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Everything posted by Grodin
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Just a heads up. I had constant stuttering (frametimes spiked every 2 seconds all the time everywhere) very noticeable in VR. I did _everything_ people suggested here, in reddit, anywhere i could find. All the CPU parking registery hacks, nvidia control panel settings, affinity tweaks, process lasso, deleting shaders, increase page file, exclude stuff in windows defender etc etc all of it. The one thing that cured my constant stutter was turning HAGS on. Confirmed by turning it off and back on again. Also credit to the core parking tips, that cured all the menu and mission editor stutters, for processors that have E- and P-Cores. So in some cases HAGS on is a very very good thing. This was on W11, 13900KS and RTX4080.
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Best VR Headset (upgrade from Reverb G2)?
Grodin replied to Raketenfrosch's topic in Virtual Reality
But V72 did. https://www.pcmag.com/news/meta-replacing-quest-headsets-bricked-by-buggy-software-update Yeah learned my lesson, disabled updates and will keep it like that. -
Let's start with adjustable winds before going all crazy with the features heh
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Best VR Headset (upgrade from Reverb G2)?
Grodin replied to Raketenfrosch's topic in Virtual Reality
You mean like the previous stable channel patch that bricked headsets? No matter which way you go can't win with these. -
Just your avarage Quest update breaking 2 things to fix 1. Luckily this time the update doesn't permanently brick the headset like the previous one did.
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Best VR Headset (upgrade from Reverb G2)?
Grodin replied to Raketenfrosch's topic in Virtual Reality
Quest 3 audio quality is horrid, G2 audio is better by far, not even a comparison. All high pitched sounds like RWR make my ears bleed with q3. Also a new update just rolled out yet again breaking things, just your avarage quest 3 experience. Im so done with this headset lol. -
Update the DLSS preset used by DCS to remove ghosting
Grodin replied to sleighzy's topic in General Bugs
The MFD numbers issue is also very evident in F16 when adjusting radar up/down the numbes next to TDC become unreadable for many seconds. -
Targeting Pod, looking at ground with A-A loadout
Grodin replied to Jyge's topic in DCS: F-16C Viper
Can't helmet designate with F-16 unless you have a VIS mode capable A-G weapon loaded. Other functions like snowplow should work even without A-G weapons afaik as long as you are in A-G master mode. -
F-16 is by far easier and simpler to use. Partly because it is designed like that and partly because most of the stuff is still missing in DCS where F18 has a bit more systems modeled. 16 has much less weapons, much less different kinds of mfd pages, hotas is more user friendly and datalink is missing so many things, barely any failures modeled etc etc. No flaps or trim to worry about either on the 16. I find it quite boring after a while even i do enjoy how easy it is to do things with it. Thats why i prefer f18 in dcs and f16 in the other sim.
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Update the DLSS preset used by DCS to remove ghosting
Grodin replied to sleighzy's topic in General Bugs
Got to testing things now. It is less blurry and there is less ghosting - so much that i feel like now its usable. I mean yeah the image quality still does suffer and there absolutely still is ghosting especially with MFD cursors, but not enough to be a dealbreaker anymore. This is great! -
DML - Mission Creation Toolbox [no Lua required]
Grodin replied to cfrag's topic in Scripting Tips, Tricks & Issues
Just got an idea how to sort of make this work. - If all the units are inside the safety zone i will cycle the ship ai and/or alert state on/off preventing it from shooting at all - If some units are outside the safety zone but inside the ship wez then the ship will shoot at everyone and the guardian angel script will destroy the missiles sent for the units inside the safety zone. This way the ship wont always keep spamming missiles, only when there are some targets it is supposed to attack. It is likely to hit the planes that are outside the safety zone making the mission pretty much a failure before it runs out of missiles. Is there better way to stop the missiles as soon as they are fired than increasing guardianAngel.minMissileDist? -
Update the DLSS preset used by DCS to remove ghosting
Grodin replied to sleighzy's topic in General Bugs
Very happy to hear that, until now i've found DLSS to be unbearable but i'll give this a try! -
DML - Mission Creation Toolbox [no Lua required]
Grodin replied to cfrag's topic in Scripting Tips, Tricks & Issues
In single player using invisibility command works well enough because the wingman stays close to the player but in multiplayer you can get in to a situation where one player of the group is inside the safezone and the whole group becomes invisible and then the other players can fly anywhere on the map and stay invisible to the ai as long as one of them is inside the safezone. Or if the trigger requires whole group present then nobody is protected if even one player is somewhere else. I could just make every client the only member of the group but then TDOA and some other datalink things might not work correctly. -
Update the DLSS preset used by DCS to remove ghosting
Grodin replied to sleighzy's topic in General Bugs
While getting rid of the MFD ghosting is a huge deal, looking at the switch labels in your picture it still looks like the same blurry mess DLSS always was - can anyone confirm if the image quality in VR still takes a huge hit like it did with the previous versions? I just can't stand the blurry labels and MFDs in VR. -
DML - Mission Creation Toolbox [no Lua required]
Grodin replied to cfrag's topic in Scripting Tips, Tricks & Issues
I'm trying to simulate ecm jamming escort where anyone that is between the jammers or near them won't be attacked by the enemy naval units (or whatever sort of implementation would be realistic-ish as far as there is public info about ecm). Got the idea from Raven One campaign i think where player had to stay between two growlers or they would be shot at, which is easy enough to do in single player but the problem is when you try to do this with multiple player aircraft in mp when they are members of the same group. I figured that even a jammed radar could possibly lock a plane that is in different direction than the jammer or if it is much closer than the jamming aircraft. So far the best i've managed to do is a moving zone attached to the jammers and triggers that either cycle the protected planes invisibility on/off or the ship AI on/off and that makes for a great effect where the ship might be able to lock the player for a few seconds but loses a lock before it can fire a missile. However turning the ship AI off prevents it from shooting any planes at all and invisibility makes the whole group invisible and not just the ones inside the zone. -
AI Lock on but don't shoot trigger ?
Grodin replied to T-Pap's topic in Scripting Tips, Tricks & Issues
No good way to do it imo but the way i did this with ships was by cycling some commands on and off every few seconds (for ships i did it by cycling AI on/off but thats a bad idea with planes, try emissions for example, on for 3 seconds and off for 1 seconds etc) because the RWR reacts with some delay it would appear the enemy has a lock on all the time while in reality you are breaking the lock before he can get a missile off and then he can lock you again. For in range you might need to take the gun ammo away or put training ammo in. Another way i'm thinking is force the AI to only attack with a gun and then have a trigger that makes the AI disengage whenever he is close enough to actually shoot the gun, that way he keeps the radar lock until he is close enough for guns then he disengages and re-engages soon after. Wish we had more commands, makes one lose sanity thinking in some other editors you could just simply write "unit1 dotarget unit2; unit1 fireAtTarget [unit2, "Hellfire"]" but in DCS things are slightly harder heh. -
DML - Mission Creation Toolbox [no Lua required]
Grodin replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hey, would this simply destroy the missile as soon as it is fired blowing the missile up right on the deck? Same effect as putting a huge number for guardianAngel.minMissileDist causing the ship to exhaust it's missile supply trying to shoot down the planes inside the safetyzone? I can't think of a way to prevent naval units from shooting some targets while shooting others, both commands that i've found completely prevent ships from shooting (AI off, alarm state green). Invisibility sort of works, but that makes the whole group invisible, not just the plane inside a trigger zone. -
Just an update this issue has not happened again for me after i plugged each Winwing device to their own USB port instead of a USB hub so for me this seems like a winwing firmware issue. It seems like sometimes winwing devices with similiarly named axises get mixeded up when plugged to same hub. Sorry for the trouble, never did i imagine this kind of issue could be because of something like this but apparently anything is possible with spaghetti firmware.
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DML - Mission Creation Toolbox [no Lua required]
Grodin replied to cfrag's topic in Scripting Tips, Tricks & Issues
Loving these scripts, great work! Is there a way for me to edit the guardian angel script in a way that simply prevents ai ships from shooting at the plane inside the guardian zone but keep shooting planes outside the zone? In its current form this script sort of works for my jamming escort purpose but it feels a bit off when the ship continuously spams missiles that explode on the way. The trouble i'm having using other methods for this are 1. Ships don't have ROE settings for "engage designated only" so i could limit who the ship can engage and 2. using "invisible" command makes the whole plane group invisible and not just the plane inside the trigger which causes a situation where flight lead could be inside the safe zone and rest of the flight can be anywhere on the map yet also invisible. -
Anyone handy with scripts could turn this into a something like "If the target is unit named Aerial-1-1 and it is inside moving zone MySafetyZone then destroy missile else let the missile continue" or even better if it can be applied to any unit inside the zone then i wouldn't have to duplicate it for every playable plane in the mission and it would work for dynamic slot planes also. This would totally make my day because currently it is impossible to make part of a group invisible and having every member of a flight be a seperate group wont play well with datalinks etc. I'm trying to make a growler escort where any plane in formation with them is safe but other could be shot.
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That would absolutely ruin the mission for people with a full cockpit so hope not
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Sure as long as that means "Not correct for the modeled year" is no longer a valid argument for anything example F16 not getting APKWS etc since we are now going with the "It _could_ work like this" level of simulation. Buuuut we all know thats not the case and we will buy the F35 anyway lol. And no i don't have anything against trying to simulate something classified by estimating how it could work but i wish they would do the same for other planes too and give us some cool toys even if it was not issued that exact specific year.
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Sometimes i get this too but i have managed to fix it by powering both the HARM and HTS off and on again. TGP pointing at the sky sounds like it's trying to look at the HTS designated target which is nothing when it fails to lock.