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Kula66

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Everything posted by Kula66

  1. Hi FC, thanks for taking the time to reply. So, I assume the 225 figure comes from NATOPS?? And at this figure, I assume you're fairly safe from jamming flaps. But at 250, it is 'very possible' ... so the safety magin is only 11%??? Hmmmm We've discussed flaps previously, when last corrected ... I thought the final previous implementation, with a 300+ safety margin more believable, but what do I know. Just when one gets used to the 'correct' FM, it gets changed :(
  2. This is in your change log: Adjusted flap jamming logic - flap jamming is now more likely to occur. So I am a little puzzled when you say 'they are exactly as they were'. I haven't flown the A, not really interested in a low power 14. Prior to the latest patch, I used flaps in a couple of specific situations, at around 200-250kts with no issues, now from my very limited testing, they jam everytime.
  3. NATOPS doesn't say when they break ... it says don't exceed to ensure they don't break. There could be a 100% safety factor, who knows. HB have already said, there is just no information on what happens beyond that.
  4. I think you said you were happy that they were accurately simulated previously - they've change dramatically and are much more fragile. Or is this another episode of 'I'll break them completely while I refine them' again?
  5. Haven't had too much time to test so far, but from an initial couple of flights, on the plus side we have: The A - "probably the worst engine/airframe mismatch we have had in years" On the minus side: Flaps broken again Low speed turn rate reduced - so BFM nerfed Still have serious Jester issues - one of the most obvious being, Jester switching from TWS to RWS after 54 launch and losing tracks resulting in 54 going stupid 54 RWR still broken, so 54s banned in my squadron 54 terminal homing issues still causing very odd last minute misses - I know its probably EDs fault, but as a customer I just want it fixed The worst flame effects in game Good job you've had an extra 2 weeks to fix stuff, because I dread to think what state it was in! Sorry guys, the feedback back is a serious negative :(
  6. I see the flaps are super easy to break once again ... I thought they'd were correctly modelled before and were not going to be tweaked further, or are they corrrectly modelled now? Who knows!
  7. Thanks for your assistance GD.
  8. Not sure if this is fixable, but ... I fly the 14 almost exclusively and I recently upgraded from a 1080ti/Rift S to a 3090/Reverb - and its horrible. If I start at 15k' over any map, and roll the 14, the ground textures judder and are a mess - even with the DCS settings on VR, ie. very low. If I turn, its fine, just happens in a roll. Now, after a lot of testing (discussed in another thread in the VR section), I hopped into the 16 and it is really smooth in exactly the same situation. Any solution? Is it cockpit textures? Having a second cockpit? Its a huge difference ... you just can't spot a bandit below you in the mess.
  9. Ok, progress ... if I switch to DCS VR (very low settings), load the 16, the juddering goes away, almost completely - perhaps just a little, but good. Switch to the 14, change nothing else, and its a mess :(
  10. Thanks guys. My settings in steam were 100%, although I tried as low as 60%. I've tried with the DCS VR settings (which are fairly low) and my Rift S settings (which were pretty high), and most settings in between. In WMR I set it to 1080p/90fps, although I tried 720 and 60fps, which was horrible (blury/flickery). I've tried setting motion on and off in SteamVR. Not really played with the nv settings, although I set pre-predered to 1. My VR setting in DCS, I've tried 1.0 to 1.3. I can see all these settings have an effect, its just I still get the juddering when I roll the 14 and look at the ground - basically so bad, I can't see the bandit against the ground.In the HP I get reprojection at 30-40%, not sure if thats good or bad. I've reinstalled DX11, updated windows to latest. My nv drivers are latest. I've disabled every powre management feature I can find or turned it to max performance. Yes I have fpsVR and when I had DCS VR selected, ie low graphics, I was getting mainly green graphs with small orange spikes, on both GPU and CPU, 60-70 fps, but as soon as I roll, it judders ... the graphs don't go red or anythig :( If I turn, rather than roll - super smooth, but not practical! My test mission is a BFM over Hatal in Syria, but I get the issue on Georgia too. I forgot to check a different a/c before switching back to the Rift, which is lovely and smooth, although notiably lower resolution and not as 'pretty'.
  11. Reset the BIOS, reseated cards, checked all cores at 49x and they stay at 4900Mhz +/- 4. Still juddering in the roll - regardless of the DCS settings, high or low its the still the same. Tried all the USB ports, seems to only work in about 50% ... it does have asmedia ports. With DCS VR settings selected, I'm getting 60-70FPS ... but still get juddering if I roll :( Back to the Rift S.
  12. Thanks. My Rift plugs into a dedicated 3.1 powered PCI card, when I plug the HP into that card, I get a WMR error and it has to go into a main board USB 3.0 port.
  13. Does the reverb need USB 3.1 or is USB 3 fast enough?
  14. Ok, I only have a very basic understanding of radar, but have a question: in TWS mode the radar is scanning an area of sky around the target (TWS-A), if I fire a couple of 54s and they loft to 65k', they go high above the radar scan volume ... so how do they receive updates if they are way above the radar scan cone if this is encoded in the radar signal?
  15. Even with just 1 aircraft! I dropped it to 4.9GHz, all cores running same. Even on very low settings, I get 'juddering', but only when I roll the aircraft. I only fly the 14, but will test another. I've just updated Windows 10 ... no different. I'm no wizard with over-clocking, but I've reset my BIOS to defaults and then reset it to XMP, then reset to 5GHz again ... no difference. I did try 90Hz and reprojection, that's what I started with! Nothing I've changed so far as really fixed the issue ... apart from swapping back to my Rift S!
  16. Hi, this is user error ... I'm not clicking on the button, I'm selecting centered from the dropdown! Thanks for your assistance.
  17. This is from someone else: https://steamcommunity.com/app/71995...7914201741384/ See https://forums.eagle.ru/forum/english/dcs-world-topics/input-and-output/virtual-reality/vr-issues-aa/7130543-3090-reverb-motion-reprojection-frame-drops Disabling motion reprojection and 60Hz certainly improves it ... but 60Hz is a bit flickery :( GPU is only about 50% busy now!
  18. The thing that is odd, is that no matter what I change, 15k' over Hatal (?) on the Syria map, if I roll the plane the ground tears/judders ... 720 in WMR(its blury, 60Hz (I can see it flickering), everything on low/off (in DCS), reprojection running (as shown in fpsVR), 1.0 (in DCS VR) etc. all still judder/tear. So I guess it is something else. But in the Rift S, 100% smooth with the 3090, even on high settings.
  19. 32GB RAM 7700k at 5Ghz-ish ... can't remember the RAM speed.
  20. Thanks all, I'll run through the Thuds guide and see what happens
  21. Hi GD, thanks for the info. I have the fpsVR app ... thats where I got the figures. I think the DCS VR settings are pretty low. When I first added the 3090/G1, with my old Risft S DCS settings, I was getting a pretty solid 45. Setting to DCS VR, it was 60-75, but still getting the tearing/juddering when rolling over land (not a town).
  22. Tried renaming DCS.openbeta folder ... no difference
  23. If I change to default VR settings, I get GPU frametime 10, CPU 15, 60FPS and 30% reprojection ... and I still get judders when I roll the 14 over land - and it now looks horrible!
  24. Hi, no I was running 1.1 on the rift S, then up to 1.3 on the HP and back to 1.0 ... no real difference to the tearing. I literally took out a well running Rift S/1080ti and replaced them with a G1/3090. I've tried various settings and still get the issue.
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