ked
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Everything posted by ked
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investigating Different behavior with trim between beta and stable
ked replied to ked's topic in Bugs and Problems
So it turns out it was my virtual input (with joystick gremlin). I deleted the saved games folder and tried again, didn't work. But when setting input to the actual joystick it worked I ended up copying the saved games folder from the beta so the settings are the exact same ... and now it works as intended No clue why this would do that, I guess you can close this thread -
investigating Different behavior with trim between beta and stable
ked replied to ked's topic in Bugs and Problems
I already tried resetting everything Stable version 2.7.11.22211 Beta version 2.7.1.22211 Logs below The only possible solution I see would be to nuke the Saved Games folder and see what happens, or reinstall DCS which is not really ideal right now dcs.log dcs.log -
investigating Different behavior with trim between beta and stable
ked replied to ked's topic in Bugs and Problems
tried uninstalling and reinstalling the module, same problem tried deleting all of my settings (directly in settings.lua + inputs for pilot/george/cpg), same problem -
There seems to be a problem with the trim when comparing stable and beta versions. I use Instant Trim with a desk mounted Virpil WarBRD base and this is what I got. On stable the white diamond doesn't follow my trim (red cross), instead it always go back to center no matter what On beta the white diamond follows the red cross Now I know what you're thinking, just change trim modes ... result is exactly the same ... I even have a screenshot on stable where I'm fully trimmed forward and the aircraft is completely flat, it makes absolutely no sense. Am I the only one with this problem ? I checked my settings they are exactly the same, axes are good I have reset them to be sure, it makes no sense that I'm the only one having this. I have supplied the tracks for both stable and beta Stable trim Stable settings Beta trim (you can see the white diamond follows the red cross) Beta settings Weird trim fully forward on stable, aircraft is not even trying to pitch forward bug trim beta.trk bug trim stable.trk
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When I store target points as a CPG, using the tads and the laser. Then setting this TP as acquisition source and slaving to it. It seems like the point is offset by a margin of a few tens of meters. It might be correct as is, which is why I haven't investigated more and provided a track, just wondering if this is bugged or not
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In VR the only solution I found was disabling the "use mouse" functionality when boresighting and using the mouse cursor (which is now at the center of the screen) instead of the HMD. It's still not perfect but much more accurate. I can just activate the use mouse again afterwards To be honest the boresight procedure feels random and doesn't provide much to the sim but frustration, maybe we could have a special option to have it automaticaly aligned correctly every time and not have to go through this pain ? Would be sweet
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Splash Damage 2.0 script (make explosions better!)
ked replied to Grimm's topic in Scripting Tips, Tricks & Issues
I added the HOT3 on my end, not sure about the value it seems to correspond to the explosive payload for other payloads. ["HOT3"] = 6, Can you confirm it is correct and add it if all is ok ? Thanks a lot for the script -
I would love to know how you write your lua modules in rust :)
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I use MOOSE for most of what have been said above. I also played with sockets to send data out to a nodejs server, pretty fun stuff. I'd say having a better documentation (online and generated with your code), add API changes to changelogs and fixing SP/MP bugs would be awesome. You should probably look at automation of things like automatic update of carrier heading based on wind, recovery tanker, auto relief of tankers when empty, Smart SAM that don't always stay radar ON (as an option), better spawning capabilities (like a "SpawnInZoneFromTemplate" trigger function), having the possibility to add unspawned client slots as statics is pretty cool too. I also use MOOSE a lot to make AIs less dumb when it comes to engagements with the A2A_Dispatcher that allows me to set up borders for a faction, engagement range, disengage distance, etc ... + automatic spawning based on detected planes (can they carry fox3, etc ...) I've been using CTLD lately and I think this could be a great addition to the editor aswell for helicopter ops. Troops management and beacons are really cool As you can see there's a lot of great topics to work on :) Thanks for taking the time to ask the community
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They just announced that they found a fix for VR and that it showed 50% performance improvement: https://forums.eagle.ru/showpost.php?p=3869786&postcount=2333 But to be honest I have the same proc, 16gigs of ram @3600Mzh and a RTX2070 @1950Mhz and I have no issue running the high preset with 1.3 pixel density. I have smooth 45 fps Did you manualy overclock your CPU at 4 Ghz ? Mine is on auto and goes to 4.35Ghz single core and 4.2Ghz on all cores, it's much better for DCS than manualy syncing cores
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So I just got the RTX 2070 and thought it was finaly time to get my oculus out of the closet. Ran into the same issue One guy from my squadron explained me that it's the ASW turning off automaticaly, we don't know why. There's a way to resolve this however, press left ctrl + Numpad 4 or Numpad 1 and there you go, simple fix but well hiden
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So I just got the RTX 2070 and thought it was finaly time to get my oculus out of the closet. Ran into the same issue One guy from my squadron explained me that it's the ASW turning off automaticaly, we don't know why. There's a way to resolve this however, press left ctrl + Numpad 4 or Numpad 1 and there you go, simple fix but well hiden
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V1.2 is out, express is out of the equasion since it was a little out of scope. On top of that I added a queue system in case of disconection. Next step is the react interface here: https://github.com/Ked57/niod_manager
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[DCS BUG] Flickering black screen after some time, Jester Menu bug ?
ked replied to ked's topic in Bugs and Problems
They should stop maintaining their own engine and use a proprietary one tbh it's starting to get ridiculous -
It will run fine with any 4ghz CPU. What is really bottlenecking my FPS is the amount of graphics memory needed, in that regard the Radeon 7 could be a nice choice if you can get one, or I'd just wait for Navi this summer and hope they do it right.
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V1.1 is out! You can now easily create an A2A_Dispatcher, Polygon_Zones and get information about the groups in your mission
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V1 is out !
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Hey guys, I've been working a lot on the API and I have taken a decision: NIOD will now use MOOSE ! It makes my life so much easier. In one night I've already done this: - Spawn a group from a template - Spawn a group from a template in a particular zone - Many improvements on the socket There's still some work to do, like triggers, code preparation for npm and npm packaging. You can follow the avancement here: https://github.com/Ked57/NIOD/issues/2