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Everything posted by Inseckt
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I just did the following: 1. Uninstalled DCS etc. 2. Installed 1.1.0 (Release version) -> Problem is not present 3. Patched to 1.1.0.6 -> Problem is not present 4. Patched to 1.1.0.7 -> Problem is not present 5. Patched to 1.1.0.8 -> Problem is not present 6. Patched to 1.1.0.9 -> Problem is not present 7. Patched to 1.1.1.0 -> Problem is present It seems to me that the 1.1.1.0 downgrades the sound engine to BS level. Can that be possible?:huh: I really wish some devs or the like could chip in now and perhaps point in the direction I should go next. I'm not very computer savy and don't know what to do...
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Paulrkii has a thread called "trng guides" or something similar. There you will find an emergency checklist which is pretty good. I think it's even based on real-world operations. Edit: link: http://forums.eagle.ru/showthread.php?t=77053&highlight=trng+guides
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Reinnstallation/update of sound drivers didn't do the trick:( Going back to an older version of DCS. Hope it will shed some light on wheather it's DCS or my comp...
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Here's an update on the issue: I have done the following: 1. Uninstalled DCS completely 2. Checked that the sim was no longer available in control panel 3. Deleted remaining folders 4. reebooted 5. did a registry cleanup 6. defragged drive 7. Installed vanilla 1.1.1.0 (full) 8. Reinstalled DX and ++ as by instruction by the installer package 9. launched DCS:WH Conclusion: Problem remains:( In particular my game isn't able to loop the apu sound in a seemless manner. Might apply to some other sound as well, but the engine sounds seems okay. Also the menu music still glitches, but it isn't looped, so don't know why. I hope that someone in the know's are following me. It might not seem like a big thing, but the sim is uplayable at this point in time, the sound is like torture:( However: The reinstallation process fixed the engine sound coming from the front of the plane:), it was however not the most pressing issue. I'm planning to do this next: 1. Reinstall/update all sound related drivers If failed: 1. Unistall DCS 2. Install old version, to confirm that the problem does not exist there. Ta
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Unlike synti, I have it in-game as well. I have found out that the digital pop is generated anytime a looped sound effect goes from its end to its start. I deduced this by studying the time interval between pops, and comparing to the APU.waw (for instance). However, I also do seem to have the pops in the menu music, like synti, so I just dont know... I'm currently uninstalling, feels like drowning a puppie over some cosmetic reason:cry: (not that I know how that feels)...
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Hello I've patched to 1.1.1.0 and went for it, to my disappointment, the sound is now awful. I get these little "pops", like a scratch in a old vinyl record. Very annoying. I had these problems in early black shark versions, but it all happily went away with the new sound engine in DCS:WH, but to my dismay, it's back! Furthermore, the engines now sound like they are in front of the plane, a problem I have never had before. I have the correct dx and ++ versions as stated in the download. I've had absolutely no problems with DCS since beta, I guess I'm out of luck:( I'm downloading the full version tonight and will see tomorrow if that fixes it. Any suggestions until then? :helpsmilie:
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Confirmed
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I don't know about the code, but i think the forces needed to compress the explosive substance to such a high density that the temperature rises to beyond self-combustion temerature, is pretty darn high, (extreme g's needed for a certain time interval), indeed some expert could correct this as well... I wouldn't know about explosive compartment breach and metal on metal sparks, but I think that as well need considerable forces. As long as the fuzes aren't activated, i think regular ordenance is very hard to set of (by design). I guess what i'm trying to said is that, damage to ordinance isn't always equal detonation, so dont be to quick to say it isn't modelled. DCS code goes suprisingly deep sometimes:) About turning in to a fireball; I think it would happen first because of ignition of internal fuel, which then would heat the ordinace.... (most likely anyway)... Still: Experts could correct this as well... Edit: sniped, I'm I slow typer...
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hm, perhaps. The thing is; its difficult to test to confirm. If you fly at altitude above the sam, then while circling, descend until it fires, how do you know if that was max range? or if it just waited to you were well in to fire? Its hard to pin down, but at least the numbers isn't to small then? (which would be worse). In tacview, firing range is presented with a dome, but I think its only a simple fixed radius dome, which wont help. BTW; how were the altitudes much lower? Do you mean from the briefing, the ME, or just that they didn't fire when you were at this and that altitude? Stock mission? user mission? etc... I am prepared to investigate inconsistencies:)
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The altitude numbers are directly taken from plainsight's A5 threat guide, and I have personally tested those that stated below 35 000 ft, and they seemed to be correct, so by inference, I assumed the other ones to be correct as well. Must wait for DCS:Fighter to test the rest :smilewink: . You might ask if to simply fly over is a valid test, but at least it confirms that the number is not wildly wrong:) The rest is up for dispute...
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If you have mavs, check if EO is on.
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Aries; I agree. I have made a new version true to your suggestions, looks more convincing:) Thank you for the contribution! First post updated. v1.1
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So, i've been doing some work the last couple of evenings. My intention was to make quick-reference threat charts. Now there is already some threat guides around, including Paulrkii's; http://forums.eagle.ru/showthread.php?t=77053&highlight=paulrkii ; MadTommy's; http://forums.eagle.ru/showthread.php?t=68182 and also kind of what I had in mind; Threat chart by PlainSight (same link). However, I wanted to create one of my one with the following objectives: 1. A condensed chart, maximum 2 pages, for convenience of quick reference in stressful situations. 2. Slick looking, so to fit nicely to my printed document folder. 3. Easy on the eyes, easy to read, but must still contain enough information for any situation. 4. Numbers presented in different units. 5. Include the CMS instructions from Paulrkii's guide. (link above). 6. Reliable numbers. Now, allow me to elaborate on that final point: While reviewing the above mentioned guides; the in-game encyclopedia; ME graphically represented data and also in-game testing, I have not found all numbers to match up. That was expected. But for my needs, I wanted numbers that I could trust. So in order to settle disputing numbers, I have applied the following logic: 1. Real-world numbers are not relevant, and was not considered for these charts. 2. When numbers differ by a small amount, I have selected the larger one. (Better to think you're unsafe when you're safe, than safe when you're unsafe:) 3. When numbers differ by a big amount, the ME-data alongside in-game confirmation was considered to be the most relevant. 4. When a number was to ambiguous, it was left out. (please do help if anyone can shed some light on the missing values :helpsmilie: ) In the end, I'm satisfied with the preliminary result, and have learned a lot, and now I wanted to share with you guys (and girls?) for peer review :smartass:. I welcome criticism and opposing opinions and I will follow up any inconsistencies that may arise. I do however ask that any number-disputing is accompanied by reference, ie from the ME, from another guide or the like... (No real world numbers, as they are not the objective of these charts)... Puh! So here it is: (v1.1) Threat charts v1.1 by Inseckt.pdf Edit: added xls version by request (download, then manually change file extension from txt to xls): Threat charts v1.1 by Inseckt.txt
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• Takeoff and landings from pitching and rolling ships according to wind speed and direction (!) edit: might just find myself back in the shark in a while then:)
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SpaceChem is now available for Ipad :) Playing an addictive game while playing the boring part of a even more addictive... ehem.. "game".. Just kidding; "sim".
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There be hidden secrets in the depths of the CDU i tells you! Wich only the pure shall gaze upon! :detective:
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Okay, I did a extensive search for the document im thinking about, but couldn't find it either on my comp, these forums or the wiki. Kinda weird. But I took the liberty of scanning the tables and attaching them. But I must state that I do not know who made them, and anyone who can enlighten me about their origin, please do so.
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My suggestion would be to throw some color unto the tables. It might be subcontious, but colors aid in transporting contained information into the "medium-term-memory" and also makes it easier to spot important correlations... I looked through my computer for a brilliant chart which I have printed, but couldn't seem to find it, sry.. Otherwise; nice document. Its true that learning the hotas is the key to the hog...
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Perhaps you are waiting to long to rotate? I always apply some backwards stick pressure, even before rotation speed is reached, as this speed can vary from mission to mission from weight, wind etc. So by apllying said pressure, I normally don't get any "suprises" when rotating... And yes, a powerful head wind can sometimes feel like to be "throwing" you up in the air.
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yeah, galileos law of free falling objects is about objects in a vacuum. There was a mention erlier in this thread about paying attention in physics:)
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I dont know if the effect would be unneglisheable, but terminal velocity varies with height. At great heights, terminal velocity is greater due to the less dense air, and thus less air resistance. As I said, I dont know how big the discrepancy would be. Another thing wich I know DO greatly affect T.V. is the position in wich you are falling. If you were seated in a upright position in relation to the ground, your speed would be greater then if you were falling, for instance, with your back first.
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This thread has about one million pages, and I cant look through them all, but I wonder if anyone ever noticed that in the logbook.lua file, friendly air to ground kills is abbreviated with fagkills... kinda funny....
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I think I remember that mod, but didnt the breathing intensify in relation with engine intensity in that one? Could have been a different mod though
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I agree! That would be awesome... But how about taking it further with a mod that hooks up with a chest monitor and syncs the breathing sound with your own:) or you could simply use a mic, loop it through a filter for proper acoustics, and play it over the sim. Use a scripted trigger thingy for synchronization with in sim oxygen flow on/off :D But seriously, that would be cool as hell, but as tailspin said, a option for on/off would probably be nice:)
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LOL, I nearly crapped my pants right there :megalol: