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Everything posted by Nimbur
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Moin wollte mal fragen wie ich auf Multiplayer-Servern selbst fix Points machen kann,um en Dirft aus zu gleich durch ein Fix Update, viel dank für hilfreiche antworten.
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yes thats AI gazelle... what is also interesting is that there is always a lag in the approximation, but this applies to every module at the moment.
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Hello, I wanted to ask if this is a bug or a feature, that the gazelle, after 500 shots 50 cal and a few 30 mm and without tail rotor can still fly further where against the gazelle lasers me away with its 50 cal in the air? i didn't know that the gazelle is better armored than the mi-24p... maybe I'm just too ignorant try it out for yourself, have fun
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hi guys please try this, works for amd but also nvidea. it helped me personally a lot to fix the stuttering. it seems to be somehow related to the drivers as well. https://forums.guru3d.com/threads/disabling-mpo-multiplace-overlay-can-improve-some-desktop-apps-flicker-or-stutter-issues.445266/ https://nvidia.custhelp.com/app/answers/detail/a_id/5157 please give me feedback if it works so that we can spread the word.
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there is what i think is a very annoying bug, that these sams like sa-15 Tor or Tunguska have a reload bug. on pvp servers it is very annoying, because they can't move anymore, and they can't shoot anymore, if you try to reload it doesn't work either. you can only hope for a server restart to make them work again. and the new pathfinding system also needs to be reworked, as moving units still eat up a lot of performance, is buggy and leads to crashes. apparently causes memory leaks, also an old problem that urgently needs to be fixed. this bug is already very old and i wonder how long we as a community have to wait until it gets fixed?
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so after a long back and forth and a lot of research, i slowly managed to get dcs running stable. i followed this tutorial and have to say that it finally works well again and the stuttering has come to an end. please try it out as long as there is no fix yet. tutorial :
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so i've noticed that whenever the game doesn't run optimally, it always says it's because of the mods.... i also have this problem that the vram is pumped to max, no matter what graphics settings i make, and then it starts to stutter, and no i don't use mods and this problem has become more massive since 2.9. i have a 1080ti with 11 gb vram, and it's maxed out, even though i only play at 1080p with minimum graphics settings... before 2.9 i could even play 2k with medium to high settings at 60 fps without stuttering. System I7 8700k , 32gb ram , 50gb pagefile, 1080ti, ssd m2 970 evo plus
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Massive FPS drop after 2.9 Update, Kindly asking for some help!
Nimbur replied to Fiber's topic in Game Performance Bugs
have the same problem here...always had 60 fps on multiplayer server, after the update 40 fps and i noticed, whenever someone dies on multiplayer server, for example shooting down a pilot, or killing ground vehicles, the fps drops to 12 fps for several minutes...through research i found out that almost all players have the same problems, no matter if they have a monster pc or not...unfortunately not playable anymore. -
t doesn't matter what hardware you currently have installed, a friend of mine has 4090 and a powerful cpu and the same problems. it's currently due to the patch.
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Extreme laggy experience since patch (WWII)
Nimbur replied to Winger's topic in Game Performance Bugs
this problem is common on all multiplayer servers, especially on servers with combined arms support, where players can control units. the problem has increased since the new pathfinding system. maybe the developers should also keep an eye on the performance of the ground units. it can't be that many server owners have to reduce the maximum available units so that the server runs reasonably stable. i mean, we're playing a simulation here where ground war is part of it. -
i feel the same way, as i also use an older graphics card (1080 ti) and will not buy a newer one just to make dcs work in some ways. they should have left the SSAA function active for those who have older graphics cards. for me, only MSAA is not a solution, and i am very unhappy with the result.
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unfortunately i can't use dlaa because i have a 1080ti which has always been enough for me. you also have to think about the players of older graphic cards to provide a good gaming experience, not everyone has the money to buy a 4090ti for 2000 dollars. and some servers also have massive laggs after the update, sometimes for 10 seconds or more, so you crash constantly. enigma for example, or ddcs where many ground units have been limited to ensure the stability you have on the battlefield. then the warping problem, that planes teleport through the air every 10 seconds, makes it all currently unplayable on some servers.
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Have the problem with the grass also, and it looks wiklich not nice and can only join the previous speakers, I also use only MSAA x4. Unfortunately, SSAA was taken out completely, which often led to a better picture quality, but the new DLSS system is not playable for me on my 1080ti. Everything looks blurry and I see everything double and triple on fast moving objects. It is not possible to tell with the naked eye if it is a friendly machine or an enemy one, especially on Cold War servers a must have. I also think that the performance of MAAA has deteriorated...I used to have 120 FPS on MSAA x4, and now I can't even get to 50 FPS.
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Is there any way to set the CBU -97 to drop at 200 feet?
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Also ich versuche schon seit ein paar stunden DcS zu starten aber jedes mal" Fehler bei der Autorisierung, Fehlercode :502 Keine gespeicherte Autorisierung gefunden" was ist da los? Danke für eure hilfe...<3
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Moin aller seits, wollte mal fragen ob man auch eine iff abfrage machen kann, wo man genau sehen kann welche der radarkontakte feindlich, beziehungsweise freundlich sind...viel dank im vorraus falls euch noch irgendwas anderes einfällt, zbs wie man mehrere units gleichzeitig auswählen und als gruppe wegpunkte setzen kann, oder ähnliche tipps und trick , kann sie auch hier gern erfragen bieziehungsweise posten...mfg
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and if ed does not ask real pilots, which is not the case either, and only takes the technical data of documents as an example, i then also do not understand why these values are not correct either The AN/APG-68 radar is a long range (up to 296 km)[1] Pulse-doppler radar designed by Westinghouse (now Northrop Grumman) to replace AN/APG-66 radar in the F-16 Fighting Falcon. The AN/APG-68(V)8 and earlier radar system consists of the following line-replaceable units: Antenna Dual Mode Transmitter (DMT) Modular Low-power radio frequency (MLPRF) Programmable signal processor (PSP) The AN/APG-68(V)9[2] radar system consists of the following line-replaceable units: Antenna Medium Duty Transmitter (MDT) Modular Receiver/Exciter (MoRE) Common Radar Processor (CoRP) The AN/APG-68(V)9 radar is the latest development. Besides the increase in scan range compared to the previous version, it has a Synthetic aperture radar (SAR) capability. The APG-68(V)9 has equipped several variants, including the Egyptian Air Force,[3] Israeli Air Force,[4] Chilean Air Force, Republic of Singapore Air Force,[5] Turkish Air Force,[6] Royal Moroccan Air Force,[7] Greek Air Force,[8] Pakistan Air Force, Polish Air Force,[9] Royal Thai Air Force,[10] and Indonesian Air Force.[11] Specifications Frequency: Starting Envelope frequency around 9.86 GHz. Under AIS Testing as high as 26 GHz Range: 296.32 km, 184 miles Range for 5m2 aerial target is 105 km[12] Search cone: 120 degrees × 120 degrees Azimuth angular coverage: ±10 degrees / ± 30 degrees / ± 60 degrees Programmable Signal Processor (PSP) - The core radar component which is responsible for signal processing, frequency selection, signal digitization for B-Scope display. The PSP is controlled through the F-16 Heads Down Display Set (HDDS) or what is commonly called the Multi-Function Displays (MFDs). The PSP is directed by the system operational flight program (OFP), which is controlled and modified for new threats or addition radar system requirements. The PSP also contains all the controls circuitry for radar A/A and A/G operational scan patterns and SAR/ISAR operation. Modular Low Powered Radio Frequency (MLPRF) - The frequency generator for the radar system. Frequency generation is dependent on the random frequency selection from the radar tables within the PSP upon system start-up. The MLPRF will generate a small amount of RF Drive, which is sent to the Dual Mode Transmitter (DMT), where it is amplified and a small RF sample is sent to the MLPRF for comparison checksum (more like a check and balance system). The MLPRF also is responsible for the receiving of the radar return, generating the RF injection noise (for RF discrimination), and the processed RF within the MLPRF is then later sent to the PSP for video processing and threat/target matching against the radar threat tables within the PSP, prior to flightcrew system display. Dual Mode Transmitter (DMT) - A 24,000 volt radar transmitter, containing a TWT, which generates the amplified RF to be sent to the radar Antenna for system emission. The TWT operates by optical pulses received from the DMT's internal Pulse Decker Unit and TWT Cathode/Anode voltage inputs. Antenna - A planar array antenna, which is constructed to receive RF data through a waveguide system. The transmitted and received pulses are controlled in time by the PMW (Pulse Modulated Wave) radar design, and the waveguide duplexer assembly. Internal to the antenna are Uniphaser Assemblies (used for quadrature phase control), Phase Shifters (used of quadrature I/Q data) and gimbalized motor control for antenna positioning and position correction.
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fact is that they intentionally made the f-16 radar worse than it really is, just because apparently many f-18 pilots complained...i think all radar systems should just be simulated as realistically as possible, instead of listening to frustrated virtual pilots who failed in pvp
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hello, for some time now the F-16 radar has been patched, and in this state has clearly become too weak in terms of range acquisition and acquisition time...i have had real pilots tell me that a maximum acquisition range of 38 nm is unreal, and the range where the radar burns through interference signals (ECM) is just 20 nm. what is the official stance from ed? is it a bug, or has this machine been deliberately made worse than it really is? would look forward to a factual debate, and would hope that real f-16 fighter pilots would also comment on this.
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welche der bomben die momentan zu verfügung stehen wären denn am besten geeignet für großé flächen und panzer anhäufungen? die sind ja meistens alle gegen strukturen gedacht, wie bunker usw...jemand erfahrung welche man dennoch am wirkungsvollsten verwenden kann?
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also ich habe mehrere panzertypen des zweien weltkrieg ausprobiert und manche nahmen erst schaden, wenn die 5 m daneben einschlagen...was mir persönlich noch zu wenig ist... denn mittlerweile sieht man durch den ukraine krieg sehr gut, was so alles möglich ist, und wie bestimme waffen auf material einwirkt
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Moin wollte mal fragen wie es mit der entwicklung der bomben in allgemeinen aussieht...bis jetzt müssen wir ja mit den bomben genau auf ein panzer zielen, damit er hoch geht...im wirklichen leben sieht das anders aus... wenn man bedenkt wieviele splitter entstehen, und durch die wucht auch panzerung durchdringen kann...ich verlange zwar keine simmulierte splitterwirkung, aber im ww2-setting wäre es schon sehr hilfreich... zu mindest einige bestimmte bomben so zu schreiben, dass das ziel bei eine bestimmten entfernung schaden nimmt....ich glaube kaum dass das so kompliziert zu schreiben wäre. es würde das bomben in ww2 fliegern wirklich erträglicher machen, wenn man bedenkt, dass man aus einer besimmten höher einen kleinen nadelkopf im heuhaufen treffen muss in IL-2 Surmovik funkioniert es ja auch, und die entwickler sollten auch solche dinge mit beachten, da sie ja gameplay entscheidend sind. Also brauchen wir ein besser abgestimmtes schadensmodel der bomben, oder liegt das einfach am nicht sehr ausgereiften schadensmodel der CA oder WW2 asset pack einheiten? Falls ja brauch wir dort eine überarbeitung? Was meint ihr dazu?
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I see it the same way
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und bis jezt ist nicht viel passiert oO