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Darcaem

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Everything posted by Darcaem

  1. 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
  2. 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
  3. 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?
  4. 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!
  5. 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
  6. 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?
  7. Well... It is new stuff [emoji14] Enviado desde mi POCOPHONE F1 mediante Tapatalk
  8. 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
  9. Well... I guess you don't earn the nickname "the widow maker" for nothing It wil surely harm the safety of my bank account!!
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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.
  18. Yeah, since I started with an old cv1... Me? Super happy. My bank account and savings? Meh, not so much :( Enviado desde mi POCOPHONE F1 mediante Tapatalk
  19. What that option does is precisely that: in syncs the aircraft's inputs to whatever inputs your physical hotas or controllers actually are into. For example as you said if your flaps are down on your hotas, they will be down on the aircraft, same for the throttle position So I don't think this is what op wants :(
  20. There used to be some Spanish liveries, one from the regular Ejército del Aire and maybe I dreamt it but I remember also a Patrulla Ascua's livery Has anyone know any woking links, or can share them? Thanks in advance! Enviado desde mi POCOPHONE F1 mediante Tapatalk
  21. Totally off-topic, but I did see that in MWC Barcelona some years ago. It was a Korean (IIRC) startup, along with other that designed a device you were supposed to hold while playing vr that generated very hot and cold temperatures in a quick succesion so you felt actual pain when hurt in the game, without any actual physical damage to your body. It was... Disturbing Enviado desde mi POCOPHONE F1 mediante Tapatalk
  22. Yes, based only on my own experience, I would say it was most likely changes in the new weather model that affected wind Enviado desde mi POCOPHONE F1 mediante Tapatalk
  23. Same happened to me. You might need to install some library. I cannot recall the link, but if you enter their discord, on the download section are posted the requirements and you will find the link to the Microsoft page where to download it. Enviado desde mi POCOPHONE F1 mediante Tapatalk
  24. Indeed sir, thanks for the reminder [emoji14] I did feel something awkward while taxiing this morning... Jejejej Enviado desde mi POCOPHONE F1 mediante Tapatalk
  25. Same here (in Spain). It has been two weeks since they told me not to worry since they will send me a replacement. And it seems it is going to be another "two weeks ™" until they finally send me a new cable :( I don't really understand the logic, if you know most of your client's problems are due to the cable, why don't increase cable production? Hell, I would even gladly pay for a new cable if I could! XD Enviado desde mi POCOPHONE F1 mediante Tapatalk
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