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Darcaem

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Everything posted by Darcaem

  1. I have reverted back to 2.9.2, last Open Beta before this last unified update, and it works smoothly again. I am able to restore the pevious higher graphic settings I use to play with before (I have onl kept the 50 frames cap) With the same graphics settings that in 2.9.3: Settings textures to High and Terrain textures to High (restoring the graphics settings I use to play with)
  2. Yeap, checking the expanded performance it seems VRAM usage might not be the cause of the problems. On the attached screenchots it is seen two different missions with terrible stutters with awful frame times and VRAM usage bellow maximum values Again, first spawn on the first mission works fine with the same exact VRAM usage that the second spawn, or the second time I launch the mission.
  3. Nah, I've just test the Prefer no sysmem fallback option with no change. I have spawn on a Huey hot on an a irfield, everything super-smooth at low level in land, sea and landing on a ship. Then without exiting the mission spawn on a new hot Huey on the very same airfield and frame times went crazy and framerate down to 20-25 In another play session I have checked the VRAM usage. It is clear that is the problem. In the attached screenshots can be seen that when I first spawn on a Huey GPU's VRAM it is almost full, runs smoothly. After some time and an emergency landing VRAM usage has decreased a little but is still at its maximum, it stills runs perfectly smooth. After that I spawn on a F18C and the VRAM usage increases over the maximum and starts using shared memory. Then the problem starts. The thing is, after exiting the mission the VRAM seems to not been released. If I exit to the main menu, go to the mission menu again and enter the same mission, in the same Huey client spot that before ( last screenshot), the VRAM usage is over the maximum. Dedicated GPU VRAM usage is the same ~7.5GB, but the shared memory has not been released. Also, I don't know if this is really important, but I am also attaching a screenshot from other sim where the experience is as smooth as DCS (when it is smooth :P) but it is actually using shared memory (probably unrelated, as GPU VRAM is not maxed out there, probably the GPU shared memory is being used for other stuff) PS: I have a 50 framerate cap, which visually works fine for me
  4. I haven't test it yet, thanks in advance. But I have also noticed you have low latency set to ultra. Just out of curiosity, do you feel any difference? I did try it and saw none (maybe because I have bigger problems preventing it from having a real impact), and with my little understanding and reading I assumed it was related with controller's input response time, and thus only relevant for shooters and games like that. Enviado desde mi SM-A346B mediante Tapatalk
  5. Thanks for the new feedback guys! I did test with all graphic settings set to bare minimum, just to see what happened, and the result was the same (also, before the unified update, playing beta version I could play smoothly with the settings I posted on the first comment) But I have realized that the problem is not actually the ghosting itself, is that it only happens "sometimes". The first time I launch a mission I can play super-smoothly, even more than in the previous DCS Beta version with the same graphic settings. But, if I exit the mission the frame times start going crazy. If I launch the very same mission, is unplayable. Even on the menus it happens (weirdly, it happens on all menus, mission selection, campaigns, settings... but not on the main screen). Sometimes after I quit and relaunch DCS it works smoothly the first mission, and sometimes I need to restart the PC. Also, sometimes when on the very same mission I change to a different client aircraft it happens, sometimes I can change without problems. I've been following some threads on the game performance bug section and I do believe there is something with my computer's setup that is causing troubles with this specific version of DCS Edit: btw, thanks @Nedum for the detailed explanation
  6. Meh, I was hoping to be able to play this weekend finally but changing cpu's affinity does not work anymore, frame times are peaking all over the place, even on the menu screen
  7. It turned out to be solved with the change "cpu affinity fix"!! I can finally play again with the same graphic settings I played before, even with high terrain textures, and even in South Atlantic!! I don't really understand it, but in my case if I alt-tab to the task manager and remove all DCS's cores affinity but core 1, alt-tab to DCS, alt-tab again, and set back affinity to all cores then DCS runs smother than ever Thanks to all for your pointers and suggestions
  8. Ok, another thing, which I know it sounds absurd... I have realized that when I launch DCS if I don't do anything and just enter a night cold start on Incirlik test mission (I'm using now for testing the M15 part 1 of Cerberus North campaign to be sure no mod nor custom lua code I have writen may be affecting) I get now 57-60 fps (which feels fine for me). But if I exit the mission and go system settings, even if I do not change any value whatsoever, and enter again the same mission, now I get 33-38 fps with ghosting The same is happening with the instant action free flght F18 Syria map. If I start the mission right away after launching DCS, I get around 70fps. If I start the mission after having test the other night test mission. I get 38-43 fps with ghosting
  9. Thanks guys I do not use motion reprojection, and do use OpenXR Toolkit with fixed foveated rendering set to preset / quality / wide (I also test with these with no difference) I've follow your suggestions and clearly, as all of you say, this is bound to low frame rates. When I achieve 45 fps the problem disappears. But what have changed in this last version? Why I was able to play with my settings before but not now? In case it rings a bell for any of you, I have noticed that the ghosting only happens with "ground stuff" (buildings, lights, walls when inside a hardened parking spot, etc.) but not with planes passing by either flying nor taxiing on the ground, and only when I move my head. I am using the Free fligh F18 Syria map instant action mission, and a custom one set at night when I start cold on Incirlik. In the instant action mission the other F18 passes by perfectly, but I do have ghosting with buildings on the ground. On my custom mission other hornet turns on its lights and taxi right by me perfectly, but I have ghosting with the airbase lights and shelter's walls
  10. I'm having a lot of ghosting while moving my head mainly on the ground since the unified version update and last nvidia driver (both were updated at the same time). It only happens on DCS (not on the other "civil sim") and I didn't change anything. The fps shown on the DCS little analysis window are the same as before (I play at around 30-50 fps on the ground with a fairly old rig), but now when I move my head I see a huge effect of ghosting without fps reduction shown on the graphic My specs: i7 9700k 64GB dd4 RTX3070 2TB m2 HP G2 null What I've tried: Reduce graphic settings: even with everything at minimum the ghosting is the same Disable DLSS Try all antaliasing options Set low latency mode to on and ultra (I have it off by default) Disable hot plug on controls Full screen checkbox checked and unchecked Remove all mods Rollback to the previous nvidia driver (current version for me is 551.61 from 02/22, I tried rolling back to the previous one Verify DCS main install and save games folders were excluded from windows defender "Unpark cores" Just in case, for the sake of testing anything... What do you suggest? I assume it has to be some problem on my end, maybe some key setting that has been reseted on the update and I have forgotten, since the update seems to have improved performance for anyone else dcs.log DxDiag.txt
  11. Hi Using Moose's SPAWNSTATIC module I'm trying to spawn smoke on demand on a specific location, but I'm doing something wrong as it always spawns at 0 feet. To test it I tried to spawn a random static plane, and it does spawn correctly at ground level. This is the code I'm using function userCreatedMarker(Event) trigger.action.outText(Event.pos.x..", "..Event.pos.y..", "..Event.pos.z, 15) SPAWNSTATIC:NewFromStatic("Static smoke and fire small-1-1")--Static MQ-1A Predator-2") :SpawnFromCoordinate(COORDINATE:New(Event.pos.x, Event.pos.y, Event.pos.z)) end When using the smoke's static name ("Static smoke and fire small-1-1") it spaws at 0 feet. Using the random static unit ("Static MQ-1A Predator-2") it spawns correctly at ground level. For testing it, the above function is called on a handler when a new marker is created on the F10 map. And when testing the random static plane, where it works fine: Do you see what I'm missing?
  12. As soon as I start the mission, it triggers. It gives me 69 score if I exit at this moment. I haven't play the mission yet, so I don't know if this will break it or the rest of the mission will work properly. I'm playing OB I'm enjoying a lot the campaign and the briefings, all the little details (not the "non-refueling-needed" policy though jejejeje), thanks!
  13. Did you find any workaround to set unit's fuel? Even if you finally did it in any other way, I would love to know. I'm trying to start a mission with the same fuel level I had on my previous playthrough and I'm out of ideas
  14. I'm building a sort of persistent sandbox connecting Syria and Sinai maps, where units and values are shared. Building up and modifying Dzsek's awesome script (https://github.com/Dzsek/TimePersistence) I can now start my mission in Syria, play 45min and then switch over to Sinai mission and start at the same time I ended Syria's playthrough and with the same weather preset. I can manually start on the air roughly on the same location having several clients located on different "sectors" Now I would like to be able to start with the same fuel quantity and loadout I had in the previous mission. I've been looking but I don't really know even how to look There is a getFuel() method but I don't find any sort of "setFuel()", I do see there is a moose "UNIT:SetOption(OptionID, OptionValue)" method that sounds promissing, but I cannot find documentation about what OptionID values do we have Any idea or any pointers in some direction?
  15. Well... It is new stuff [emoji14] Enviado desde mi POCOPHONE F1 mediante Tapatalk
  16. Ja! That's smart! One question though, once you have the revetment's coordinates, can you determine the unit's orientation so it spaws aligned with the revetment? I'll try your method in my random template mission Enviado desde mi POCOPHONE F1 mediante Tapatalk
  17. Well... I guess you don't earn the nickname "the widow maker" for nothing It wil surely harm the safety of my bank account!!
  18. Solved!! I find my mistake, I only needed to cast the coordinates to Core.Point#COORDINATE. This seems to work so far, it allows me to spawn several flights and set their route during my mission depending on what I need BLUE_CAP_ISRAEL = SPAWN :New("Blue CAP F15E") :InitLimit(8, 16) :OnSpawnGroup( function(SpawnGroup) local position = COORDINATE:New(ACTIVE_POSITION.x, ACTIVE_POSITION.y, ACTIVE_POSITION.z) local flightgroup=FLIGHTGROUP:New(SpawnGroup) flightgroup:Activate() local wp1=flightgroup:AddWaypoint(position, 550, nil, 35000) -- This must be switched for a loop end ) And from the radio menu I can call BLUE_CAP_ISRAEL:SpawnAtAirbase(AIRBASE:FindByName(AIRBASE.Sinai.Ovda), SPAWN.Takeoff.Runway) In my simple tests it works. I create a marker, capture its coordinates on an event and then spawn a flight which is directed to that position. Now let's hope it will still work during an actual mission with enemies and air defenses, or if the AI decides to scrap its orders and do random stuff, as usual
  19. I've been able to achieve my goal of setting custom markers with the Moose's OPS FLIGHTGROUP AddWaypoint method (https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.FlightGroup.html##(FLIGHTGROUP).AddWaypoint) which is not included on the last release published on Github local flightgroup=FLIGHTGROUP:New("Blue CAP F15E") flightgroup:Activate() local wp1=flightgroup:AddWaypoint(ACTIVE_POSITION, 550, nil, 35000) I can create several markers on the F10 map, store them on a Coordinates array, and create as many waypoints as markers in a loop The thing now is, the FLIGHTGROUP:New() method needs a group's name with late activation and it "consumes" it. So I can only spawn one flight per late activation group. I would like to be able to spawn as many flight as I like during my playtime, not needing to declare each one of them previously on ME. To be able to spawn as more than one flight from the same template, I've tried: BLUE_CAP_ISRAEL = SPAWN :New("Blue CAP F15E") :InitLimit(8, 16) :OnSpawnGroup( function(SpawnGroup) local flightgroup=FLIGHTGROUP:New(SpawnGroup.GroupName) flightgroup:Activate() local wp1=flightgroup:AddWaypoint(ACTIVE_POSITION, 550, nil, 35000) end ) function requestBlueCAP() BLUE_CAP_ISRAEL:SpawnAtAirbase(AIRBASE:FindByName(AIRBASE.Sinai.Ovda), SPAWN.Takeoff.Runway) end but it does not work. The flight is spawned but the flightgroup;AddWaypoint method fails
  20. Hi I've been trying to allow myseld to dynamically generate flights from specific airbases to the zone where I need them. I've been able to spawn ground units and set their destination passing the coordinates from a user created marked, but I have failed to do so for air units. My goal is to create one or more markers on the F10 map in-game, and use those coordinates to create a route to be followed by a moose spanwed flight. As an mvp I'm trying to create a simple CAP flight that spawns in Ovda (SinaI) and flies to Ramon Airbase. The flight is spawned as BLUE_CAP_ISRAEL:SpawnAtAirbase(AIRBASE:FindByName(AIRBASE.Sinai.Ovda), SPAWN.Takeoff.Runway) And it is previously defined on the same lua file as BLUE_CAP_ISRAEL = SPAWN :New("Blue CAP F15E") :InitLimit(8, 16) :OnSpawnGroup( function(SpawnGroup) trigger.action.outText("111111",15) local group = Group.getByName(SpawnGroup.GroupName) local initPoint = AIRBASE:FindByName(AIRBASE.Sinai.Ovda):GetZone():GetVec2() local targetPoint = AIRBASE:FindByName(AIRBASE.Sinai.Ramon_Airbase):GetZone():GetVec2() trigger.action.outText("222222222",15) local mission = { ["id"] = "Mission", ["params"] = { ["route"] = { ["points"] = { [1] = { ["alt"] = 807, ["action"] = "Turning Point", ["alt_type"] = "BARO", ["speed"] = 550, ["task"] = { [1] = { ["enabled"] = true, ["auto"] = true, ["id"] = "WrappedAction", ["number"] = 1, ["params"] = { ["action"] = { ["id"] = "EPLRS", ["params"] = { ["value"] = true, ["groupId"] = 1 } } } }, [2] = { ["enabled"] = true, ["auto"] = false, ["id"] = "WrappedAction", ["number"] = 2, ["params"] = { ["action"] = { ["id"] = "Option", ["params"] = { ["variantIndex"] = 1, ["name"] = 5, ["formationIndex"] = 6, ["value"] = 393217 } } } }, [3] = { ["enabled"] = true, ["auto"] = false, ["id"] = "EngageTargets", ["number"] = 3, ["params"] = { ["targetTypes"] = { [1] = "Air", }, -- end of ["targetTypes"] ["priority"] = 0, ["value"] = "Air;", ["noTargetTypes"] = { [1] = "Cruise missiles", [2] = "Antiship Missiles", [3] = "AA Missiles", [4] = "AG Missiles", [5] = "SA Missiles" }, ["maxDistEnabled"] = true, ["maxDist"] = EngagementDistance, } }, [4] = { ["enabled"] = true, ["auto"] = false, ["id"] = "WrappedAction", ["number"] = 4, ["params"] = { ["action"] = { ["id"] = "Option", ["params"] = { ["value"] = 3, ["name"] = 1 } } } }, [5] = { ["number"] = 5, ["auto"] = false, ["id"] = "WrappedAction", ["enabled"] = true, ["params"] = { ["action"] = { ["id"] = "Option", ["params"] = { ["value"] = 264241152, ["name"] = 10 } } } }, [6] = { ["enabled"] = true, ["auto"] = false, ["id"] = "WrappedAction", ["number"] = 6, ["params"] = { ["action"] = { ["id"] = "Option", ["params"] = { ["value"] = true, ["name"] = 19 } } } }, [7] = { ["enabled"] = true, ["auto"] = false, ["id"] = "WrappedAction", ["number"] = 7, ["params"] = { ["action"] = { ["id"] = "Option", ["params"] = { ["value"] = true, ["name"] = 6 } } } }, }, ["type"] = "Turning Point", ["ETA"] = 0, ["ETA_locked"] = true, ["y"] = initPoint.y, ["x"] = initPoint.x, ["formation_template"] = "", ["speed_locked"] = true, }, [2] = { ["alt"] = 35000, ["action"] = "Turning Point", ["alt_type"] = "BARO", ["speed"] = 550, ["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = {} } }, ["type"] = "Turning Point", ["ETA"] = 1744.9128539618, ["ETA_locked"] = false, ["y"] = targetPoint.y, ["x"] = targetPoint.x, ["formation_template"] = "", ["speed_locked"] = true, }, -- end of [6] } } } } trigger.action.outText("33333333",15) group:SetTask(mission) trigger.action.outText("Mission CAP launched",15) end ) The F15Es are spawned correctly by the mission is not attached to them. As you can see, I've set some "logs" to see were exactly it fails. It prints until the "3333" message, so my guess is (which is kind of obvious ) I'm doing something wrong while defining the mission json. Any idea? EDIT: I have no idea at all about how to create the mission object. That definition's code inside the OnSpawnGroup method I used is copied from Operation Scarlet Dawn (https://www.digitalcombatsimulator.com/en/files/3313323/ ) by Surrexen. If you could point me in the right direction to some documentation, that would be perfect too
  21. Wow! I also just wanted to thank you! I've just finished the campaign and enjoyed every mission, and the detailed documentation. Most immersive experience ever. Kudos for the end [emoji1787] I was sweating and have already the divert wp selected on the hsi when I finally managed to land on the boat... Never have felt more satisfaction after landing and completing a mission PS: I also had some AI annoyances and crashes taxing to the cat (M14 is the last I remember) but your scripting is awesome to overcome DCS' AI limitations Enviado desde mi POCOPHONE F1 mediante Tapatalk
  22. I think this has already been discussed sometime. I share the problem but I would rather have a solution similar to the "other civil sim" where the pointer is "fixed" to the part of the aircraft where it is pointing. I mean, you can still move your head, as long as the pointer is within your vr's field of view it does not move at all. Locking head movement may induce nausea I believe... Enviado desde mi POCOPHONE F1 mediante Tapatalk
  23. I'm not sure if this is a bug, but this very same situation happened to me on my custom made mission. After the tanker's basket was fully off I cancel my refuel mission through radio and initiated the sequence from scratch. After the initial radio message the tanker extended the basket again and I was able to refuel normally Enviado desde mi POCOPHONE F1 mediante Tapatalk
  24. I feel you man... :( I'm in Spain, EU. Mine went dark and after a couple months HP sent me a brand new cable. Literally days before the V2 cable was announced to be sent to existing customers XD So 1 year exactly (literally 12 months) that replacement also broke again and then, out of warranty, cable-shortage-gate, it's everyone by themselves... Finally I managed to buy one (advertised as new) on Amazon.de from a shady german seller. It did arrive two weeks later (for real, not "two weeks" tm) and surprisingly (didn't have much hope) it was a new v2 cable and did work fine! Now I'm waiting for it to broke next year... So, great vr headset, terrible support and kind of unethical policy by HP not manufacturing enough cables giving they are aware that part is problematic. Well I guess is best for their business model to sell new headsets instead of replacing cables Enviado desde mi POCOPHONE F1 mediante Tapatalk
  25. Thanks! Same here. It must detect the browser's language and country's selectors do not work in Spanish. It fails in the checkout page and on the user's profile page.
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