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Zyll

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Everything posted by Zyll

  1. Pro-tip, you can look at any area in F10 map (top down) and then use this free cam view to look at that area. Use the mouse and WASD keys to fly around. Zyll @ TAW
  2. emulating @Floyd1212's settings exactly, I still get basically the same results as I was getting originally. Maybe its the 32GB of RAM I have vs his 64GB, though I don't see RAM maxing out in my system overlay.
  3. for the test i don't even move the TADS at all. I am pretty certain that if you are looking at sky or empty desert land, the results on FPS will me much different. To answer your question, no I'm not exporting displays, just simple pancake screen (ultra-wide) with TrackIR. Maybe the clues are in the forest details and visibility. I can try using your settings to try to figure out what is the x-factor here. Attached are my settings: null
  4. @Lord Vader please see original post for new track and new video (same results). I created it in the same location as the original, as hunting for a poorly-performing spot in Caucasus may be difficult. I could have probably parked anywhere at Andersen in Marianas Islands and gotten similar results looking to the west, but I think everyone acknowledges that Marianas has its own issues. Again, the point is not to call out an issue specifically at Incirlik in Syria, but rather to illustrate how the TADS FLIR and TV are so massively divergent in their performance, given specific conditions. Thank you all for your attention.
  5. i'll create a new bug thread with a clean mission and will link to it here. Apologies for the scripting errors (the mission is otherwise very minimal). EDIT: Actually for consistency, I'll just update the original post instead with a clean mission. It's possible this is a Syria-specific issue. Note that if I do the same test at At Tanf in Syria, it doesn't have a bad FPS drop-off at all. This though doesn't necessarily mean Syria is bugged in places, but it could be the combination of trees/buildings at distance that could result in huge performance drop-off. My biggest concern, is how the TV performs much much worst than the FLIR. Given that the TV is often our only way to get such a high zoom magnification, it is that exact situation where we potentially get the worst performance in-game.
  6. Oh I bet the script errors are just because I have some local Lua that the mission runs from my c drive, nothing that should affect the results. Thanks for trying it out on your system. Note that I do run with render distance set to ultra, which may be a factor, or possibly other settings that we might have different between our two systems. It's interesting to me that the max zoom in TV mode performed much better for you than for me. Zyll @ TAW
  7. EDITED per request for a clean mission with no script errors or mod dependencies. Results are essentially identical, but I did record a new video, updated the FPS numbers below to match the video, and provided a new track file. Realizing that this is a worst-case scenario where I'm looking at trees and buildings in the distance, I still feel that the performance of the TV is excessively bad compared to the FLIR, and at highest zoom level, the TADS on TV will absolutely tank any system given these testing parameters. Taking a simple single player mission, spawning at Incirlik and occupying the CPG seat. Maximum field of view with the TADS on FLIR - 85 FPS Maximum zoom with the TADS on FLIR - 78 FPS Maximum field of view with the TADS on TV - 48 FPS Maximum zoom with the TADS on TV - 14 FPS My system is a Ryzen 3800X3D with 32GB of RAM and a Radeon 6900XT with 16GB of VRAM FLIR TV FPS test (clean mission).trk Zyll Apache TADS performance - Syria.miz
  8. Issue introduced in the Aug 22 DCS 2.8.8.43704 Open Beta patch. Title: multi-crew aircraft - player who slots in directly to secondary position does not leave the neutral coalition Affected airframes: verified on AH-64D and UH-1H, but the theory is more multi-crew aircraft might be impacted Recreation steps: enter a multiplayer server and slot into the pilot seat of an Apache have a friend join the same server as a spectator confirm via the scoresheet (apostrophe key) that they show as white, indicating neutral coalition now have them join your Apache as a CPG again check the scoresheet, they will remain white, when they should have turned blue because they are in your bird. SRS radios will not work between the two of you have the friend leave your Apache, and join their own Apache as pilot check the scoresheet, they will be blue indicating they are now on blue coalition have the friend leave their Apache and join yours now check the scoresheet, they are still on blue coalition, and now the SRS radios will work between the both of you The major symptom of this whole issue, is that the fact that player is neutral coalition means that SRS doesn't work between the two of you. You can't hear them either on intercom or on the same radio freq. If you both joined your own Apaches as pilots, then you both become blue, and the radios work fine. Who knows what else is broken by having a neutral CPG with a blue pilot, but this definitely got introduced as a bug after the Aug 22 patch. We confirmed on our own TAW servers, as well as a public 4YA server, the issue is easily replicated in all cases.
  9. /topic/330120-special-tab-options/ Zyll @ TAW
  10. Agreed, and it could be as simple as prioritizing the threat that is actually shooting at you higher than all others. This seems quite realistic and common sensical when you think about it. Zyll @ TAW
  11. Sounds like a dynamic deadzone is needed. This can be done by the end user using vjoy, freepie and a little coding expertise, but really it sounds like something that the joystick should be doing to improve the "settling" point. Zyll @ TAW
  12. Honestly, I thought it was just me. I too feel that attitude hold works better in SP than it does in MP, but I always imagined it was something about the mission itself. Zyll @ TAW
  13. hey Taz, with this week's update to Syria, do you still recommend Better Trees for Syria going forward? Thanks,
  14. Interesting, thanks for the recommendations. I'll change my approach accordingly. I appreciate the help. Zyll @ TAW
  15. Hi all, I'm trying to manipulate the radios on Late Activation AI groups, with the idea that using mist.respawnGroup on that Late Activation group will inherit the new radio freq and AI Option state (basically what I'm trying to do is prevent all AI units from communicating with players in our team's missions, by moving them to an uncommon freq, and using Silence where available). So it works great with active units, but I only want to run this function once at mission startup, and not have to re-run it every time a mist.respawnGroup is initiated. What I'm seeing though, is that while no error gets thrown when I attempt to update the Late Activation group, the respawned group appears to inherit the original radio state/freq. This is a snippet of what I'm doing to silence the radios: IAIRF.SetFrequency = { id = 'SetFrequency', params = { frequency = 256000, modulation = radio.modulation.AM, } } for i, gp in pairs(coalition.getGroups(coalition.side.BLUE, Group.Category.AIRPLANE)) do if not ((#gp:getUnits() > 0 and gp:getUnit(1):hasAttribute("Tankers")) or groupsOfHumansByName[gp:getName()]) then -- its not a blue tanker, its not a blue player, so silence the radios env.info(gp:getName() .. " being silenced", true) gp:getController():setOption(AI.Option.Air.id.SILENCE,true) gp:getController():setCommand(IAIRF.SetFrequency) end end this is how I'm respawning the Late Activation unit: mist.respawnGroup("late activation group", true) i'm testing it on an AWACS by hopping in a client aircraft and trying to get Bogey Dope on the radio freqs. When I use the above silence logic on an active AWACS, I see evidence they have moved to 256AM. When run the silence logic on the Late Activation AWACS, then respawnGroup him, this group appears to be on the original 251AM freq, per the ME. Appreciate any insight someone might have, maybe this just doesn't work with Late Activation. Thanks,
  16. Hey guys, any concerns with the fact that your heels are flat on the floor, and not raised on blocks like the T-Rudder and Ace Torq pedals? Do you find that you need to extend your legs out to comfortably use these, or they are fine closer to your office chair? Certainly interested, the dampener is a big selling feature, just a little cautious. Edit: oh also has anyone pulled the springs for helo use, and how is the experience there? Zyll @ TAW
  17. We had no issues on Sunday night with ctld and the Blackhawk. Zyll @ TAW
  18. No problem Barthek. I looked at the contents of both and only Unique.zip is common in both. The size difference is minimal between Taz's optimized versions of files and yours. I think it's a safe bet to install Taz's package first, then yours second, allowing your mod to overwrite unique.zip. Zyll @ TAW
  19. I'm interested to know whether there's conflict with @Taz1004 Optimized Syria found here: Would we want to apply one first then the other?
  20. Both locally and remotely, it would be great to be able to have a unique URL that passes the server port, so that you don't need to enter the port number each time the server dashboard is loaded/refreshed. We could then properly bookmark the URLs too. This is handy when you are running multiple servers on different ports. So for example: file:///C:/Program%20Files/Eagle%20Dynamics/DCS%20World%20OpenBeta%20Server/WebGui/index.html?port=12345#/en/settings https://www.digitalcombatsimulator.com/en/personal/server/1234567/?branch=openbeta&port=12345#/en/settings
  21. You will need to use the SRS overlay panel. Alternatively there are multiplayer chat commands that can be issued that will instruct SRS to enable and set the transponders. Its like SRSTRANS MODE 3 SET #### or something like that. Coupled with Voiceattack, I find this as elegant way to set the transponders vs having the SRS overlay open. Zyll @ TAW
  22. Core and Liveries zip is too big I think for OVGME 1.7.4 to handle, so I had to unzip these ones to a folder, then they would install properly. Alternatively, use the newer Open Mod Manager, written and actively supported by the same individual who coded OVGME originally. It handles the larger zips fine. https://github.com/sedenion/OpenModMan
  23. Kneeboard files can be PNG or JPG format. I have good results with a 683 x 1024 file which I used as a template for all my kneeboards. Oh and I should add I play in 2k ultrahigh resolution: 3440 x 1440. Zyll @ TAW
  24. I change my vote lol Zyll @ TAW
  25. I think it looks good, didn't even know they changed it. Does anyone have a before pic for comparison? Zyll @ TAW
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