

lefty1117
Members-
Posts
160 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by lefty1117
-
Is it possible to get gbu's to use jtac lase to hit targets?
-
I've found that both on my x-55 hotas and on some keybinds (autopilot pitch hold to be precise) it requires you to hold the button rather than toggle it. Is this intentional? Is there a way to make it so I can for example assign A to the autopilot altitude hold and toggle it on and off by pressing A? Or on the dogfight modes on my thumb switch, so I don't have to hold it in a direction for AA?
-
I'm using an X-55. I noticed that the master arm/off setting in controls seems to require the button to be held in that position, as do a number of other controls that are mapped on the throttle. Is there a way to change this to a toggle instead?
-
I usually toggle Flight Director (can't remember if it's on or off lol), make my adjustments, click the trimmer to 'lock it in', then toggle FD again. The FD will remember your stick position when you clicked the trimmer and orient that way. The whole system didn't make sense to me until I realized that the trimmer is basically an autopilot in itself.
-
We need a bit of a change in the system so that missions can be spawned and tasked to a specific slot or groups of slots, and only those slots have the mission details available to them. That doesn't mean that other slots may not come across those same missions targets but they wouldn't be directed to them. What would really be cool is if you had a sequence of missions spawned in order depending on pass/fail of the preceding mission, and assigned to specific slots or flight groups based on their capabilities. A BARCAP covering a SEAD followed by a Strike, for example.
-
Does trim work as it is supposed to?
lefty1117 replied to SnapRoll's topic in DCS: Ka-50 Black Shark
Once I realized that the trimmer is really an autopilot, it all clicked for me. -
CPU Affinity Defaults to CPU 0 only...
lefty1117 replied to MackTheKnight's topic in Game Performance Bugs
From that screengrab it looks to me like core 11 is actually doing most of the work. The spikes don't matter so much unless they're sustained. Core 11 is the only one that really shows sustained utilization. I was messing with resource viewer and I couldn't figure out how to get it to show CPU utilization for the DCS process only across all the cores - that would be the definitive view I think to prove if this is really working as you think. -
CPU Affinity Defaults to CPU 0 only...
lefty1117 replied to MackTheKnight's topic in Game Performance Bugs
Mack - do you have in-game MSAA enabled? If not can you try it? I had to turn it off completely to get reasonable performance and remove the microstutters. I'm running an i7-5820k, 16GB RAM, nvidia 1070 -
Alright this is going to sound a bit wild, and is based in part on my rosey glasses rearview of similar groundbreaking feature in Falcon 4, and I have no concept of the time and effort that would be required, but hey this is a wishlist forum right? This is my wish: *A Dynamic Tasking Engine that can be used in SP or MP to create entire mission packages in real time, and adjust further Tasking based on mission results* - The tasking engine would work within the overall constraints of the campaign ruleset, based on strength of forces, resupply, available equipment per the era, to be defined by the player or host. - The tasking engine simulates the entire Campaign, from all air tasking roles down to ground-level actions. So in this case, Combined Arms style gameplay would be enabled with ground tasking such as "move to this point, eliminate this unit, capture this town" etc. - Campaigns are based around a set of core Objectives, from which the packages are created. Missions are individual elements of a Package. - The tasking engine assigns missions to slot groupings, which themselves have a defined role (or multirole). So in the case of a MP server, 4 x A10C slots with the task CAS would only be assigned CAS missions from a larger package to help achieve an Objective. - Packages consist of multiple missions, typically performed in stages and with interdependencies; for example a package may consist of RECON, SEAD, CAP, STRIKE missions. - As the campaign moves in real time, package and mission slots are manned by AI pilots, when a player isn't available. - A player may join a mission in progress if they jump into that slot; they simply take over from the AI pilot. - Conditions for overall Victory can be determined by the campaign creator/administrator. - The tasking engine should factor in available resources when determining what missions to create, which slots to fill, etc. Slots at a destroyed airfield should not be spawnable, for example, until/unless the airfield is repaired (which can be a function of time or other automated method, or could be a player-led activity, but not trying to be too greedy!). Some of these things exist in part as highly impressive scripts and customizations that server admins/devs have done over the years. But ideally ED would be providing a much more full featured framework to operate from. I don't know if something like this is already on a roadmap somewhere, but when I look at DCS overall I feel like the main thing holding it back from being the ultimate combat sim is a dynamic campaign capability, where mission results matter and impact subsequent mission generation. And of course in 2018 a robust multiplayer component of that is really needed. Thanks for reading.
-
This has brought a lot of people out of the woodwork, both first timers and lapsed players … it's hilarious to look at a server like TTI and see how many slots have been reserved for F18 (and are being used!!). Great module, great plane.
-
So does this mean in a mid-air restart all you have to do is crank the other engine ??
-
The stutters and pauses are just killing this game
lefty1117 replied to Capn kamikaze's topic in Game Performance Bugs
I relented and disabled MSAA, and it's been a massive improvement to FPS. It even feels like the game loads in a bit faster though I don't see how that would be related. Now the only freezes or stutters are purely from the server, not as they were when doing basic things like panning around with the camera. -
When I turn off MSAA, even from paltry 2x, the performance boost is substantial. With MSAA on I'm getting constant microstutters.
-
you can press Enter key or bind TCD Depress
-
Maybe I'm not looking in the right place but I have yet to see any kind of official response from DCS on this and multiple other performance and crash issues. Am i missing something? And it appears nothing for crashes/performance was addressed in today's update, at least according to the changelog. ED, come on guys please tell us what is happening.
-
I found the same big improvement as BitMaster, but to DflippinK's point I'm on 1080 x 1920
-
CPU utilization Full Screen vs Windowed
lefty1117 replied to DflippinK's topic in Game Performance Bugs
I not only noticed that but I observed that my trackIR is smoother when I'm in windowed borderless. No idea why -
Here it is. Thanks for checking it out! DxDiag.txt
-
Crash log attached … multitudes of missing files referenced, can't open textures, missing .json files … this is a clean install. It's bad enough with the lag and huge load times (probably caused by all the missing files referenced in the log) but then taxi to the runway amid the stuttering and CTD after 14 minutes of waiting? It's becoming really frustrating. The worst part is there doesn't seem to have been any statement about these crashing and performance problems that have become even worse in 2.5.1, or even acknowledgement that it's a high priority to fix. dcs.old.zip
-
(DDCS)Dynamic DCS, True Unpredictable Perpetual War
lefty1117 replied to Drexx's topic in Multiplayer
I tried this server last night. I didn't play too long because I got a warning that I was about to be kicked for not being in the Discord group. A bit heavy-handed for my taste, but it's not my server so i respect the admin's rules - maybe I'll check it out in the future some time. It would have been nice if external camera views for Allied units was enable like on Mirknir's old server, or the TTI servers - it's nice way to pass the time when making a trip. -
Disappointing performance drop, 2.5 & 2.5.1
lefty1117 replied to Sn8ke's topic in Game Performance Bugs
I've pretty much had it with the game at this point until there's another significant release. I've wasted far too many hours the last two weeks fighting with crashes, lag, stutters, you name it. This game used to run like a charm but even since 2.0 performance has steadily declined. Now it's basically unplayable. And not much in the way of acknowledgement or updates from the devs on this. -
OP, for what it's worth, multiplayer is largely unplayable at this point, I have yet to get on a server that doesn't have massive lag on load in (IF it even finishes loading) and once in a slot have to wait another 2 to 3 minutes for the cockpit to appear. Then, if I'm lucky I may be able to take off without intermittent lag spikes causing me to crash. So you are not along in your major performance hits and there really hasn't been much acknowledgement about the problems other than to clear metashaders and user directories. Which does nothing. I spend less and less time with this game lately, it's just an exercise in frustration trying to get a good session in. The game has gone backwards especially in 2.5.x
-
This is more about multiplayer ... there is the extremely long load in times and then ongoing stuttering, freezing (affecting everyone on the server). On some days it's hardly playable.
-
I want a super ambitious attempt at dynamic campaign like we last saw in Falcon 4. We still haven't seen anything that approaches it, except maybe Enemy Engaged helo series.
-
It looks like no performance improvements were addressed in today's update. Could we please get an update from ED on when we can expect to see some improvements for severe lag time in connecting to MP servers, severe wait times in navigating the Select Role screen, minutes in delays while waiting for the cockpit to load in and the ongoing periodic stutters and freezes during gameplay? Sure, it's a beta, but these sort of issues have persisted from the first 2.5 release and seem to have only gotten worse. Some sort of "state of game performance" update would be really welcome.