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Zaneboy

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Posts posted by Zaneboy

  1. 16 hours ago, Enigma89 said:

    This problem is unique to our server and is not worth the effort IMO.

    There are other servers in the weekend where spamming the join button is the only way to join with your friends, especially if you're in a medium group of ~6 people. The queueing issue is definitely not an issue solely applicable to your server.

    Aside from this, a queue system is anno 2023 definitely not some luxury/high-tech feature. It very much complements the MP experience of the online playerbase and could almost be seen as a standard option for the game's online component.

  2. 2 hours ago, Rapierarch said:

    You have a lot of corrupt damage model errors and missing livery and main model missing properties. Maybe you should run repair.

    I run the game via Steam. I already performed an integrity check earlier this week before my previous session and it didn't find any mistakes/errors on that part. I also updated my GPU drivers to version 527.56 (not the latest but my previous one dated back from august) with a full clean install via DDU. So Nvidia cache got cleared as well. I'm unsure if I can do anything else in relation to file validation?

  3. Per the title. I've experienced this on multiple occasions. Each and every time it happened when an Apache was near. To be clear, I don't fly the Apache myself, I fly the Huey.

    Just now was flying on Grayflag Syria where the GPU was around ~37% utilization during the whole duration of my session. A few minutes after an Apache is in my near vicinity (close enough to see it in (almost) full detail) my performance tanks. GPU goes from one moment to the other to max utilization giving me headache inducing jittery movement.

    (!) This issues remains even after leaving a server and exiting to the MP server menu list. Still max usage and jittery image. When I exit to the main menu however, GPU utilization drops back to normal and everything's fine.

    In attachment the dcs log of my latest session just now. I quit manually cause it was a sicking experience.

    Rift S
    5800X3D
    RTX 3070
    32GB DDR4 3200
    Pagefile 32GB
    Samsung EVO ssd's

    Current Open Beta build

    dcs.log DxDiag.txt

  4. Since one or two patches ago (excluding recent hotfix) anytime when I have the AP enabled and give any sort of stick input, the nose aims downwards in the beginning. Doesn't matter whether I roll left/right or even pull the stick back. The moment it detects input the nose goes downwards before the input is strong enough to go where you want it to. I have no conflicting bindings and when checking the ingame axis (rctrl + enter) it doesn't show wrong input. Is this intended behaviour?

    • Like 1
  5. Hello all,

     

    My question is not related to the DCS module but I suppose this is the best location for my question. I'm currently going through the F-14B NAVAIR manual and checklist in order to find information on various flight regimes. If I'm not mistaken we need to look at AOA units and not specified airspeeds to achieve a specific flight regime.

     

    In the F-14B NAVAIR Manual at page 14-2, figure 14-1 you can find a table of recommended AOA units for specific drag indexes for various flight conditions. Either it states 'all drag indexes' or 'drag index = 8' & 'drag index = 100' as a flight condition reference. In that document, 'drag index = 8' equals four AIM-7 missiles and 'drag index = 100' equals six AIM-54 missiles and two external tanks. For 'drag index = 8' I assume they use a load-out of four AIM-7's on stations 3, 6, 5 & 4 since in the F-14B NAVAIR pocket checklist on page 223 each of those stations equal a drag index of two. Whereas on stations 1B & 8B it's a drag index 6 per station. Now here comes the confusing part.. in the F-14B NAVAIR pocket checklist drag table, AIM-54's on stations 3 and 4 have a drag index of twelve and eight respectively. The same goes for stations 6 and 5 which also have drag index 12 and 8 respectively. Both stations 1B & 8B have a drag index twelve with the AIM-54. The external fuel tanks both have drag index 10 which includes both tank racks.

     

    If we use the values in the pocket checklist; for a load-out of six AIM-54's and two tanks we'd have a total drag index of 84. This excludes the AIM-54 weapons railings on stations 3, 4, 5 and 6 which have a drag index 10 each. If we'd include these railings then we'd have a total drag index of 124. Both of these values (in my opinion) deviate a LOT from the mentioned drag index 100 in the F-14 Manual document.

     

    Would anyone know where this discrepancy would come from? I'm trying to write down some reference material for my fellow squad mates and I'd rather present them info as accurate as possibly.

     

    Kr,

    Zane

  6. 37 minutes ago, IronMike said:

     

    Thank you for the feedback. Was that Single or Multiplayer? Did it happen once, or does it happen every time?

    Thank you.

    In my case it was in MP. A friend in the same server also in a cat had CTD's as well when he tried it. He had it multiple times until he figured out it was due to the aforementioned reason.

  7. 13 hours ago, Ziptie said:

     

    Until their "internally fixed" version comes out to the public:

    You can press and hold OSB 14, select MAV from the DTS, then press OSB 14 again.

    This will now place the MAV screen on the right MFD and you can continue with the training mission (to get yourself practice/training).

    This is also a good thing to know, being able to place different sensor displays on different screens (in the case of a fault or damage, etc etc).
     


    Cheers and happy hunting,

     

    Ziptie

    Thanks for the tip, much appreciated.

    • Like 1
  8. In the beginning of the training mission you're asked to press OSB 14 on the right MFCD to open the MAV page after turning on the EO power. Apparently this has been moved to the left MFCD (where it's visible and accessible) but because of this, the tutorial won't continue even after pressing the spacebar key multiple times. Pressing OSB14 on the right MFCD also does not continue the training.

  9. Hello Spike,

     

    I'm currently in M3 but I have experienced some issues so far unfortunately.

     

    In M2 & M3 I don't receive feedback from the tanker. I tune the radio to the required frequency, I request form-up multiple times but never get an answer and the baskets don't come out. Manually tuning the radio doesn't work either.

     

    Also in M3 I don't see any messages from Overlord. I can see the radio messages of myself and Cold 1-2 but never the reply from Overlord. I do suppose he should give one?

     

    Edit: I'm stupid, I never tuned the VHF to 133.000. Hence never getting a reply from Overlord. Tanker issue remains though (probably something on my end as well :P )

     

    Please advise.

     

    Kind regards.

  10. A "shit storm in a glass of water"... I paid money for this module mind you, I and many others would like at least some official CLARIFICATION about the situation. If they're able to answer questions in their discord, they can do a public announcement as well. Of course hiding in an enclosed environment (read discord) and let BIGNEWY handle the PR damage control is much easier than doing some effort themselves.

     

    RB if you're actually reading this (I hope you guys do), please handle this correctly by informing your customers and make a public statement about your reasoning and intentions regarding this not-so-small change. Show you value your customers above monetary gains.

  11. I found a simply way to get the AO file:

     

    - search for the original F-16 roughmet DDS-files

    - konvert these files to BMP (not sure this is required, but I do so)

    - now the red channel is the AO file! Its a high contrast black and white map (see below)

     

    Furthermore it is a bare file, without any markings, so it is an excellent AO template:

     

    [screenshot]

     

     

    Not sure this works anytime and for any aircraft, but for the F-16 it does.

     

    Now you just need to add the green layer (rough part of the F-16 template) and the blue layer (metall part of the F-16 template) and you finally get a proper roughmet file.

     

     

    Thank you for your instructions!

  12. I also have a new question. I'm not experienced like many other artists in plane skinning and I'm attempting to create a roughmet texture myself this time. Already found some information on how to (unconventionally) create them. But where can I find/how can I create an AO map of the skin? I can't really find an AO folder/layer in the template. Whereas there are rougness and metallic folders.

     

     

    Thnx

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