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Nightstorm

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Everything posted by Nightstorm

  1. Yea there's enough people having the issues, and they persist with the second hot fix from yesterday. 2.9.15.9599 It's not isolated. And the telling consistent thing is that the issues did not exist in 2.9.14.8394.
  2. Awesome thank you. @BIGNEWY I was able to convert all of my sound mods over to using the mods\resources folder and they all work just fine. That is *probably* the preferred way to go.
  3. I'd just updated to that driver yesterday; I had a previous driver on Monday. So, if it IS a driver issue, it's been in the last two generations, and 2.9.14 doesn't have the issue.
  4. Well, my thought was that by posting here, I was raising awareness. Especially if others are having similar issues.
  5. I discovered last night that if you create a sound based MOD and place it in the mods\resource folder as per the instructions in the game folders doc\sounds folder it works. For example: .\Saved Games\DCS\Mods\resource\F-22A_Sounds\Sounds\Effects\Aircrafts\Engines (This will still work and override the default sounds) So, something was changed in .15 to stop reading from the .\Saved Games\DCS\Sounds folder. If this was INTENTIONAL, how about letting the community know. If it wasn't, how about letting the community know. Thanks
  6. Both GPU and CPU util was low. So a typical load mission goes like this: Start DCS Initially, it doesn't take much longer to load than it has. Mission > Select mission OR ME > Select mission Hangs at Terrain Init for good deal longer than it used to in .14, once it finally loads you can do stuff. Attempt to SAVE a mission in ME > Hangs for a looong time before it proceeds Launch a mission from ME or from Mission > Hangs for a looogn time before it proceeds Once in mission and started > A pattern of pauses, where EVERYTHING pauses for a beat every few seconds. CPU/GPU util normal. That goes on for around a minute or two and then it stops, and the mission is running normally after. If I were to guess, these issues are more disk access related than they are CPU/GPU. System spec: 14900k/64GB DDR5 6000/RTX 5090/8TB M.2 4th gen that DCS is on/2TB M.2 4th gen system drive It's not a spec issue, and it's not a hardware issue. I have enough room on that 8TB drive that I restored my 2.9.14 version. I can run the exact same configuration and mods * though I did adjust a couple for DTC * but otherwise the same, and in .14 everything runs perfectly. Load times were great, no hitching or pausing like I'm seeing. The ONLY change is using one version or the other, both with full repairs etc. Something got broken in .15. 30 years in the IT industry, trouble shooting is not foreign to me.
  7. I've done what was asked above. PL is disabled/not running. No mods, not even a livery file. Cleared shaders and rebuilt. Simple test mission with a viper at Nellis, no other units. A full repair was completed and removed any extra files. Running out of the BIN folder not BIN-MT. Issues persist. Slow loading mission editor, slow saving changes in ME and slow loading missions. Log attached. dcs.log
  8. Yes, I had the affinity set to only use P-Cores. I was running a lot of other background stuff on the E Cores that doesn't need high performance like One Drive, Dropbox, etc.
  9. Does it cause issues only if you apply an affinity to DCS.exe? Or if it's installed in general?
  10. Thank you for the information. I did try it w/o process lasso, but I hadn't tried it yet with zero mods since the same mods (although not updated for 2.9.15) were running under 2.9.14 w/o issue. But I will try that. The issue was happening on other maps too beyond the new Cold War map. Thanks for the information on the BIN vs BIN-MT, I didn't know that they were both multi-threaded now. I was gone for all of 2024. I missed a lot.
  11. I was building a quick test mission here and going back and forth between two missions. The performance improved after the initial loading but it seems to hang on terrane initit for a good bit of time. Starting up and shutting down takes longer than 2.9.14. dcs.log
  12. Both the first and hot fix 2.9.15.9509 have severe loading performance upon loading a mission into the mission editor and starting the mission. Sound/music skips and the game is also slow to exit. The issue does seem to improve after a bit and you can load missions faster. Restoring to 2.9.14 corrects this issue with no other changes.
  13. After updating to both the first 2.9.15 and 2.9.15.9509 hotfix, wav files located in the saved games folder no longer override the default sounds. Going back to 2.9.14 restores this functionality.
  14. Things are progressing well. Still on internal testing but I can tell you it's working and getting better every day.
  15. There are bombs now, but because of the F15C avionics, I've been using the code for an AIM-7 Sparrow missile for the bombs. As the F22 doesn't use the AIM-7. That makes the bombs dumb bombs with no guidance, but you can drop them and with a little practice hit things. Or in the case of the B-61 tac-nuke...close is good enough.
  16. That DLL is being used as the binary for the A-29 in it's entry.lua. Can you CALL more than one binary? If not, that's how we're loading the EFM. [3] = 'F22', ? I've never seen that done but I don't know. From the A-29 entry.lua: local FM = { [1] = self_ID, [2] = 'avSimplest', config_path = cfg_path, center_of_mass = { empty_cg_position , spinner_tip_position[2] , 0.0}, -- center of mass position relative to object 3d model center for empty aircraft moment_of_inertia = {14056.0, 40927.0, 30700.0}, -- moment of inertia of empty aircraft disable_built_in_oxygen_system = true, }
  17. There is one yes, but nothing is up there yet. At the moment, I guess you call the EFM a "closed beta". Bugs are being squashed. I did spend all of yesterday updating the enhancement mod to remove all references to previous FCS modes and did some clean up and decluttering of a few of the displays. I turned the FCS page's mode box into a speed brake indicator. Figured it made sense, since those surfaces are the speed brake. Added the new maps into the clock system file for GMT/Local time and a static map for the map pages. I still hope there will be a way to make the map more useful in the future. The enhancement version here, is not exactly the same as the historical version that's already being worked on. The historical version will have its system pages based on the MSFS version of the F22. It's based largely on the enhancement version and just updated as needed. In case anyone cares, I HAVE NO ISSUE WITH THAT. What I'd always hoped is that the community would take the sum of what's out there and made something greater than its parts. Having a few different options isn't a terrible thing, especially when you consider the main difference will be the cockpit displays. So, even in multi-player, I can't imagine it would matter if someone had the historical version and someone had the enhancement version. Each would see the displays/interface they want to use. My personal install right now, is a combination of the GD3.0 base, the enhancement mod, and BHoops BIN/DLL being called from the F22A.lua. It all works together quite well. So, it's coming, we'll keep you all posted.
  18. There are two ways of going about it right now. The first way is to continue to use the F-15C avionics like many 3rd party mods have done. HUD, RWR, Stores and RADAR. It's an all or nothing proposition. In order to use a custom HUD a fully stand-alone avionics suite would need to be built. It's a possible but daunting task. I don't know when, or if, that might be implemented but for now it'll still be using the F-15C stuff. I'm personally just really happy to be able to fly it again. Keep in mind this is literally an "Open Beta". We should all be familiar enough with that concept Bugs are being identified and corrected. Everything is being moved to Github and tied to the GD release version so that changes can be tracked. It's actually really impressive to see how much work has been done already!
  19. Are you talking about the views.lua in the root folder? Yea, that possible, I have my own and I replaced it with it. In a lot of ways, we're starting from scratch, not completely, but it's a "reset" for sure. There will be bugs, there will be issues, but...it's flyable and it performs better than it ever did before. Even on the old version, like 2022-23 when you had the FCS mode stuff, you could turn with a Su-27 or 35 pretty well but not like this. Now, as long as you don't pull so hard you stall, you can just stay INSIDE his turn circle and wait for lead. It's a beautiful thing.
  20. As a stop gap, I do have the old F22 model. I will test with that later today to make sure everything still works fine, it should.
  21. So far this is working really well! Thank you all for your efforts!
  22. Usually at ~25k feet or so straight and level. At least, that what I had going before.
  23. It's just Nightstorm on there too. If you need something else I'll get it to you.
  24. I will check this out ASAP. I've really missed flying the Raptor. I love the Viper, but yea....the F22 is just awesome.
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