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darkman222

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Everything posted by darkman222

  1. Exactly. Same for me. But how much RAM do you have? Because if you have "just" 32 GB like me I would expect DCS to do the same on your machine. But like @0g1r says, it seems to make more use of RAM if available
  2. @AgrrregatBoth things youre saying are (one of them is sad but) true. @SkyracerBut I still dont get how much more you would expect from the HSD . It works just fine, and yes, its slow if you complain about that. If AWACS or another aircraft with link16 is in the area, HSD shows you all you can expect it to show. And you can IFF on the radar MFD to double check. Its not as comfortable as in the F18 but if even you have STT lock on the bogey, press TMS left. If he leaves a green circle at his current position on the radar, dont shoot. But youd have to look down to the radar MFD for that in a dogfight unfortunately.
  3. What did I miss? What other methods of identifying friend or foe apart from the ones mentioned above do we have? The chance that a Nato jet will fight another Nato jet in DCS is much higher than in reality though. God bless the guy who invented labels for dogfight servers.
  4. Not really sure about what can be done by ED and what needs to be done by leap motion. If you go on the leap motion website and download for example this app https://gallery.leapmotion.com/blocks/ And remember where the down low left and right switches are in the F16 you will see the same poor tracking results like in DCS. Sure there is room for improvement by ED but I dont know how limited that is by the programming of leap motion.
  5. Its almost there. I dont care about the half bitmap vignette and some cut overlays. We just need a crosshair to see where and what we want to lock and the lead computing pipper needs to be fixed. At the moment it is just sitting in the center of your vision. Not being calculated at all just following the head movement. With that fixed CA will be absolutely playable in VR. You can bind the "VR spyglass" hotkey as Zoom. Works perfectly.
  6. Well I thought, purchasing 64 GB or even 128 GB of RAM is a lot of money. Ending up DCS still using only 24 GB, because it was already sufficient. Thats why I was asking.
  7. Okay, then the only thing I can imagine is something on your hotas is bound to interfere with it. Double bound AP switch dont know. Maybe, last idea: Disconnect all input devices from your PC. Use the keyboard shortcuts to test the AP. If it works without the HOTAS you have at least an idea what causes it. EDIT: Seems like there is no keyboard shortcuts for the AP. For this test you'd have to set them first of course.
  8. Hard to tell without track file. When the AP switch is either in alt hold or attitude hold, where do you set the steering switch left to it? heading select or steerpoint select? Can you try that with a mission you start in the air, so you dont miss any steps on the ground that prevents the AP to work.
  9. The thing is I have those microstutters sometimes. In FPSvr you can see the little yellow spikes on the CPU frame time graph. I once had accidentally set the page file on my secondary physical HDD with just 16 GB RAM back then. That was an awful ride until I realized. Now the page file is on a SSD drive. But I wonder if DCS just fills up the RAM completely then starting to swap or if it keeps a headroom and still swaps. So having "just" 24 GB of RAM utilized is no indication of being enough then.
  10. I currently run a system with 32 GB Ram and a Ryzen 9 5900x with an RTX 3090. Using a Pimax 8Kx headset. I saw a video from Growling Sidewinder using 128 GB of Ram, holy cow. When I use fps VR I see only about 24 GB being used by DCS on the Caucasus map. So I am wondering if more RAM would be used anyway? I know that programs swap between the HDD and RAM if not enough RAM is available. But when DCS just uses 24 GB of my 32 GB I could assume thats all it needs at the moment? Or am I mistaken here?
  11. Autopilot works great on my end. Refuel door open, or gear still down? Not a real issue in the F16 currently, but make sure your stick gives no input. Maybe a little deadzone is needed. When it disengages, is the AP switch still engaged? Or did the spring loaded switch jump back in the off position? A track file would be helpful in that case when it happens.
  12. When I fly alone in a Huey on a multiplayer server, the hotkeys to jump into the door gunner seat are not working any more. They work like usual if I am in a single player mission. Can I do something about it? Or needs the admin of the server to do that? Or is it simply not possible anymore to switch the seats on a MP server?
  13. Yes lets push the topic. The F86 is way too much fun on dogfight servers guns only against contemporary fighters. An accurate gunsight would be awesome.
  14. Yes because the enemy aircraft type does not make any difference. You and your opponent have to be closer than 4000 ft and start at at a speed that makes the shot kinetically impossible, then transition into a distance to the opponent, where the rounds actually can hit him. I have prepared everything as a ZIP file. https://www.dropbox.com/s/wf6pq7fjsjsilfo/gun_pipper_highspeed.zip?dl=0 Here is what you do: Jump in one of the two *.miz missions and follow the F16 flying in front of you. Maintain a distance of 3500 ft as good as possible. After 2 minutes the F16 in front will hit the breaks, because he reached the last waypoint and return to base. I hope he will just perform the same manouver everytime. If not, try gun_pipper_highspeed3.miz where I tried to force him to decelerate for waypoint 3. You in your aircraft leave the throttle at the same setting and maintain around 720 kts when he hits the brakes. The amount of approaching speed to the bandit seems also play a role. See the two missions as video. You realize the pipper going way beyond the 9G mark in the funnel despite the bandit pulling only 2 G. And how the pipper jumps into the right place as soon as the bullets can reach the bandit. The tacview in the split screen shows the bandit in front. Notice my test shots to see if the rounds can catch him. Of course could you argue how can the pipper show the correct lead if the bullets cant reach him, but I highly doubt that the pipper in the real F16 will drive you around like that although the shot is impossible.
  15. Thats correct. But those pixels have to be calculated too. You can use fixed foveated rendering which is for the use with eye tracking. What it does without eye tracking is just to blur the pixels in your peripheral vision. It gives you 20 % better GPU performance. You almost dont realize it but the performance boost is worth it. @VitSI had my Pimax 8Kx running with a 2080 Ti but it just could not keep a smooth experience. The 2080 Ti is almost powerful enough. But just almost. If you can afford a 3090 go for it. You wont regret it. EDIT: If you purchase a Pimax 8Kx, let me know how the screen door effect is compared to the G2. ( the pixel grid you can see when the image does not move much)
  16. @BIGNEWYYou were right, both issues are related. The pipper does jump around like crazy when the bullets have kinetically no chance of hitting the target. I did a split screen with the tacview replay. Although the bandit is just flying 1 G at the moment I fire, the first rounds at 2700 ft distance were out of range. But the secound round at 2400 ft was in range. So the pipper just jumped to the correct position and the bullets hit perfectly. If you manage to create a situation where the shot is out of range but closer than 4000ft then the pipper is being shown to the player, but it starts jumping around because it cant bring up a valid guns solution. And the calculations return invalid results. My detective work is done at that point
  17. No its not lag, thats 100 % sure. But you pointed me in the right direction and I think I cracked the case. If you check my post about it in the bug section ( I posted the link above) you can see the jumping pipper happening frequently. Whats seems to happen is: The pipper does jump around like crazy when the bullets have kinetically no chance of hitting the target. I did a split screen now with the tacview replay above. Although the bandit is just flying 1 G at the moment, the first rounds at 2700 ft were out of range, like you said. But the secound rounds at 2400 ft were in range. Now the pipper just jumped to the correct position and the bullets hit perfectly. I think the bullets would not be very fast any more at that point, but I doubt it is modelled, because this would be a lot of extra calculations to determine the resulting damage, while considering the lower speed. If they hit, DCS registers a hit. Thats it I guess. To sum up my detective work here: The pipper is being hidden for the player at distances greater than 4000 ft because its very unlikely to hit AND it is jumping around like crazy because the shot is out of range. If you manage to create a situation where the shot is out of range but closer than 4000ft then the pipper being shown to the player, but it starts jumping around, because it cant bring up a valid guns solution. And the calculations return invalid results.
  18. Short answer. Nope. If you are just planning to play DCS. The best case is you have a HOTAS and wont need to touch much in the cockpit at all. And if you have to touch buttons the mouse is still much more convenient instead of grabbing the knuckles. Some people use a trackball instead of a mouse.
  19. I must confess this is pretty stupid, but some of my stutters came from thermical issues that were caused by upgrading from a 2080 to a 3090. I noticed that the airflow that was good with the 2080 got as bad as with the 3090 that the PC stopping to work suddenly due to CPU self protection. I am pretty sure the CPU was throtteling down a lot before it shut itself off. So guys, be smarter than me and check if you airflow and CPU temperature is still good.
  20. Had the same issue today. Comes from when you start everything up but dont put on the headset immideately. Make sure that you keep moving the headset in front of the light houses as soon as you start pitool and steam vr. Issue can occur later too, if you leave the pimax running but not moving for a longer time. For example if you step away from it and leave it on the desk. Hope you fixed the issue on your end already.
  21. To summarize the original question of @PicklePicklePickle : My observations are: Its not the pilot being poor at air to air gunnery using the EEGS level 5 pipper, its the pipper itself. Dont trust the pipper. It is simply unreliable and shows wrong lead as we have it in the current F16. Some time ago I started a thread in the bug section about that topic, where I am having a monologue with myself for quite some time now As I already wrote in the thread. I wont do any further investigations, because it seems random to me. My own speed does not matter, the opponents speed does not matter, the Gs the opponent pulls does not matter for the issue. I hope it will be fixed soon and get rid of at least one the disadvantages in a dogfight you gonna run into in the current F16. Here is the thread: Thats the video I posted in the thread too: And the trackfile: https://www.dropbox.com/s/8navpcpkyqaprtb/mobettameta's Dogfight Arena v1.24-20210730-020910 pipper nonsense to make sense.trk?dl=0
  22. I am not really sure if those two topics are necessarily related although the threads have been merged. One issue is incorrect lead and the other issue is that the level 5 pipper is just being switched on and off at a distance greater than 4000 ft. But who am I to judge... Anyway @BIGNEWY this post is the end of my investigations, I promise because I know two things now. The pipper showing incorrect lead is not related to my own speed nor to the Gs the opponent is pulling or his speed. In this video you see even at high speeds that the pipper snaps into place where the lead is apparently correct and leads to a successful firing solution. It happens at the end of the trackfile: https://www.dropbox.com/s/8navpcpkyqaprtb/mobettameta's Dogfight Arena v1.24-20210730-020910 pipper nonsense to make sense.trk?dl=0 And watch a short video about the pipper snapping into position where it starts to show correct lead:
  23. I posted that video in another thread already, but as I am very interested in this topic, because I am often playing on a guns only dogfight server, I decided to draw more attention to it in this separate thread about it. It seems like the Level 5 pipper appears exclusively at exact 4000 ft distance. Regardless of my own airspeed or kinetic probability for the rounds to hit the target. You can see the pipper being displayed although the shot was kinetically impossible at a range of 4000 ft and a speed of 800 kts. But in the second test, at a speed of 300 kts, the pipper disappeared again at a distance greater than 4000 ft. But the bullets were able to reach and hit the target. So the pipper appearing or disappearing is not related to if the rounds are able to hit the target or not. Question: Is it realistic? Shouldnt the pipper stay visible until there is really no physical possibility for the bullets to hit? I know the second test is unrealistic, but you see that I had to guess where to fire without the pipper. Wouldnt that be a disadvantage to hide the pipper in that case? Or is it just not implemented yet and the pipper should represent if a shot opportunity is kinetically possible or not? What it is doing right now is stubbornly being displayed when under 4000 ft and hidden at distances over 4000 ft. Why would you do that and take it away from the pilot? A fighter pilot should be able to have a look at the distance in the HUD and judge by himself if the shot is possible or not, right? Also I think if the pipper was displayed as soon as the FCR can calculate a solution, despite if the rounds may or may not reach the target, will give the pilot more time to prepare for the shot while he is getting in range.
  24. I run the native resolution everywhere (100 % steam and PD 1.0) . In Pitool and DCS. And normal FOV. When I had the 5k before it was necessary to have a higher pixel density. But with the 8kx I feel the performance I sacrifice is not worth for a little crisper image. Like I said, I try to avoid smart smoothing on every cost. So first comes performance, secord comes performance, third: everything else.
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