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Hippo

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Everything posted by Hippo

  1. I think that there is an improvement, as I have documented/ droned on about here. Unfortunately, it seems pretty minor, especially when compared with numerous YT videos out there for pancake with fps improvements ranging from 50%-100%. Although my initial excitement has been somewhat tempered, hopefully we will see further improvements in the future. I don't mean to offend anyone, but I've learnt to take comments such as "Multithreading Performance is Sensational in VR" with a generous pinch of salt unless they're backed up by screenshots / videos with numbers, charts, etc.
  2. Good to hear. If you'd like to test play my track and whilst low over the island look to your left / right so that you're looking at the ground as it goes by. If I do this with MT I see stuttering (it's smooth when I'm looking forward), but it's smooth with the ST version. Maybe just me...
  3. Time to start qualifying my original post. I did some further testing using the F/A-18 mission "Weapons Qualification - AGM65E Maverick Practice" (Persian Gulf) as flown in the attached track, with the following settings. It's when I get close to the island that the GPU starts to work. With MT i am able to fly low over the island, looking around, at 72 fps without ever going into reprojection. With ST I sometimes drop into reproj. However, when banking over the island and looking down at the ground it's smooth in ST but visibly stutters in MT (I believe this is a known issue). So, although there is a measurable performance improvement, for me it is slight and in practical usage does not make a significant difference; and there are currently drawbacks with MT. However, this is just the start and hopefully we will see further improvements going forward. i8700k, 32GB, 3080Ti, Quest 2 - I'd be very grateful if anyone with a similar GPU but much newer CPU or top of the range (e.g. 4090/13900) could fly the same mission in the same way play the track and let me know how much further they can bring up their DCS settings (at the same quest2 settings below) without reproj kicking in. I can get reproj to kick in (ST only) while over the island if I look around. mt_test_20230311.trk
  4. Well I haven't compared shadow quality between the MT and non-MT versions, but I am measuring better performance on the MT version with the same settings. About to post an update though...
  5. Ah, ok. Hadn't noticed, but then wasn't really paying attention.
  6. HI - MED - LOW, other settings as above (with MT version):
  7. I know what you mean. Although this is the first time I've been hopeful for a long time. Going with my comparisons above something has almost certainly changed in the way the CPU load is being distributed. It seems as if the cores are all doing more than before (except core 12 which previously seemed to be doing everything) and the GPU %util is down by around 10%. The good thing is that this is just the start and hopefully things can be improved. As far as I can tell shadows are working correctly, although I'm an in the cockpit almost all the time guy so external views are something I don't usually bother with; in my first test I was running with low, in the second with high, in both tests shadows were working, the ext screenshot is with shadows high.
  8. Yes I am. I have not noticed any degradation in image quality.
  9. I've not been keeping up with all of this openxr stuff, so I don't know which I'm using. I'm using non Steam DCS, I just run the Oculus software first, then start DCS usually from the within the Dash desktop. I'm not running any flags and haven't changed anything. Aside from an improvement in performance, things seem more stable and less "spiky", for instance, looking around in ST could often cause temporary drops into reprojection, my (very limited) experience so far with MT has been very solid. see prev post
  10. Ran another test and raised some settings so as below. Raised the following: pd 1.0 > 1.2 visib range med > high heat blur low > high shadows low > high sec shadows off > on msaa 2x > 4x I was able to maintain 72 fps in MT all the way to touchdown, but not with ST.
  11. As a long-time somewhat frustrated VR user, I had to pop in and say thanks ED for the update and all your efforts. My first impressions are very promising. I've only been experimenting for about half an hour, but here's a before / after landing the f-18. Core 12 has always been where I would hit my limit. Notice that Core 1 is now at 100%, whereas it was doing very little before. This was on a v simple (just my a/c) mission with lowish settings as my aim is to achieve 72 fps on Q2 w/o reprojection with spare headroom for busier scenerios. It seems as if I have more headroom now. Further experimentation needed to see how high I can get my settings. I only recently upgraded from a 1080ti to a 3080ti, and didn't get quite as big a performance bump I was hoping for. My 8700 is due for an upgrade; opinions on what sort of bump I can get going to a 13700/13900? Anyway, now back to the sim
  12. Having only a toggle irritates me more than might be considered reasonable. Actually it grates so much that I might not buy it if this hasn't been "fixed".
  13. Thx. (I was hoping that they might set the bugs to current heading, but afaict they appear to do nothing.)
  14. Bump. Please consider adding this.
  15. Sorry if it's me doing something wrong, but I think that the ALT HOLD has become much more unrealiable recently. Several times recently I've experienced what happens in the attached track (an increasing overcorrection which ends in me dropping to the ground), previously this was not happening. alt_hold.trk
  16. Thankfully, it only seems to be those two binds that are affected; initially I thought it was more. I set them manually again and the following lines have changed: Just out of interest, what are those strings, and why do they need to be different for the binds to work again? What was the cause of the issue? Was it something I did?
  17. I've been away from my PC for a few weeks and I've come back to find that some of my custom keybinds have stopped working. It's mostly binds for the cyclic, collective and grips. E.g. I had assigned shf+b, ctl+b to symbology select switch up and down and now they are blank in the options. Could it be something I've changed or has something happened with the latest update? I notice that the file \Saved Games\DCS.openbeta\Config\Input\AH-64D_BLK_II_PLT\keyboard\Keyboard.diff.lua which still appears to contain the binds, has not been changed. ["d3012pnilunilcd25vd1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "B", ["reformers"] = { [1] = "LShift", }, }, }, ["name"] = "Symbology Select Switch - Up", }, ["d3013pnilunilcd25vd-1vpnilvunil"] = { ["added"] = { [1] = { ["key"] = "B", ["reformers"] = { [1] = "LCtrl", }, }, }, ["name"] = "Symbology Select Switch - Down", }, Does anyone have any idea what might be wrong?
  18. ... and can I do something to stop it happening? Single player flying towards a target area in pilot seat. George menu is up and Hellfires are WAZed. I select guns for me and auto ranging. I can see the auto range on the IHADSS. I would like to have George look for targets and launch Hellfires while I'm ready with the gun in case I see a target close by as we head towards the target area. However as soon as I George RIGHT to select a target from the list, I lose the gun auto-ranging? Why does this happen, and is there something I can do about it? I thought the auto-range was line-of-sight slant angle based? I have to go through the whole WPN - RNG - KEYBOARD "A" thing over and over. Is this just me that is trying to do this and finds it frustrating? Any suggestions appreciated.
  19. Hippo

    George as CP/G

    It would be nice if... When George is not designating he should be continually searching for targets ahead of the helicopter heading. Perhaps angle of arc of search user-definable. Calling out new targets as he spots them. Keep the current feature to have him scan in the direction pilot is looking as a temporary override. When scrolling through the list of targets he would always do a quick laser range so that as pilot I can see a range on the TADS / TSD. George was not able to detect targets at (unrelistically imho) very long ranges. As pliot I could ask George to use TV as well as FLIR when scrolling through the list. The new zoom feature (long hold up and down) is very welcome, but I often find myself wishing I could get the extra magnification available with TV. Once a target is destroyed, the list would just show up again with the nearest target (to the destroyed target) / greatest threat automatically selected and ready to go (which of those being defined by user). Option to list targets in order of range as well as lethality. If a target is so near that there is no doubt that it can be acquired visually, looking at it and selecting George UP should just have him select that target for engagement. A "close in" mode, if you will.
  20. Yes. From NATOPS 2.1.2 Automatic Throttle Control (ATC). The automatic throttle control is a two mode system that automatically maintains angle of attack (approach mode) or airspeed (cruise mode) by modulating engine thrust in the range of flight idle through military. Automatic transition between the two modes or single-engine engagement is not possible. When either mode is engaged, the ECS air to the torque boosters is shut off, the throttles are initially backdriven, a stop is extended in the power lever control (PLC) to limit throttle travel from flight idle to MIL, and an ATC advisory is displayed on the HUD. If either mode does not engage when selected, or automatically disengages after engagement, the ATC display flashes for 10 seconds and is then removed from the HUD. If a force of approximately 12 pounds (with friction off) is applied to either throttle the system automatically disengages. This force is sufficient to permit the hand to follow throttle movement without causing disengagement. It is recommended that the friction lever be in the full aft position and both throttles set between flight idle and MIL before engaging ATC. If a mechanical failure occurs, a force of approximately 68 pounds (with friction off) is required to override the system. When either mode is engaged, changing the FLAP switch between AUTO and HALF or FULL automatically disengages the system. If the system is disengaged for any reason, it remains disengaged until reengagement is initiated by the pilot. NOTE Momentary force applied to the throttle(s) (throttle rap) may not disengage the ATC system. The force must be applied and held for a minimum of 0.10 second. If the ATC commands the throttles to MIL, it may not be possible to manually advance the throttles into the afterburner range without first disengaging the ATC through momentary throttle reduction using more than 12 pounds of force. If the throttle(s) are being held against the flight idle or MIL stop as ATC is disengaged, the stops may not disengage until pressure is removed from the throttle(s). 2.1.2.1 ATC Approach Mode. The ATC approach mode is engaged by pressing and releasing the ATC button on the left throttle with the FLAP switch in HALF or FULL and the trailing edge flaps extended at least 27°. When ATC is engaged in the approach mode, the flight control computer modulates engine thrust to maintain on-speed AOA. The computer uses inputs of AOA, normal load factor, stabilator position, pitch rate, and angle of bank to generate command signals. These signals drive the engine mounted throttle control units which in turn command the engine fuel controls. The computer uses AOA as the primary input to generate command signals. However, normal load factor provides increased stability, stabilator position provides increased or decreased thrust for pilot induced pitch changes, pitch rate provides lead during pitch maneuvers, and bank angle provides additional thrust during banking maneuvers. Normal disengagement is accomplished by pressing the ATC button or applying and holding force to either throttle. Automatic disengagement occurs for the following reasons: Flap AUTO up AOA sensor failure Two or more failures of either trailing edge flap Trailing edge flap deflection less than 27° ATC button fails FCES channel 2 or 4 fails WOW FCS reversion to MECH or to DEL in any axis Left and right throttle angles differ by more than 10° for more than 1 second Bank angle exceeds 70° Any internal system failure Selection of GAIN ORIDE 2.1.2.2 ATC Cruise Mode. The ATC cruise mode is engaged by pressing and releasing the ATC button on the left throttle with the FLAP switch in AUTO. When ATC is engaged in the cruise mode, the existing airspeed is used by the flight control computer to modulate engine thrust to maintain this existing airspeed. The existing airspeed is the airspeed being sent from the ADC to the flight control computers via the mission computers. An ADC failure inhibits the ATC cruise mode of operation. The FCC uses true airspeed from ADC via the mission computers at the time of engagement to generate a command signal. This signal is then used as a reference to generate an error signal that drives the engine mounted throttle control units. Normal disengagement is accomplished by pressing the ATC button or applying and holding force to either throttle. Automatic disengagement occurs for the following reasons: Flaps HALF or FULL ATC button fails FCES channel 2 or 4 fails FCS reversion to MECH or to DEL in any axis Left and right throttle angles differ by more than 10° for more than 1 second ADC true airspeed failure ADC degrade Any internal system failure See above, and you would use pitch (i.e. the stick, gently) to control rod, and the ATC will attempt to maintain AoA. It is enough to push it a single time. With SC, for the acl to work properly depends on radio calls being made at the right time. This is probably the most likely reason you might be having problems. Although, supposedly, if you have T/C CPL engaged you have to push it twice, once to disengage T/C CLP, and again to engage P/R CPL, but that's a story for another day. I've not actually tried this so I don't know, though I can't see why not. Speculation follows. It's possible that for the DCS version to "work" ATC needs to be engaged?? It is more correct to say that you are managing AoA rather than airspeed. You would be using the throttle to keep the fpm in the centre of the e-bracket. This will correspond to a specific airspeed dependent on aircraft configuration. Yes, it is supposed to be perfectly acceptable to engage ATC on a case I on downwind once the aircraft is level and on AoA (and fly the aircraft to touchdown in this state). It will certainly work in your scenario. As per the natops, the act of going full mil quickly should automatically disengage ATC, and it does indeed do so in DCS (so no need to do it manually before touchdown). See also:
  21. Thank you. I deleted all the folders except l10 and when going into the mission again I got the view I was expecting, i.e. the view as saved in Saved Games / config. At this point it remains unclear to me what I did that get those settings in the miz file in the first place. I'm not sure what you mean by "set your snap views while in the mission planner". If you mean access the mission planner before flying the mission, I tried this, as well as going in from the mission editor and changing and saving the view again, but I could not get the new folders to appear in the miz. Anyway, problem solved; thanks again for taking the time to respond.
  22. And it's just occurred to me that lately I've been running most of my missions from the ME, and that's where I've been trying to save my views from. Is there any difference when doing this than when loading missions from the main interface? I will try again later but load the missions from the missions interface. EDIT: I've just noticed that some of my missions, those which I have been using lately, have a number of folders (including Config/View) that other, older, missions don't. Could this be related? Does running missions from the mission editor make changes to the miz file? I've also noticed that when I load older missions into the ME I am asked to save them on exit even if I've not changed anything. What is going on here? New vs old miz file content (I had manually created the kneeboard folder in the old missions):
  23. I've mostly been using some simple missions I created. Is it possible I have inadvertently set snap views for these missions? How would I know, and how would I have done this?
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