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funkster

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Everything posted by funkster

  1. S***S*** is an expression - obvious humour is lost in translation. Anyway I'm out so thread can get back on track.
  2. Yes it is a complaint that we still encounter BASIC AI issues that have been raised for literally a decade. Its great that the JET AI can fight more realistically but not when you can't fly an SP Campaign without suicidal UFO wingmen taking you out 30mins into the flight. The point being made here was that absolute focus needs to shift to address these long standing fundamentals.
  3. I am calm and not projecting anything. Its called an opinion based on 14 yrs (Not 2yrs) of experience of ED/DCS. The AI update this patch is JET ONLY and specific to COMBAT. This doesn't address the 1000s of known AI issues listed in the AI forum section. Some of which have been around since day 1.
  4. Thanks to both of you - this is awesome. Great to see some of the ED team working directly. Top man btd
  5. Sorry ED but I agree with OP 100% 2.8 is a "S***S***" and a glance at the forum posts is far from being well received (positive). Most have had massive performance hits, CTDs, breaking of DCS Published ADD ONS (VAICOM) and for what ? - moving clouds and rainbows. For me the dev focus just seems way off ......as the Hotdognz states there are so many other fundamentals that need URGENT attention! Multicore, Vulkan, AI , ATC etc etc. Fully understand this is Beta but this patch was one of the worse and shouldn't have passed ALPHA. I am hopeful that we have a Hotfix Patch incoming ASAP but please please please can we start getting some focus on the basics?
  6. Thanks for post. I had already completed number 3 but have just implemented your suggested fixes 1 & 2. I am not 100% but believe they did actually make some difference. Further testing required. I have also just updated my WMR and OPENXR Dev Tools and this seems to at last make my motion projection work properly so it could also be this. regardless thank you for posting these.
  7. DCS VR is pretty abysmal in terms of performance - You can throw all the hardware at it in the world ...even 4090s (see threads in this forum) ....but until the fabled MC and possibly Vulcan don't expect much.
  8. Your welcome - it was thanks to Terry and Art J providing those links that I managed to piece it together. @VC .....Not sure why we cant get it to work from the special menu. I tried to change the "default" folder name to something else and whilst that does make it appear in the specials list (special menu / customized cockpit) it stops it working. .... No idea why?? I also have a BF109 cockpit mod by PATO which does work from the special menu which I used to check/compare. The dds, Lua files and folder structure are setup in the same way except for the renamed "default folder" ...and this works. I just don't understand why it wont work if you rename the "default" folder for the spitfire mod. But it doesn't
  9. That's ok I got it working in the end by peicing together information from various sources given here. NOTE: I also managed to create a Saved Games folder version which worked by: Creating a folder structure as follows:\Saved Games\DCS.openbeta\Liveries\Cockpit_Spitfire_LFMkIX\default copying the 5 files from the Naked350 zip to the new folder created in step 1 (i.e default) Adding a "description.lua" (Notepad) to the same folder (default) which contained the following text: This way it doesnt get overwritten in updates etc and no need to use a MOD Manager etc.
  10. Thanks Art-J I looked at the one you sent but havent tried it HOWEVER! Reading the accompanying description it stated "in the zipped file you'll find the "Cockpit_Spitfire_LFMkIX" folder and inside, another folder named "default" don't rename theses folders or it will not work" I noted this and renamed the folder structure for the NAKED350 mod and IT WORKED! So I can now used Naked350 if I choose. I will have a look at Jex's now but at least I have the choice! thanks man
  11. I backed everything up but so far I have tried: Adding the 5 files to the zip in the core folders as per Naked350 userfile instruction - didnt work. creating a separate folder structure under "Saved Games\Liveries\Cockpit_Spitfire_LFMkIX\Naked350" Then adding files plus a modified "decription.lua" as per the post you provided. I then get the option for the customised cockpit in the "special" menu but selecting it does nothing. Creating a ZIP folder containing the 5 files plus modified Description.LUA directly under the "Saved Games\Liveries" folder. - didnt work. Cant seem to get this working at all??
  12. Thanks Terry I did find this one but can't get it working at all! Have you got it working?
  13. Are there any working Spitfire Cockpit mods - All the ones on the userfiles don't seem to work.
  14. I was literally going to post a thread regarding ongoing support! Good news that the product will continue to be supported albeit without Hollywood_315. Thanks for update.
  15. funkster

    AI Roadmap?

    Has there been any specific AI Roadmap published? I know some good work has taken place around Combat AI but what about the basic AI functions? i.e. AI Taxiing , waypoint turning, stopping the unrealistic physics defying flight manoeuvres , fuel management (Bingo/Eject!), Takeoff / landing accidents etc etc. All of these and more have been well documented in this forum with some examples going back literally years! At this point I still cannot play any SP Campaign / SP mission involving AI with out some immersion breaking if not mission breaking AI "mess" up. Is there a focused effort / confirmed roadmap by ED for addressing what most would consider a fundamental component of the game?
  16. patch notes state : WWII AI warbirds: improved behaviour and fixed collision during landing in pairs The key word here is "AND" which implies there are additional changes as well as the specified pairs collision fix.
  17. Disappointing. Not sure what "WWII AI warbirds: improved behaviour" were made as patch notes are vague. However clearly not the following examples; The AI taking off on a runway occupied by the player. The AI ZOOM CLIMB with ridiculous engine settings that the player struggles to match without frying an engine! The AI stops and "zig zags" about the sky like the infamous "tic tac" UFO video. Not asking for the world here but basic AI would be nice. I had hopes with the "tonal " gamma changes however still looks washed out ...especially at 2.2. Not testing / breaking Viacom - poor show. Night Lighting is nice in PG. FPS counter is good
  18. BtW I can confirm that oxygen is modelled on spit as this is why i asked the question. Basically i had switched the oxygen switch to emergency supply thinking it was just off/on switch. i started getting double vision , then worsening vission / grey out when i was at alttitude and noted that the o2 had run out! I therefore assumed the switch was not just an on / off ...thus one of my questions.
  19. Hi I have looked through various posts, manuals but cant seem to get the specific answers for the following: When do you use the Fuel Pump (left side panel)? I know you can use it instead of the manual pump in start up but aside from that? I have seen some suggestions that it should be on for the entire flight but then other official start ups not stating its use? What specifically does the Oxygen switch do? Oxygen seems to be provided depending on Altitude (as displayed on dials). Flipping the switch seems to override this? If this is correct when would this be used? Thanks in advance.
  20. Yes basically the Kneeboard Builder app but built into DCS per Plane / Mission.
  21. Just in case this helps someone. The only way I found to do this is by renaming (or deleting) the following file. "DCSWorld/Scripts/Aircrafts/_Common/Cockpit/KNEEBOARD\device\init.lua" This then creates one blank page instead of the 3=4 map pages ahead of whatever Kneeboard pages you have added. It would be great if we could just toggle the map / default kneeboard pages on/off in the Plane options.
  22. Thank you so much for your quick response. I thought that may be the case but wanted to make sure I wasn't doing something stupid. Thank you for an amazing , immersive campaign! Love your videos too! Your passion for detail certainly comes across. Well done.
  23. Hi there. Loving the work your have put into these campaigns - your passion for the history of the squadrons is evident. It is a shame about the ED AI ruining things but as you have stated you can work around it by being more of a singleton and hanging back from your formation. Anyway quick question regarding mission 1 - I have tried this twice (both successfully) but I have had to ditch twice due to fuel. Once at sea and once at High Halden. I have noticed a couple of things and wanted to check I am not missing something. I switch to my drop tank straight after take off. This seems to run out about half way across the outward channel crossing. However the rest of the flight don't drop them until combat near Aberville? Do I need to fill this or something? Even if I fly economically with no combat / trimmed out etc I don't believe I would have enough fuel to get back to Biggins Hill. Has something changed?
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