reconstruction is highly affected by the success of the temporal matching. In practice this is what leads to the perceived blurriness or -in the worst case- ghosting. Interestingly there have been many related techniques used to enhance video capture in the real world. For example subpixel shifting for ultra high resolution still photography.
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Hooray!
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i replaced the B-52s with B-1s and i haven't had a crash. I only tested in singleplayer though.
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cannot repoduce and missing track file Mavericks and air starts?
twistking replied to nick10's topic in DCS: F-16C Viper
When doing air-starts, the Mavs should already be bore-sighted. I'd advide to double check, that auto-handoff has actually worked: After handoff, check the weapons page (WPN) to see if the MAV really has a solid lock on the correct target. Use the FOV toggle to "zoom" in the MAV video feed. -
Non sarebbe una cattiva idea, ma penso che la traduzione automatica sia possibile anche con PDF. Hai gia provato ad aprirlo con Microsoft Edge? Edge ha un chatbot AI integrato.
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MAXsenna is correct, however if it's just the steam community and social features you are after (friends, steam overlay, streaming etc.) you can easily add standalone DCS to your steam as external app. Then it will behave like a steam game in some aspects, but downloads and DRM will not be managed by steam.
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Expectation on Air to Air missiles of the MiG-29A?
twistking replied to pepin1234's topic in DCS: MiG-29A Fulcrum
Really? -
If you have some sort of god complex, it must be truly difficult to endure the opinion of heretics.
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thanks!
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What would be a "typical" setup for the radios in the a-10c? Now that we have two UHF radios, which of the radio sets would "typically" be used for own flight/wing-men, which for ATC? Thanks!
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reported earlier Al Dhafra air base ILS issues
twistking replied to breakneckPace's topic in Bugs and Problems
There is an open Bug report from 4 years ago and it's still not fixed. It's just a little config error. I myself could fix it in 5 minutes if given the possibility. If runway 13 is active, ILS for 31 is active. If runway 31 is active, ILS for 13 is active. Someone just did a little oopsie with the config numbers. Honestly this shouldn't even take 5 minutes to fix. PLEASE?! -
Thanks for the explanation. So Mig-29 IRST is fixed in elevation when searching, but it is NOT fixed when locked on a target? So it can track at different elevation, but it just doesn't when searching?! That's quite peculiar indeed!
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Tanker lighting effects for night refueling
twistking replied to Hellbat's topic in DCS Core Wish List
Another big issue that still persists, is that the tanker's position lights don't get rendered at all after only a few hundred meters distance, making rejoins both dangerous and immersion-breaking. -
So you'd lock a bandit with IRST and radar turned off. If laser rangefinding is not successful, the radar will automatically go into ranging only mode, while azimuth is provided by IRST. Is this correct?
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Gun crews for the medium and heavy AAA please
twistking replied to twistking's topic in DCS Core Wish List
With AI units allegedly requiring thousands (!) of man-hours to make, it's a bit mind-boggling that we're still being shot at by guns manned by invisible phantom-crews.- 7 replies
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To open MT with steam version, you cannot start from your DCS folder directly, but you have to use the steam client to start DCS, then select MT from the popup-menu. There is no other way currently: Steam will always intercept the MT exe and use default binaries, which are - for steam - still ST.
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I noticed that if a unit skips waypoints with the skip waypoint command, it will immediately have the enroute taskings active that were assosciated with the skipped waypoint. Is this correct, or did i only imagine this behaviour (I find those things are very extremely tedious to test)? Is this only valid for enroute tasks, or will all tasks/options/commands trigger from skipped waypoints? Thanks.
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12.01.2024 - Vulkan Progress | DCS Core | DCS Modules
twistking replied to Graphics's topic in Official Newsletters
It could be a big difference, if you are currently CPU limited. With good single-pass VR the CPU overhead from VR should be closer to non-VR DCS. There's still overhead from the VR pipeline and drivers, but that's on a different thread anyways. So if a modern CPU can run flatscreen DCS at 120fps, it should also easily handle VR at the same settings at let's say 90fps. This would mean that all modern "gaming" CPUs (i5, i7 and AMD equivalents) from the last few years should be "good enough" for 90fps VR. Those that are limited by their GPU will not benefit from that though. For higher resolution, you'd still want a better GPU... Also this is all speculation. Lower CPU overhead is a very realistic expectation, but i've also laid out the most optimal scenario. Please note that ED officials were always very cautious when talking about performance gains from vulkan. Also this is only about single-pass VR. Vulkan is an essential retooling for the engine and it could come with improvments and even degradation in other areas. For example one can hope that Vulkan will help with the insane VRAM consumption of DCS, either by introducing smarter texture compression wizadry, or simply by doing better VRAM management...