-
Posts
29 -
Joined
-
Last visited
About Ogma
- Birthday December 15
Recent Profile Visitors
1975 profile views
-
No way... I had seen that the Oh-6 was causing issues so I removed it but I didn't realise that there was a left-over script in the the Saved Game folder. This would have saved me so much trouble... Thank you very much @JD Swann it was indeed the issue.
-
Ogma started following Official News 2024 and Periodic FPS drop on Multiplayer
-
As the title says, I am experiencing periodic FPS drops on multiplayer servers with heavy scripting. The FPS drop is very periodic (every few seconds), and the graphics settings do not seem to affect the occurrence. I am not experiencing this outside of multiplayer or on multiplayer servers with low scripting. For example, if I join the 4YA Aerobatic server with 14 players, I have a smooth experience. However, if I join a 4YA training server or a Grayflag server with 14 players, I experience this periodic drop, as can be seen in the video attached. It should be noted that this video was recorded using the personalized graphics settings attached. However, if I lower the graphics settings to the preset low ones, the issue persists (with lower VRAM usage and higher average FPS but still the periodic one frame freeze). I have read many forum threads and tried numerous things, sadly to no avail, so I have resorted to creating this new topic. Things I have tried/remarks: detailed PC specs are in the log file (i9-9900KF, RTX 3070, 64GB RAM) All mods have been removed Ran a slow repair of DCS DCS is on an SSD Pagefiles are on NVME DCS main folder and saved games folder are set as Windows Defender exceptions All drivers are up to date Shaders have been reset (Deleted the fxo and metashaders2 folders in Saved Game) old track files have been deleted Hotplug devices have been disabled All power-related settings in Windows and NVIDIA Control panel are set to performance Hardware Accelerated GPU Scheduling is off I am a bit at a loss here and would appreciate some help. Thanks ! 2025-01-24 11-48-28--personalised_2.mp4 dcs.logdcs.log
-
The F-35 is such an odd choice. Why bring this instead of a FF Su-27 if you're going to relax the requirement for the sources ? Why nothing for REDFOR ? Every time we bring the lack of counter part for modern aircraft we were told it was because of classification/ lack of documentation. Since it is apparently not an issue anymore, it would have been a logical choice... Plenty of "demonstrations often filmed and providing great insight" available too...
-
Well I have a news for you: Now we just have to wait another decade to get an undo/ redo button and we may finally have a mission editor that will be on par with the industry standard of the early 2000s. If we are very lucky we may even get it before the 10 year anniversary of Arma's Eden editor (wishful thinking, I know, it's my optimist side resurfacing) .
-
OH-58D Kiowa Operation Dixmude Campaign (Released!)
Ogma replied to Bailey's topic in DCS: OH-58 Kiowa
Great job on this one ! I have flown the first 3 missions so far and the conversion seems really well made. Just need to point out that the complete briefings for the missions are in a .pdf in "XX:\DCS World OpenBeta\Mods\aircraft\SA342\Doc" if you own the Gazelle which I feel are really needed in order to be able to play the missions as they are intended. -
I did read it, but perhaps my question was not so clear. What exactly is the difference between "high detail" and "low detail" ? Is it low details as in Normandy 1.0 vs 2.0, i.e. same buildings but with different textures. Or is it low details as in Haifa on Sinai vs Haifa on Syria ? Or is it low details as in Crimea on Caucasus ?
-
How is suppose to work for multiplayer ? It sounds like there will be only one map but depending on which region the players have, they won't see the same things. There is no way of balancing a PvP server then no ? How are physical buildings present on the high detailed version handled for the low detailed players ? Does it mean a transport helico could land units inside a landmarks because he didn't buy the high detailed version or with CA just drive though it ? Won't they have an easier time spotting as well ? How is it handled server wise ? Can missile fired by low detailed player go through a landmarks ? I have so many questions...
-
Champagne !!! That and the multi crew Thanks Flappie for following the issue and keeping us updated !
-
I almost got exited when I saw a non-shiny Huey after ED's engine update... and then I realised they just removed all spec for all skins... Off to another three years before a proper fix
-
I mean if the F-16 "doesn't count" then we can talk about the Yak-52 (or the WW2 Asset Pack, or the Super Carrier or perhaps the Viggen ?) All I am saying is that it takes time for DCS modules to go from announcement to release out of Early-access; and this project is not different. So considering that they plan to skip the Early Access phase and go straight to release, the time scale is well within any other module development time.
-
I understand the concerns and the scepticism, I however don't share them. As you said, communication builds hype and I think they will communicate a lot more when they are ready to start the hype train; not before. As to avoid what happened in 2020.
-
You guys can never be pleased, can you ? They said repeatedly on their Discord that they are actively working on the project, that they are making good progress. The module appeared in the "2023 and beyond video"; their SME released 3 videos of an hour each on preflight walkaround 2 months ago; now you get a 10 min video showcasing alignment of the grease-pencil gun marker and the gun (not seen before) ... And yet you are still debating whether or not the module will eventually release ?! Keep in mind that they are planning for a release without early access; for comparison, the F-16 is still in early access; so yes, the development takes some time, but they are still well within the timeframe of any other module in DCS. And that's without considering the horrendous circumstances that they had to face a couple of years ago that lead to their radio silence. Yes it was frustrating but you need to keep in mind that they are actual human beings, they could not foresee one of their team member having to fight for his life and couldn't predict the impact on the project. And you can only understand how communication or the project itself was not on the top of their priority list when it happened. Yes, we don't have any estimate for the release date. And that's for the best. They will announce it when they are 100% certain that they can achieve it and I don't see anything wrong with that.
-
I get that; there is a lot of bugs given the complexity of the game and you cannot keep everyone updated. But it gets really frustrating when the only feedback we get when we look at a nine year old bug is "Yes, we know about it" and that's it. For example, here is a bug introduced in 1.2.7; it is reproducible in 30 sec in the loadout section of the ME (model viewer). It does affect the game-play since it removes the reticule. All we know about this one that you have been notified about it by new threads being opened regularly in the past nine years because new people stubble on the bug without any fix to be seen. Or this one, that has been first reported five years ago, also reproducible in 30 sec in the ME; fixed by a wonderful community member three years ago, never implemented. And here again, new threads are created on a regular basis because new people stumble on it since it affects every single Huey livery. And here again no news beside the occasional "we bumped up the report". This creates a feeling that the bug reports are ultimately useless; which I know to not be true. But it would be interesting to think about a solution so the community is aware that these bugs are acknowledged and will be worked on at some point; especially for the long lasting bugs. It would be even more interesting to know which bugs are being worked on and how you prioritise them; but I know I am asking a lot.
-
Well, here we are again; another year another nothing; five years after the first report. Three years since a fix was provided by a community member... But hey it could be worse, it could be nine years: @Flappie do you think you could bump it once more please ? I still have hopes.
-
The "reported earlier" tag is an euphemism at this point. Yes, it was reported, 9 years ago ! The bug is literally repeatable in the mission editor in 30 sec. I can get that this is not a priority but NINE YEARS seems a tad excessive for something this obvious. And if only it was the only one... I also follow this one (5 years old): Similarly repeatable in the ME in 30 sec, affects literally all the livery; has been fixed by a community member three years ago, not implemented by ED. I am a bit puzzled on how they manage the priority of the bugs; even if they are non game breaking should they take 5years or more to get fixed ?