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avenger82

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Everything posted by avenger82

  1. Yes , but for me the 9950x3d advantage over 9800x3d is strange , because it’s only game test that shows such consistent difference. Does DCS use second CCD also?
  2. It’s also significantly cheaper than 9950x3d, and you’re probably be GPU limited for a long time anyway (even with RTX 5090 ). For others I think it’s beneficial to find what you should do to achieve better CPU frame times with 9950x3d vs 9800x3d as shown in the video I linked .
  3. According to the video I linked , in DCS , the 9950x3d is a little bit better than 9800x3d. AFAIK it’s the only game that shows benefit of having non 3d cache CCD. Looks like for others it’s actually better to make sure non 3d cache is disabled.
  4. Looks like for DCS World you don’t want to park non 3d cache CCD. There is a video (you enable English subtitles) showing in VR it even beats 9800x3d in some scenarios : However, It’s a bit weird , because CPU frame time is always a bit lower for 9950x3d, but at the same time current FPS is usually slightly lower.
  5. I almost lost hope, but it’s strange they don’t have time to fix it , because it was actually working when the plane was released and was broken with an update years ago(in 2016). Also AFAIK it’s working correctly in P51 so they can do it. Apparently they think that working on new modules is more profitable than fixing already released ones.
  6. Any updates?
  7. Any updates? Apparently it worked correctly before march 2016? Also similar gyro gunsight is working in P51 mustang. I think it’s pretty important issue.
  8. I ended up with using vJoy + Joystick Gremlin solution as shown in this thread:
  9. Another solution is to use vJoy and Joystick Gremlin as described here:
  10. I know it’s an old thread, but I have the same issue with my Heusinkveld Sprint pedals. I’ve seen possible workaround is to use vJoy and UCR , but I’m not sure how it works. Note that my previous T3PA pedals worked ass expected after tuning the axes.
  11. Yes, but AFAIK nothing was done to fix it yet and the thread was closed... Anyway, I doubt that if bullet speed will be corrected, it will fix F-86 gunsight solution. Maybe it will be a bit better , but these seem separate issues.
  12. If you play single player, then for now you can change .lua files according to my post #163: https://forums.eagle.ru/forum/englis...65#post6290565 Also you may reduce gun overheating dispersion to minimum or even 0 and increase round count to 300. It's described in some previous posts. But better backup original files as you won't be able to join multiplayer. Also DSC World updates may overwrite your changes.
  13. Any updates? It's been a month since your last post here.
  14. It doesn’t happen always. First time I didn’t have this issue, but after retrying the mission it happened few times in a row. Didn’t test it in latest OB which was released few days ago. BTW: I just finally finished the campaign with the Sabre. Some missions weren’t easy for me, had to retry them, especially late ones, but it’s quite satisfying! I’m especially impressed with storyline.
  15. I had it a couple times before openbeta update during Museum Relic campaign.
  16. Forgot to add that of course, increasing muzzle velocity will slightly decrease the lead/deflection needed to hit a target with significant angular velocity and range. This would normally mean that F-86-F's A-4 gunfight lead calculation needs to be adjusted, but since it's already not working correctly: https://forums.eagle.ru/showthread.php?t=274923&page=3 then I guess it won't be touched. If anything with faster bullets it will be slightly better, since currently it doesn't give enough lead. Of course I wouldn't mind if lead calculation be fixed too:) Especially if apparently it used to give correct lead, before a patch somewhere in 2016: https://forums.eagle.ru/showthread.php?t=162596 But I'm aware that would be much more complicated task than editing .lua files. Unless devs find and revert a commit/change that broke it:)
  17. I finally found this thread. I tried the mission 4-5 times. @Apache600 BTW: The campaign is great
  18. I think that'd be reasonable approximation. Perhaps no one is replying because people who initially raised/reported these issues (or contributed to the thread) waited too long and lost interest. Maybe some of them modified .lua files by themselves. But the issue is that then you can't use multiplayer. So it would be worth to have it finally fixed: - Increase muzzle velocity (according to the table referenced on post #162) - Remove gun dispersion due to overheating - Increase max rounds to 300 If I'm not mistaken it only requires modification of .lua files. I think such change shouldn't require much testing too, as it doesn't impact other modules. If you'd decide to minimize overheating effect (instead of complete removal) then I guess would require some more testing.
  19. Anyone finished Museum Relic F-86 campaign? I'm stuck with a mission 8.6 Scouting Trouble. Soon after command to RTB there's missile warning, I try to turn/evade but always get hit by it and my engine shuts down. I tried it like 4 times. It seems there's nothing I can do, because missile hitting is scripted. It's quite frustrating. Should I try to restart the engine using some trick? EDIT: There's seems to be a workaround: https://forums.eagle.ru/showthread.php?t=198210&page=4
  20. Here: https://forums.eagle.ru/showthread.php?p=4399739#post4399739 and here about gunsight not correctly calculating lead: https://forums.eagle.ru/showthread.php?t=274923&page=3
  21. Hopefully muzzle velocity and gun dispersion due to overheating will be fixed soon. It’s a real shame pipper doesn’t work as it’s supposed to. It should give accurate lead when tracking a target in constant turn. I’m afraid it won’t be fixed
  22. “I suppose a reasonable stand in for a real world study on the affect of overheating the M3 in Sabres would be to give each gun a random chance of jamming after the 200th rnd fired nonstop with the probability increasing with each additional rnd uninterruptedly fired afterwards.” Was the chance of jamming after long burst significant ? Unless such jamming behavior is already implemented in DCS, it would require some coding. The rest of fixes: muzzle velocity, increase max round count to 300, reduced overheating effect, could be done just in .lua files. If in flight air cooling was efficient so that long bursts weren’t a problem then we can get rid of increased dispersion effects all together. It would be surely more realistic than what is now.
  23. I don’t really know, but I think cooling during flight wasn’t that efficient/ rapid. On the other hand after 200 rounds fired there would be only 67 left, or 100 rounds maximum( if you include additional 33 in each container as posted by @iFoxRomeo on 30/3/2020). Probably even ambient air temperature also could influence cooling. With -20 degrees Celsius it was more efficient than with +30 Celsius (But of course it’s not feasible to implement every factor in the sim) So it’s hard to estimate accurately. My guesstimate is that overheating effect should start after 230-250 rounds:)
  24. Thank you. Hopefully there will be no code changes needed (only values modification in .lua files). I already modified my shell_table.lua(but of course can't play multiplayer with this modification) : M20_50_aero_APIT: from 875 to 900 (basing on 2950 f/s in the document) M2_50_aero_AP: from 823.5 to 865.5 (2840 f/s in the doc) Basing on: https://imgur.com/OGLPjeK As for gun overheating too soon(and too slow cooling?). I'm not sure what the 3 values should be for "HeatEffectExt" in F-86.lua. Here is the page for someone who doesn't want to search the document: https://imgur.com/ijZNTtF
  25. The document( TM-9-2190-AN-M3-Browning field maintenance) doesn’t specify it. I haven’t found other that would give the number that would account for the cooling expected specifically for F-86 airflow. It’s generic specification, so I think they measured it on the ground as it’d be hard to do in flight. Regarding muzzle velocity, on pages 140-141 there is a table for different cartridges. It was usually >= 2900 feet/s , except for tracer M1 and head-light tracer which had only 2730 f/s. Edit: should be >= 2900 feet/s instead of => 2900
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