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Everything posted by iPod_09

  1. Hello BIGNEWY, Thanks a lot for your answer and the fix provided! It works well indeed. There is a big drawback however : if I use an absolute FOV I completely loose the zoom feature/axis :(
  2. Please read the linked posts ... On a triple screen monitor, vertical FOV is like this : It's not a question of trackIR, it's just no good. It should be like this : Some tweaking in server.lua or in Cockpit/Views is required to make it correct (by correct I mean same vertical FOV as other DCS modules). Problem is server.lua is overwritten by some servers (not all) and editing lua in /views does not pass integrity check. => you cannot have playable FOV in MP right now. It is not. Having a borked FOV is. Other modules do not have this issue.
  3. Related to : https://forums.eagle.ru/showthread.php?t=270982 https://forums.eagle.ru/showthread.php?t=166142 Hello ED team, It is still not possible to use KA-50 on several MP servers which override server.lua -> FOV is just unplayable without lua tweaking. ED please fix this! it has been this way since the new cockpit is out, 8 months (!) if I am not mistaken.
  4. Can we have a formal statement from ED regarding this feature please? Is it on the TODO list? Is it planned?
  5. Yes you are right it uses SADL, which "shares information with Link16 through gateways" (source : USAF) "With SADL you can see everything that a friendly user puts on the link," So IRL A10C have no way to see air threats at least on their TAD ? Well that's a disappointment.
  6. I noticed unknown and hostile aircrafts are not represented in the Scorpion HMCS and TAD. In the documentation I can see : AIR TRK FRIEND : No function AIR NEUTRAL : No function AIR SUSPECT : No function AIR HOSTILE : No function AIR OTHER : No function Since AWACS feed this information to link-16 + obviously the placeholder option is there, how is it that we are not able to see it both on TAD and HMCS ?
  7. this. Only thing reliable IRL is MAR. We did tests pre and post patch at very different altitudes. All 120 MARs have decreased in the recent patch, but not by a lot. Main reason is : missile now briefly lose track in the middle of slice down maneuver. no chaff were used, purely energy tests. Current REDFOR meta in DCS is 1. Split S/Slice down at MAR 2. lose 20k feet at mach 2 while notching (which IRL would send a pilot to the hospital for like 3 weeks due to pressure difference) 4. recommit 5. shoot If FC3 radars were not instant all seeing AND/OR if bluefor SAMs were not that shitty (meaning having a true 15k feet hard deck and ability to shoot shit bellow 1k feet AGL), it would be a totally different story. We are very far from realism as far as DCS BVR engagements are concerned, but it is not necessarily a missile issue IMO.
  8. FYI I know this is marked as fixed but it is not for me. autoexec.cfg does not work either. EDIT : Works fine in solo, even without autoexec. Does not work in multi (server Blueflag), statics and bomb craters disappear >8.6nm
  9. Thread is going a bit out of subject here. @GOA Sorry I did not answer your last post because the issue would not happen again since my last reboot. Regarding all the people here complaining about general performance, 2.5 have never run so good since 2.5.0 Just put your preload radius on 5000 or lower and put the game + pagefile on SSD. That's it. I have 16Go Ram and multiplayer loads and runs perfectly well, as do solo missions. If you have less than 6Go VRAM on GPU, reduce terrain texture to low. Ease on Shadows and antialiasing if needed. If you push your hardware, DCS will not forgive and CTD, that's the sad truth but it does not mean it is unplayable, very far from it. Right now for me only Mission Editor still crashes a lot because terribly heavy on RAM (takes more than missions).
  10. ME is heavier than flying a mission in terms of RAM consumption right now.
  11. Looks awesome, nice work indeed ! Does every clients needs to install it in order for assets to be working in MP ?
  12. If the parking spot is occupied the a/c will choose another one like it should do, no ?
  13. Encountered in PG map latest OB both SP and MP, include helipads, buildings, units, helos and planes. I used static objects to build a target range lost in the middle of UAE's desert. Cannot see shit unless very close.
  14. Dear ED, Since 2.5 you gave us a nice ME with a lot of details (structures, roads & paths, rails, topography and other stuff). I've been editing my Persian Gulf theater for quite some time now. But for the life of me I just don't understand the ressources this thing eats, especially the RAM. Sometime I can go up to 9 or 10Go RAM in ME while running 5 or 6Go in-flight (on simple light solo missions, 50'000 preload radius) or even 2-3Go (3'000 PR radius). Why is ME so heavy and inconsistent ? - While editing, ME crashes a lot, lags and takes sometime a few seconds to save the mission. - Once the mission is saved a unit would just randomly disappear, along with its flight plan you spent 20 minutes to tune. - ME takes all my RAM (16Go minus background processes and system) and still manage to use the pagefile like hell. My SSD (this ****er) go up to 80% usage and stays that way even after getting back to menu. DCS REALLY need a lighter mission editor without these heavy map elements (seriously .png layers would do well enough). Given that dynamically generated missions will never happen, ME is a place one will spend a lot of time in. Better run fast and smooth. Currently it is a real pain, and I strongly suspect massive memory leaks just about everywhere in DCS. TL;DR : For the love of F14 please focus on performance fixes rather than planes we cannot fly on missions we cannot create nor run. Falcon BMS, create mission, right click, set squadron, set target. That's it, flight plan and all. <5 min Game is 20 years old, just saying.
  15. You make a very good point, maybe you should post it here : https://forums.eagle.ru/forumdisplay.php?f=594 This current thread is for controller bugs only.
  16. Yes please ! In general more 2 way/3 way switches positions would be very appreciated.
  17. Hey man, thanks for ur answer ! I did not reboot yesterday, trying to find the cause. OB update came in today and it didn't do shit. Been there, done that. Having the issue since May, multiple updates since then, no changes in behavior. I have no insights on the WDM issue you mention though. WIN10 Version 1803 Build 17134.286 Sum up : i7-4790 @3.60GHz GTX 970 16Go RAM DDR3 OS on SSD 120Go DCS on SSD Sata III SanDisk Ultra 3D 500 Go 560Mo/s Full specs here o7
  18. So I'm raising my original post from the dead, I keep having this issue from time to time. Only difference from before is I am running DCS on SSD now (a pretty hardcore one for that matter). I noticed the stutters appear when I restart DCS "lots" of time in a row. This evening for exemple I set up a mission, DCS crashed twice (which I am used to by now), restart again because TrackIR was not tracking shit and then launch the mission. When finally getting on cockpit I have this very precise stutter every second like a clock, GPU is maxed at 70% or so, won't go higher. No other ressource eating process on the background, no bottleneck of any kind according to task manager, ressource manager and god himself. If I kill DCS and start again, same shit. So same as before : only workaround is rebooting my PC, start DCS, same mission, no stutters, GPU at 100% no changes in CPU behavior or RAM behavior prior to reboot. Whenever I have this issue I just reboot, no big deal but hell wtf is happening ?? I have tried restarting GPU drivers, messing with Vsync and fullscreen. Nothing works until I reboot. In the end I don't think it is GPU related since DCS is the only game I am having the problem with. What changes for DCS and/or my system between reboots ?
  19. It certainly will because it requires more computational power I guess. Although I found it is quite negligible. Go to your DCS.log, it should display how much CPU scripting is using in %. Note that this is a relative number so it can get high if you run the mission for a too short period of time, especially if you have a lot of units spawning at the beginning (like RAT does). I use RAT (quite heavily), AI2ADispatch & Spawn, and performance are not affected throughout the mission. At launch I may have a long freeze when RAT spawns all the traffic but mainly because I am running on HDD and textures take time to load.
  20. Same here, plus I have SAM launch warnings, didn't test with AA.
  21. Yes you can do so pretty easily by defining CAP Zone(s) and assigning units from templates you defined before or even new ones. Note that MOOSE will be assigning interception tasks smartly, for example GCI will not takeoff if a CAP is already airborne and in range to deal with the threat. -- Setup CAP Zone: put an airborne unit late activated named "IRCAP West" or whatever you want in your ME and draw a zone with waypoints. IRCAPWEST = ZONE_POLYGON:New( "IRCAP West", GROUP:FindByName( "IRCAP West" ) ) -- CAP Parameters: setup your CAP, for example: OPFOR_A2A_Dispatcher:SetSquadronCap( "OPFOR_Bandar_Abbas", IRCAPWEST, 2000, 10000, 600, 800, 800, 1200, "BARO" ) -- Here I basically say: I want a CAP composed of planes of OPFOR_Bandar_Abbas squadron template in the IRCAPWEST, minAlt 2000m maxAlt 10'000m patrolMinSpeed 600kmh patrolMaxSpeed 800 kmh interceptMinSpeed 800kmh interceptMaxSpeed 1200hmh altType Barometric. -- Then I setup the CAP interval, here I say that I want a max of two CAPs in the zone then I setup the minimum and maximum time boundary in seconds when a new CAP will be spawned with 50% chance. Note this line is optional, default maxCap is 1. OPFOR_A2A_Dispatcher:SetSquadronCapInterval( "OPFOR_Bandar_Abbas", 2, 180, 600, 0.5 ) Check https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/AI_A2A_Dispatcher.html for detailed description of every function and parameters, tutorials and video playlist. This module is very well documented thanks to FlightControl and the Moose team :)
  22. I used MOOSE to spawn non static F/A-18 on Stennis, there is 6 parking spots in total.
  23. iPod_09


    FLIR eats so many fps right now I barely use it. I confirm I do not have your issue. FLIR to HUD is working and switch to HTS as well. Although I noticed that sometimes SSS does not work at all when in HTS mode (Wide/Narrow, BH/WH, FLIR/CCD and so on). The next mission it does magically work, could not figure out why...
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