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Nedum

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Everything posted by Nedum

  1. Rest in peace! I wish him the best flight ever!
  2. But this doesn't change or will help to locate the problem. If I am at home I will upload a screen shot of my Afterburner log file. You can clearly see that if I get high frame rates The GPU load is very high too and if I get low FPS the GPU load is low too. This behavior is 100% coupled. The average GPU load is 50% most of the time. 50% GPU load is nearly nothing for a DX11 game. Yes ED has changed something but all I can see is that the overall visual effect is bad and I do not mean the low FPS. I mean the blur all over the picture. Before patch 1.5.3 I have had razor sharp textures near my plane but now it's all completely blurry. Bright colors get lost in the distance very fast (fog colors) but at the same time dark colors become more dark. You can see this at the moving train in the D9 free flight quick mission. Some bright colored train wagons become invisible and the dark ones get a black stripe as roof. The overall visibility is foggier as before and at the same time the GPU is doing some rest, especially if you are not looking to the sea. Perhaps a shader problem? I do not know what the reason for this behavior is but I can see that this has something to do with lights and shadows. 1.5.3 D9 free flight quick mission @6000 feet, medium view distance and medium shadows I’ve got less FPS as with 1.5.2 (view distance and shadows @Ultra) and an extreme blurry picture. It’s like I would wear the glasses from my girlfriend. All is lightly blurry. The ground textures are extreme blurry. The question is; is that a known bug or is it “art” design and we have to live with that? If so, do we get an option to change/take away this haze? This is so extreme that I can't play this game longer as 20 minutes anymore. After a short while I've got headaches. 1.5.3 is a game breaker for me. :thumbdown:
  3. But this doesn't expalin why the GPU is now "idiling"!? 50% GPU load is nothing for a GTX 980Ti. Even so the visibility has changed the GPU load should be high. Before the Patch even with all set to high I had min. 60 FPS. With terrain shadows to flat and medium shadows I could run this game with mostly 80 FPS @ Ultra visibility range and now with medium visibility range and flat shadows I can't reach high FPS and the GPU load goes down all the time. There is something wrong with the program. The changes may be one reason but not the visibility. If so the GPU load would be high as it was before patch 1.5.3.
  4. I have flown another test with reduced view distance and the GPU load dropped from average 63% to a steady 50%. :huh: I am using the D-9 quick mission "Free Flight". Flying circles at the same height. Starting with 190 FPS at the first screen, view heading Batumi, as soon as I am moving my view/plane nose to the mountains the FPS are dropping to 43. The work load of my GPU was starting with 72% as soon I am loading the mission, after that the GPU load dropped to 28% until I am hitting the "play button". After that the GPU load was around 50% all the time. 50% of GPU load is extreme bad these days, because if the GPU has nothing to do the CPU must do all the work and that's the point; like with 1.2.6 the CPU is doing all the work and the GPU is "idling". This bad behavior was gone after some patches after the release of 1.5.x. Now this game engine shows the same behavior as the old D3D 9 game engine again. Is the DX11 renderer working like he should do?
  5. What you say doesn't help me in any way! If you read my posting you will notice that the GPU load is reduced in such a way that my GPU boost doesn't even start to work. This wasn't so before the latest update. If you were any near right the GPU load wouldn't be lower. If I fly at 3000 Meters and the only reason for a massive FPS is the light, the shadows and the clouds than there is something wrong with the game engine and not with my Hardware. Jumping from 37% GPU load to 90% every few seconds is a game engine problem. And it wasn't so bad before the last patch. Yes, I did this all the time!
  6. Copy my posting from another thread: Yes.. with the latest patch I have a massive FPS drop! Before the last 2 patches I never got less than 60 FPS with 1.5. Now sometimes I have only 23 FPS. Looks like the old "tree" problem again but this time no Flat ground shadows or something else helps me. Edit: Very interesting is that my GPU temperature is going up if I got less FPS and dropping with more FPS and that in REAL TIME (all water-cooled). That's the first time that I can notice such a behavior in a game. Looks like a problem with the CPU too GPU transfer and vice versa. The GPU average workload is around 63% which is a bad behavior. It’s jumping all the time between 40% and 75% It’s so low that the GPU boost isn’t kicking in. The GPU is “idling”! Before that the GPU had a work load of 90% and the boost was always on. No hardware or software change has happen only the latest patches. Iwill test this with 2.0.1 too.
  7. Yes.. with the latest patch I have a massive FPS drop! Before the last 2 patches I never got less than 60 FPS with 1.5. Now sometimes I have only 23 FPS. Looks like the old "tree" problem again but this time no Flat ground shadows or something else helps me. Edit: Very interesting is that my GPU temperature is going up if I got less FPS and dropping with more FPS and that in REAL TIME (all water-cooled). That's the first time that I can notice such a behavior in a game. Looks like a problem with the CPU too GPU transfer and vice versa. The GPU average workload is around 63% which is a bad behavior. It’s jumping all the time between 40% and 75% It’s so low that the GPU boost isn’t kicking in. The GPU is “idling”! Before that the GPU had a work load of 90% and the boost was always on. No hardware or software change has happen only the latest patches. Iwill test this with 2.0.1 too.
  8. Why is there so extreme pitch down of the plane nose each time I roll the plane? No other plane has this behavior (the axes are all correct configured) in such an extreme way and because of that that the Mirage is a FBW plane it shouldn't behave like this. If I would roll 180° I could understand that but a little degree of roll is enough to let the nose fall down. Is that so in RL and if so, why? Edit: DCS 1.5.3
  9. That's the point! But why do I can this do with the D-9? :noexpression:
  10. I don't think it's you. The Dora has a big Problem with buffeting and a wing sudden flip over at any speed if you try to pull high Gs. I've tested this for hours and for me it’s obviously that the D-9 FM has changed a lot. Before those changes I could easily pull high Gs till a G-Loc without any buffeting. Now I have a hard time to pull any high Gs to get only a grey out! Before that could happen most of the time the buffeting starts suddenly and very hard with a sudden flip over of the wing. It feels and looks so wrong. Try to look at this with the outside view (F2). It's looks like in a cartoon but isn't funny for a simulation. The D-9 was my favorite WWII DCS plane after some ED FM tweaks but with 1.5.x/2.0 she becomes a real hate plane for me. Before this patch I could kill the expert P51D AI within 5 Minutes and the plane was really nice to fly. Now sometimes in DCS 2.0 I fly till the gas is empty and never was at the six of the P51D in such a way that I would have a good shooting position. It's like the D-9 has some new wings, but really bad ones. Right now all German WWII planes have this stupid buffeting at any speed at high Gs/AoA. As soon as I switch in the cockpit of the P51D it's another world. The difference is as big as from the Mig21 to the F15C. I can pull at any speed so much Gs in the P51D without any buffeting that I can fly hard at the limit, so I can black out in no time. It's really easy and no bad flight behavior. I can outturn the D9 at any speed in any height but if I read the stories of the WWII aces (both sides) and if I see the sheets of the RL flight docus, I think there must be something wrong with the D-9. I don't know what but what we have right now doesn't match with that what the history and the pilots has told us. I don't know what it is, but it is there and it’s not me or you. I will never believe that I will loose all of my skill during a week in such a way, that I can land and start the D-9 without any problem, but can't fly her anymore in a dogfight. Never ever! I really would like to see a Vid from a person which is telling me that all is ok and that there are no changes at the D-9 or the P51D but till today there was none and I think I will never see one with the current FM state.
  11. The 3 picture is a very good example of the current situation. As long as we have no real 3D view to notice the 3D of an object, which is the normal way to notice "hidden" object for a human, we need this be done with colors. If not you see in the near distance only a flat picture with greyed but different colors. This is the problem we have now. To say what we have right now would fit with the reality in any way is plain wrong! The other problem is the shape, color and size of the textures. They are too dark even the sun is not covered and the object size painted on the textures is 10 times too big so a small 3 feet bush looks like a black hole with a size in which you could put several tanks. Our brain is trained to find the differences of the size, shape and color of different objects and we compare these things all the time. But if a 3 feet bush is painted in such a way it looks like a 30 meter bush at a 100 meter distance our brain can't guess the right distance and so the right size of an object we are looking for. The bush looks like it would be 10 times closer than it would be in reality. Yes we know that's there must be a tank but our brain is trained in such a way it's extreme hard for us to find it even the tank is direct in front of us. If you look at the third picture you can clearly see the 3D shape of the first electro building but farer away you can't really see any 3D shape anymore. The whole pictures become a flat greyed one. You can see different colors but you can't see any building anymore! I’ve tested this with my girlfriend. She never played such a game and I asked her to tell me what she saw on the screen. She didn't notice that the withe colors on the pictures should be buildings. She said that she saw limestones. And even she knows how 100 meters height should look like she said that if she has looked down (I was flying at 100 meters) it looks like 10 meters, because all the brushes looking so big/near even so the scratches on the ground textures. Only near the landing field she could tell me how high we are (more or less).Currently the picture size of the ground textures is a way too big. The size distance thing doesn’t fit in any way. Some should really try to see how it would look like only from 25 Meters height. This ugly difference in size and distance of the current textures is "" our brain in such a way that we can't notice the shape difference we need to spot targets and the ground texture color is a way too dark and foggy! So no, the current ground textures don’t fit in any way with the reality! Look down from a high building/bridge and see the difference… its huge.. like day and night! To say that this would fit in any way with the real live is plain wrong!
  12. The new shaders coming with 1.5 have put away the deep of any object. All objects have become a flat picture. The whole picture is only many steps in grey, beginning from green over blue too white. Before 1.5 tank spotting wasn't really easy but was ok but now you can fly over it and can't see the tank. The shaders are really bad. There is no "deep" anymore you need to spot targets. I'll really hope they will fix it. Another big point are the too big ground texture. The ground textures should be 10 times smaller. There are patches in which you can easy put 20 tanks in but they are painted in such a way that they look like a small grenade pit. One tank should easy hide 5 of them. But the biggest problem is this extreme haze/fog all over the map at short distances. Even with the flir you have always problems to spot a target even you know where it is/must be. The new shaders and textures are really a big problem for spotting since 1.5.
  13. Right from the beginning the Su27 has a very good ABS (anti brake-lock system) for planes. Read this article: http://aviationweek.com/blog/pilot-reports-mikoyan-mig-29-and-sukhoi-su-27-1990 At the end there are two links to a pdf file. The second one shows at the end that the Su27 has an advanced automatic brake system which makes it possible to brake within 1650 ft without the use of the parachute and tire blow-ups. And there are some points which show that the DCS FBW system isn't working like the real one. The real one has a force pressure system to override the "save" flight zone. So you must switch the buttons to get in the "Cobra modus" and even then you must use extra force to override the save zone. You will only get more AoA if you get over this special pressure zone. With this system there is no need to fear a not neutral trimmed plane, because there is no change until the pilot forces the plane with extra pressure at the end of the stick zone to do so. Even so explained the us pilot that the plane is very well controllable at a high AoA at 97 knots. I can only tell that more people should read this article. Could be an eye opener for some! The problem is that it is not build in for the DCS Su27. What we have in DCS is more a TBS (tire blow-up system).
  14. How so? If the tube is iced how can it show changes in a direct reaction on the true speed change (gain height or lose height)? Shouldn’t it show constant less speed but in such a way that if the plane gains more speed it should show more speed but less as with as ice-free tube? Even the tube is iced or has a defect it shouldn't react like it did in the vid.
  15. Could it be that the wings shape was not the same and so he was talking about a "thickness" about a special point of the wings which was the point for his statement or were all wings exactly like the other ones? No changes?
  16. Why air starts? Sorry, but that kills fully the immersion for me! For a quick start missions it's ok, but not for a campaign. For me it’s not a campaign but many quick time missions in a row to train different situations. This campaign feels much more like training, but you must solve all the trainings before you get to the one you would like to train. I can’t “feel” a campaign with air starts. The second point is the briefing. What’s the point of it? Again I have the feeling this is a training to do myself the right things before the campaign starts (waypoints setting). The briefing said I never should go over the FEBA but if I open the mission planer the waypoints are set to go over this point. Why? Should I train to set my waypoints right myself? Really if this is to train how to do all things right at first, even the mission planning, why not make it in such a way I know what I should do or not? Or what’s the point of this campaign? Did I miss the special point? I am lost the first time with a campaign. I am little bit disappointed!
  17. The Beta NTTR owner want to BUY it, you know? But there is no button to buy it! ;) As we can see that's a known problem and they will fix it. :thumbup:
  18. It's a new "feature" since a few patches. I do not know if this is right, but I know it's new! It's a "German plane" thing. The 109 got it at first and with 1.5.x the D-9 was gifted with this feature too. It's noticed at high AoA. What I have noticed is that I can't pull high Gs anymore with the D-9. Or better, much less as before. Before 1.5.x 4-6 G-Force were no problem. Now I have a hard time to pull the same G-Forces as before. This new stall feature makes it impossible. It's like a G-Force limiter for me. And I have the feeling that the D-9 has lost power. Loops with a good speed were really easy before 1.5.x. With 1.5.x the D-9 eats speed like she is a brick wall and even she is falling down to earth it's like there is a parachute at the tail. In 1.2.6 she gained fast good speed during a flat dive, with 1.5.x I need wep power to get the same result. It's like a invisible wall. With the P51 I can do easy loops at any speed, and I can pull G-Forces with the P51D I can only dream with the German fighters. If I try it with the German planes I get the same things as you have said. Always a stall. I have flown 100+ dog fights against the AI with each prop plane and suddenly with a patch in 1.5.x all my times to kill the AI changes for all three planes. How that? Now I am twice as fast with the P51D as with 1.2.6 and I need 4 times longer with the D9 and 2 times longer with the K4 to kill the P51D. I can and will not believe that I have lost all of my knowledge how to fly for all 3 planes at the same time! That's impossible! Because the plane I have flown not so often is now the one I am better with! That's crazy! The P51D feels like before but the German planes are completely different. For me it feels like the German planes have lost weight and power (the loss of power to compensate the loss of mass) this makes the planes so unstable during high AoA maneuvers and let them lose faster speed. It would fit with this new brake feature only behave for the German planes. 10 mph are enough to drill the nose in the ground if I brake suddenly! Only a mind game but there is something extreme strange with the D-9!
  19. Crabbing? What the .....! What's wrong with you? :huh: I ask for a physically correct behavior, that's all! What you say is very strange! Your announcement would say that thrust will only be produced as long as there is lift. How that? If you were any near correct there would be no space flight/controlled object movement in space till today! There is no lift in space! So why can a space ship move without any lift? You know that the ISS is changing/correctures their position with only using some gyroscopes? Too start a rocket and too change the direction of a rocket there is NO need of any lift! A bullet produces no lift and nevertheless she is moving. Please read this. http://www.britannica.com/science/law-of-force The engines, if working, will produce a force in the opposite direction even if there is no lift. So if the nose of the plain shows 25° down and the engines produce 75.22 kN each, then the plane MUST move in the direction in which the nose is pointing. There is NO way that the 2x75.22 kN (full afterburner) have no influence on the flight path because there is no lift. Again, if you were any near right there would be no space flight possible! Even without lift EVERY object must move if a force affects the object as long there is no counterforce with the same power! As long as the afterburner is working the Su27 MUST react on this input and lift has nothing to do with this! Counterforces would be gravity (pseudo Force) and the sum of forces called "air drag". If a Su27 can riding on her engines straight into the sky or reach a SL mach +1.0, I can't see any real force which could counter this engines force. Action = Reaction! If there is Action but no Reaction then there is something wrong! The stall behavior of the DCS Su27 is physically not possible as long the engines produces enough power to force a direction change. But you try to kidding me, right? :smilewink: Yes and no! I am testing very often all aspects of the flight model! This was a test I've done very often. I stall the plane only the first time with full intent. The second stall is a product of the first one. Even at a speed a way over 300 kph the stall begins with NOSE DOWN at 300+ kph and me pulling the stick gently back. In this situation suddenly the stick/movement of the plane becomes sluggish and the stall begins with NOSE down again. The nose itself starts to go up and the stall sound appears; now the nose goes down on its own again and the plane flips inverted. Edit: 1. stall with full intend start with Nose up. (engines working, no reaction on thrust change) 2. nose down, speed gain, gently pull up of the nose, speed over 300+ kph (engines working, no reaction on thrust change) 3. new stall warning even the speed is 250+ kph, the nose goes up by itself, controlls extreme sluggish (engines working, no reaction on thrust change) 4. speed lost down to 100 kph with nose up (engines working, no reaction on thrust change) 5. nose goes down, no input reaction, speed gains up to 200 (engines working, no reaction on thrust change) 6. nose flips inverted (engines working, no reaction on thrust change) 7. nose commutes from +5° - -20 ° (engines working, no reaction on thrust change) 8. nose down engines now blown out (engines stoped, no reaction on thrust change) Again I would really like to hear an explanation why the "laws of forces" are not working for the DCS Su27 whilst stalling or a little time before the stall appears!? If the engines working with military or AB they must affect the movement/direction path of the object, especially it the nose of the plane shows to the ground and the gravity works in the same direction the engines try to move the plane (gravity and engines force working together)! EDIT 2: I've repeated my test! You must test it with full weapons! Without any weapons the reaction on thrust changes is a way different anD the Su27 feels really good, like I would think they should feel with weapons. As soon as I put weapons on her, she becomes very sluggish. Without weapons she is a dream; a little bitchy but I like it! ;) With weapons the drag seems a way to high (has this to do with the drag problem of the missiles?) and so the reaction on thrust is too sluggish. I would like it more inbetween those both with weapons suited. Right now the Su27 becomes another plane with missiles on it. So yes, I am wrong if the Su27 is without weapons. The the reaction on thrust changes is there but a way different as with weapons.
  20. Here I have to ask what an advantage will a Russian well trained pilot get if he can pull so much negative Gs on a plane that the plane would go in such a condition for 100% inverted? Or the other way around! What is the reason to not protect the super expensive/skilled Russian pilots to NOT make mistakes in an extreme situation, which can be easily done whilst doing extreme maneuvers to survive a missile attack, if I know the weak point of this plane are nnegative Gs and so an inverted stall? I myself would do ALL I can to protect my high skilled and expensive pilot of all costs and if the cost is only a simple line in a program, what devil will ride me to not write this line of code down? Because they are well trained? Even so you can say all not Russian pilots are not well trained and so they need this extra protection which would give them NO disadvantage. Sounds for me not good at all too. Because of this ugly behavior a test pilot dies. And his dead were the reason the Russians protects their pilots from doing this. The real Su27 can only behave like in DCS if the Pilot would override the protection (in game with “S”). I had often inverted stalls even with full afterburner nose 15° down and POSITIVE Gs. From time to time I get in a stall, I then let the nose drop till I gain speed up to 300+ kph, now I pitch up, then suddenely I get a new stall warning with a speed around 350 kph. The nose becomes suddenly sluggish and rises even if I hold the stick full down. My speed is now around 250 kph. Now the nose drops slowly and the speed stays at 250 kph and raises, but the nose doesn’t stop the movement. The nose flips around even if I pull the stick. No reaction anymore. The "best thing" is, the engine is working the whole time and it doesn’t matter if I change the thrust. The speed rises only because of the gravity effect. The thrust of the engines has NO effect! The DCS Su27 gained NO speed from the engines in these situations. But why?! Full afterburner MUST produce a force, like every rocket engine would do. Till today I think this behavior is wrong, because physic will say NO to this behavior! If you have thrust you will move but not the DCS Su27 if inverted. Why? Nose down, full AB and no movement in nose direction! Any explanation for that behavior? Every force produces a counter force but what is the counter force to counter two fully working engines with full afterburners? Air drag? For sure not! So what is this special force? And from time to time I have another strange behavior. I start the Su27 with full afterburner and I have the whole flight positive Gs up to 8000 meters and suddenly the engines blow out? These 8000 meters seems to be a magic line for the Su27. At this height she becomes extreme sluggish and inverted stalls are easy to go. I will try to do this next vacation and show some tacview files! Yes you can fly the DCS Su27 without these problems IF you are always fly this plane like a raw egg, but why should any engineer built such a plane, so a pilot must always look not to smash this raw egg? Why not give him any help to focus the fight and not simple pitching? Why is there a special override button if the plane even without any override can kill any pilot very quick if he is only 1/1000 second not looking for his “raw egg”? Say what you want, I think that FM should not so easy affected by inverted stalls! But that are only my thoughts! ;)
  21. But that's not the problem alone! As soon as the missile can "see" the chaff, the missile try to follow the chaff even the RADAR never lost the tracking of the targeted plane and this is BS. Till today I never heard any good logical explanation why a missile, which needs till the impact full base RADAR guidance, rides her own “wave” if any chaff is in the air. And why is the 120B/C series not affected in this way as long as the RADAR guidance is needed? Perhaps the 120B/C series is “cheating”; the self-guidance is always active and as soon the chaff bug try to fool the 120B/C series the plane RADAR isn’t really necessary anymore even it should? As long as the chaff is behind the target and mostly off sight of the missile view there is no chaff tracking. That's the reason why look up has the best success. And here is the other problem of the advanced missile model of DCS. The EXTREME drag for missiles in “thick” air. A few moments after you get your lock in look up position you can also fire a R73. The range for BVR missiles becomes not much bigger as the ones for the “dogfight”. TacView shows this behavior extreme good. Nitpicking (… but look up is good…) will not help anyone to fix a huge problem, so please stay on target! Thank you Sir!
  22. Then tell me please for what reason you made a posting without any point for this discussion if not to fuel the fire/insult the people? All I can read from you are little poking’s in the side of the ones trying to discuss a problem. You never ever did something to show a thing that this is not a problem! Al I could read was "excuse me, I do not want hurt anyone..." but then you doing it! An excuse isn't one if you use it before you hurt someone! There are so many tracks here showing the problem and you never ever showed something against those things. So please be quiet if you have nothing to show and you don’t want to insult the people/fuel the fire. Thank you Sir!
  23. Hello! Since the first day I've tried to fly the M2000C I have a bad feeling about the extreme delayed reaction of the ridder input if I try to change the direction during the start or if I move on the ground. I use the paddles and for a short time nothing happens and then "boom" the plane moves with a extreme overreaction. Now I try to compensate this with a little step on the other paddle; nothing happens and suddenly "boom" and there is a little reaction in the other way! There is the whole time a delay/lag which makes it impossible for me to fine adjust the heading during the start. Landings with x-wind I have the same ugly behavior. Extreme lag and so a x-wind landing becomes much more complicated as with the ME109. The M2000C is the only plane that behaves like that. I cannot believe that this behavior is in any way like the real plane behaves. Please fix this extreme delay/lag. :helpsmilie:
  24. I think that this problem has something to do with this strange haze overall. This haze seems to be a "tool" for the new LOD system. I never saw so much "fog" like in the new 1.5 DCS World. In 2.0 there isn't any haze/fog. The fog thing seems to be a layer which gives all other models a grey painting. That a "large" model suddenly disapear if it comes closer has (as I see it) something to do with this ugly painting. The same for ALL ground objects. One old screens 1.2.6: Some new ones 1.5.x: If you make this pictures full screen you can clearly see how many details will get lost because of this extreme ugly fog/haze and even with SweetFX the haze is still there. Not so extreme but you can't get it away like in this old screen shot 1.2.6: Try to get such a clear view in the new engine. Good luck. You will never get it because it seems to be a shader problem! You can "sweetfx" like hell and you still have to stay with this ugly haze! No so much anymore but you will never get such a good view as with the old engine!
  25. At first thanks to all of you. Toe brakes and all other stuff is working very well. Nothing special here. It's the side wind but it's a waaaaay overdone! I can't really believe that a fighter with a shape like a dart has more air drag as a Truck and less friction! I see all the day the planes landing in front of my office and I never ever did not see such a behavior, nor was it ever told to me. As long as your wheels touching the runway, there is not such a big slip as in the air. I think there is something wrong. I have this feeling since the first prop plane was out. The fish tail behavior because of side wind is a way overdone. The M2000C has the opposite effect because the "tail" wheel is now in front, if you know what I mean. ;) There are 3 wheels fixed at the ground, with a extreme high side friction and a like a dart shaped plane slips on the runway like on a ice track!? As said before a big truck with a long trailer would not behave like any plane in this game. The "funny" thing is; as soon as the plane is in the air, the slip is gone! How that? I think ED should overlook this ground behavior for all planes!
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