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Modeus

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Everything posted by Modeus

  1. I have the same issue. It seems to happen when I look at anything on the supercarrier with a light source. Caught it in a screenshot, attached
  2. Hoping to help. I run a campaign for my guys, we're holding at 2.5.5 but we keep testing 2.5.6 to see if it's workable for us. We had quite a bit of internal strife, because we we're getting mixed results. Some people were saying the performance change was marginal, while others (like myself) were seeing too big of a hit. For several of us, it didn't matter what setting we changed, we couldn't get the performance to a flyable level. Then it hit me, everyone was testing things in different way. So today I had one of my guys with 2 installs, try out one of our campaign missions. His response was almost immediately that the performance was terrible. He lost 1/3 of his FPS, and it didn't matter weather he was on the ground or in the air. In instant action, even in PvP his performance was fine. But add in the AI and performance takes a huge hit. I'm attaching the mission. It's one of my more intensive ones, but we flew it on 2.5.5 and it was ok. On 2.5.6 even some of our players with higher end machines couldn't fly this in a way they thought was acceptable, getting less than 30 FPS. Due to this, I think that performance issue is directly related to AI units. WWIII Phase 3 M2.miz
  3. Just want to keep this on the RADAR here. Tested it today, failed in SP and MP. I run a Multiplayer campaign, and we're holding everyone on 2.5.5 because of carrier ops... I didn't record the single player, but I have the multiplayer Hoggit attempt.
  4. I don't know what dynamically spawned aircraft means... however, this mission worked a few weeks ago and now all helicopters I have set to spawn on the Tarawa, spawn next to it and fall into the water. The track is ridiculously short. Heli does not spawn correctly.trk
  5. Situation: UN forces have become involved in the conflict between Georgia and the separatist state of Abkhazia. Nearly as soon as the UN forces arrived, Russia began supplying arms to Abkhazia. This has changed the dynamic of the situation. The UN stated that it’s only intention was to halt the conflict and not to regain territory lost, and the forces in the area are minimal to accomplish the task. Abkhazia has been emboldened, however, by the support and supplies coming in from Russia and has taken to the offensive. Overall Brief: Our forces on the ground are heavily outnumbered and outgunned. The surprise move by Russia to aid Abkhazia has placed us on our back foot. To be blunt, our guys on the ground don’t stand a chance on their own. We need to get in there and stop the Abkhazian push. Our defensive positions are set up along the Patata Unguri River. Our recon shows that they are advancing across three bridges. We need to hold these locations. The loss of any on will cause our forces to be flanked and further jeopardize our troops. The strongest enemy forces is hitting the center with a combination of tanks, everything from T-55s to T-90s. We also have recon of three artillery positions, a makeshift helicopter base, a staging area for what appears to be a second wave of tanks, and an incoming resupply convoy. Air to Air threat is unknown, but judging by the level of commitment Russia has had in supplying ground forces, we’re expecting at least some attack aircraft to be in the area. We’re putting up a CAP flight of F-14s with F-18s backing them up after their SEAD task is complete. SAM threat is considered high. ELINT has picked up intermittent search RADARS known to be associated with SA-3s and SA-6s. The first aircraft out will be the F-18s loaded with HARMS to deal with that. We also believe that shoulder mounted SAMs are also operating in the area, so be on your guard. Specific Tasking: Tomcats (CAP): Prioritize fighters, they will have the greatest threat impact on our attack aircraft. After any and all fighters have been destroyed, knock down any attack aircraft in the area. Stay on station until bingo or all attack aircraft have completed their mission. Steerpoints are more reference than fly to points. Steerpoint 1 is your Eastern most point over the AO. Steerpoint 2 is your North most point over the AO. Steerpoint 3 is West most point. Hornets (SEAD): You’re first up. Take down the SAM sites in the area, then fall into a close in CAP. The Tomcats will be prioritizing fighters, so if there are any attack aircraft in the area, they are your priority. Keep the area clean for our guys on the ground. Waypoint 1 is in the area or what is believed to be our highest threat SAM site. Waypoint 2 is in the area of our second expected threat area. Waypoint 3 is egress. Hornets (CAS): A-10s will be over the AO and will be the primary for halting the initial flow. Check in with them and see if they need any back-up. If they’ve got the initial attack under control, move to the staging area and do as much damage as possible to the tanks there. Waypoint 1 has the primary Combat AO. Check with A-10s over this area Waypoint 2 is the staging area as mapped by sat. Waypoint 3 is Egress. Harriers (CAS): We want you to take down the artillery positions. We’ll have their suspected locations set as nav points. Find and destroy them. Waypoints 1, 2, and 3 are the expected locations of the artillery groups. Eliminate them to the best of your ability. Warthogs (CAS): You’re job in the stop the tanks from coming across the river. The tanks are moving into the area at the center bridge, get them and take them out. If you find yourselves with the task complete and extra ordnance, check the other bridges and then work your way to the artillery, and the staging area in that order. Waypoint 1 is a rejoin area West of Kobuleti. It is recommended that you check with the SEAD package before moving into the AO. Waypoint 2 is the main advancing red group. Eliminate all armor at this location before moving forward and call in additional support from the Hornets as needed. Waypoints 3 and 4 are the East and West points (respectively) of the AO. Attack ground targets at these locations as ordnance allows. Hueys (CAS): The Warthogs will be dealing with the tanks in the center, your job will be the north and south bridges. Recon didn’t show any tanks at these locations, but there will be APCs and ground troops. Also, keep your eyes open as Mi-8s were spotted at the helicopter base north of here. Group 1: Fly 300 from Senaki (launch base) for 22 miles. Look for the bridge and assist ground forces in the area. Group 2: Fly 330 from Senaki (launch base) for 22 miles. Look for the bridge and assist ground forces in this area. Tigers (Interdiction): You need to locate and destroy the resupply convoy coming in. It will be traveling along a road and is likely to have some small defenses. We’re recommending a low level flight into the area to minimize your exposure to fighters and SAMs, but it’s ultimately your call. You’ve got high drag bombs so you won’t even have to pop up once you find the target. Fly 022 for 42 miles to Senaki. You will pass Kobuleti en route, if SEAD has not completed it’s mission it is recommended that you hold at Kobuleti until they call clear. From Senaki fly 323 for 28 miles. Pick up the road headed Northwest/Southeast and look for the convoy. Vigges (Deep Strike): Your target is the helicopter base. Your flight path will take you into the mountains and you will come in from the flank. Strike the target and egress out along the coast. Waypoint 1 is Kobuleti. Waypoint 2 is Senaki. Beyond this point you may encounter SAM and AA resistance, proceed with caution. Waypoint 3 will guide you up the valley to the flank of the AO Waypoint 4 will mark your turn West back into the AO. Waypoint 5 will place you northeast of the target Waypoint 6 is the Target Waypoint 7 is the coast for Egress. Still a chance to get involved. Join the discord above and let me know what you want to fly.
  6. Multiplayer Cooperative mission. 20 Pilots max. 2 Events: 18 June 2200 EST, and 23 June 1500 EST Slots available: F-14: CAP F/A-18: CAS AV-8: CAS AJS37: Deep Strike A-10C: CAS F-5E: Interdiction UH-1H: CAS For more details, or to reserve a slot check the discord below. https://discord.gg/4jndS6U
  7. What did you do to the ATs?? ... and the AEs? haha... Sounds like a fun flight. And damn, that practically turns the RIO into a glorified radio operator, I bet he was pissed.
  8. I'm not sure that's an accurate comparison... Ever had a tell a Navy fighter pilot his bird is down for maintenance?? better come prepared as all the whining and questioning will commence... "Yes sir, I'm sure it's broke" ... "No sir I don't have the parts" ... "Yes sir, that's a downing discrepancy" ... "No sir, you can't fly the plane with one engine.... No sir, that wasn't a challenge"
  9. I have a number of Hornet missions that are Multiplayer PvE. I have them available on my Discord. Most of them can be flown alone, but they may prove a bit difficult. I have a few missions in the Caucasus as well as the PG. I generate them on a weekly basis as I host an episode style campaign on Saturdays at 2:30 EST. I have 4 regular guys but I usually build the missions for up to 8. I also fly in the evenings (US Central Time) during the week so if you see me on discord and I have time I'll host/run one with you. https://discord.gg/SgnseMV
  10. Mine is exclusive to the Gazelle. I have flown the F-18, Huey, F-5 in the same recent time that I have experienced this issue in the Gazelle.
  11. I expect is is AMD/ATI related since Survival and I are both running AMD/ATI rigs.
  12. I do not have the same problem in stable, it only happens in Beta
  13. made changes to settings: MSAA 2X(my normal) and off; Vsync on and off; anisotropic filtering 16x/off. I made these changes individually and none of them made a difference. It seems to be tied to the canopy though. If I lean my head out the door it stops. When I isolate my view to the roof it goes away, but as soon as that front glass comes back into view the flickering returns.
  14. made changes to settings: MSAA 2X(my normal) and off; Vsync on and off; anisotropic filtering 16x/off. I made these changes individually and none of them made a difference. It seems to be tied to the canopy though. If I lean my head out the door it stops. When I isolate my view to the roof it goes away, but as soon as that front glass comes back into view the flickering returns.
  15. I'm going to tinker with some settings, so far I switched cockpit global illumination on and off with no change.
  16. Bought the Gazelle today, can't fly it because I have the exact same issue as above. Spec: CPU FX8350/GPU RX480, 24GB RAM
  17. I have the same issue. APU lights illumination continues after the APU light is off, as well as the flood lighting is on when I have it off, but I have a twist... I fly in VR. My right eye shows just like typed above. My left eye, however, appears correct most of the time but flickers every few seconds to match the right eye. I probably won't be doing much night flying until this is fixed since it's a bit uncomfortable to have my eyes disagree about what they're seeing.
  18. Pilots, The Irregulars invite you to our Discord server. https://discord.gg/43Ska9p We're a casual group that flies multiple aircraft on multiple servers. We commonly fly on 1952 Korea, ACG Cold War, 104th, and F99th servers, but would be open to new servers as well as coop missions. Our discord has a public area for chat as well as linking up for flights. DjModeus
  19. I've had this happen to me in 2.2 before, but this is the first time with 2.5 on the Caucasus. Not sure how best to describe it, but I have screenshots. I have additional screenshots, but I think this one does the best for showing it. The trees jump out at you, but notice that the terrain is extremely flat, and the shading makes it look like dusk, but the sun is up. I have tree visibility turned down, which is why the trees are only near to my aircraft. I took off, flew for a ways with not issues, then I get a frame rate stutter and this. It doesn't always happen, sometimes I can fly for hours and never experience a problem. This time I was only in the plane for around 15 minutes. FX-8350 16gb RAM RX-480 Vive
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