

dsc106
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Everything posted by dsc106
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Vulkan API, if more than just a thin wrapper, and really implemented well could be a massive improvement in performance under certain scenarios. Particularly, for VR users, "rdr CPU" - which often spikes VERY high when a lot of objects come on screen. In the Vulkan implementation can get that under control it might half the rdr CPU demand. When you understand that app CPU + rdr CPU must be below the same MS frametime as GPU (so in 72hz native mode, app CPU + rdr CPU must remain below 13.3 or so) we can see just how important this is to ensure locked FPS in demanding single player campaigns or scripted missions when a lot of units come on screen. My understanding was that they have had vulkan API up and running for a while but it sounded like they wanted to push harder on the implementation to unlock more performance boost. Indeed, if Vulkan API can boost not only average FPS, but clear up rdr CPU bottlenecks, it could be a real game changer for many users - especially VR users. I really hope we will be hearing/seeing/experiencing more on this front in the not too distant future. It has been a very long time coming.
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I just got this map and my 5090 at same time. I am wondering what is going on with my experience? Can anyone offer insight? Details follow: I upgraded from 4090 > 5090. Reverb G2, 3100x3100, DLSS4 Transformer Preset K forced. 90hz, 45fps reprojected locked in OpenXR. Many settings are high, but I have dialed in things like LOD, max FPS to 50, and dialed back several things to something that works very well for me everywhere. I fly the Huey primarily - on Marianas I get 12-17ms frame time on my 5090 now, usually closest to 14-15. Even the resource heavy CH-47 on Marianas free flight Saipan I get 16ms. Similar results in the most demanding of other maps, but usually better performance (so lots of headroom) - Sinai, Iraq, Syria, etc. I booted up Cold War Berlin Free Flight IA mission in the Huey, and on the ground my frametime is 19ms. Flying around in central Berlin, it hovers around 19-23ms -- and of course, when you hit ~22ms things switch into 30fps reprojection mode. Thus Cold War Germany so far is the only scenario (other than a reflected campaign with a ton of demand on rdr CPU when lots of complex objects come on screen) to hit my frametime this hard. I don't think my 4090 would have handled this at all! My question is, I heard so many people say that performance is great, but my first flight out pushed my system to the absolute limit, and over it a bit into 30fps reprojection mode. Yikes. Is there something I am doing wrong here? Or is Berlin just extra crazy? I wasn't even running a mission with combat or more units, or particularly demanding golden hour lighting & shadows. Just the mid day clear skies free flight. I was expecting better VR performance? (Other than that, the map looks absolutely glorious and is by far the best low level free flight in the simulation, hands down!!). Hoping either I am doing something wrong, or that the map sees more optimization (without any reduction it beauty and detail).
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I hope ED can give Reflected Extra Early Access to this asset pack so he can get to work developing his F4U Angels over Okinawa campaign. I also hope we can hear more about the Zero soon. It sounds like it is "planned" for the future, but perhaps no development work has begun yet, so it may be quite some time. In any case, can't wait to hear more about this. I also understand the F6F has been in development for quite some time, but never gotten a proper detailing in an official newsletter, so I very much look forward to hearing more on this one and hope to see something soon. Maybe a pre-order later this year?
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Hey, thanks so much for the comment! Just to make sure I am not misconstruing your statement - are you saying that you are indeed still planning 4x Kiowa Campaigns? Or at least 1? Only that the timeline is TBD and it might be a while?
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Anyone? Where is polychop to comment? Are they not active here? no reply for 1.5 months…
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No one should ever be sharing their opinion on the FM without listing their full hardware setup. If someone is on a CM3 with 200mm extension and someone else is on an X56 joystick, then people are not talking about the same thing. And we will all go in circles. If Mag3 wants to make an accessible version of the FM - and by accessible I mean tuned to cheaper, accessible short throw hardware - there should just be an option in special. but the default model should be tuned towards accurately modeling the characteristics, with the assumption of a long throw stick. my rig is torn apart so I still can’t test this, but if people continue to discuss please share your physical hardware and keep in mind the drastically different experience you will have. i am concerned the FM has been made to feel more accurate for people on standard short throw hardware, at the expense of fidelity for those with long extensions.
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Havent flown it yet. I am curious, was the FM changed to accomodate standard hardware, or was it actually improved? I have a long throw center stick and good rudders, and concerned the model may be less accurate now but more palatable to most short throw sticks. If thats the case I would hope they would just have an option in SPECIAL to accomodate either. OR... has the accuracy and quality of the FM actually been improved, even for those of us running physical setups better matched to warbirds?
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There is a lot to like about this map, especially after the new update today and improved textures. Thank you for that!! But at the same time, I am getting nervous that the cities will not be fixed. They feel like placeholder cities at low level right now. At higher altitude they look nice - they are good from far, but far from good. As soon as you get low, there is no variety or distinction, and it is the same randomly rotated few assets for miles on end. Each of the major cities really needs a lot of TLC, because this map deserves to be used with helicopter ops. But right now, it's pretty lame for low level city flight. Does OnReTech intend to make the cities shine? Or will they be left to feel like procedural generations using the same few assets with a couple landmarks scattered about? I had assumed when I purchased the map they were in EA state, but I am beginning to fear they are considered "correct as-is". Please say it ain't so.
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Idea/Request for Campaign: WW2 BFM/ACM Training
dsc106 replied to dsc106's topic in Reflected Simulations
In that case, what about just focusing on a Spitfire training campaign on the Normandy map, since arguably the dogfighting techniques with the spitfire would be the most interesting as a turn fighter? Many of the ideas and concepts would still translate for those of us who are starved for any sort of "original" or "classic" dogfighting training on prop aircraft. If not, the other alternative idea would be 2-3 totally separate mini campaigns (not sure if ED allows shorter/cheaper campaigns like that) for each aircraft type, where P-51 focuses on its energy management techniques and boom and zoom. Finally, just wanted to rearticulate my point "3" from original post: a single campaign with 18 missions that only requires any one module. But if you have 1 module, 6 missions show up. If you have 2 modules, 12, and 3 modules 18 missions show up. Basically, it's three mini campaigns sold bundled as one campaign. But all that aside, I think many of us would be content to see anything - and if I had to choose one, it would probably be the spitfire and RAF training just based on the fact that it would teach us traditional dogfighting the best! -
There are all sorts of training campaigns for Cold War and modern aircraft, and Reflected - you have two great ones for the F4E now - but nothing for WWII. This is a shame because I am not great at understanding WWII tactics and would prefer to learn BFM/ACM and dogfighting on prop aircrafts before moving on through history into cold war era and beyond. A WWII training campaign would be a great way to teach all sorts of basic combat airmanship (and increase interest and value in all your other campaigns) Because techniques continued to change through WWII and certain aircraft may not fit perfectly into the timeline, and because of some location limitations on maps (ie there was no training in Nevada at the time), and because the best way to do this may involve a variety of aircraft, I can see some potential challenges. But I think they are easy enough to solve. What about a 1944-ish historical fiction composite training campaign set in Normandy with either the P-51 or Spitfire, and/or P-47 as the aircraft. This could be done in several ways: Giving the user a choice of which to fly on a per mission basis. Upside is users could have either module, downside is specific instructions would be less customized to the specific airframe Requiring all of these modules for the campaign to work. Upside would be a great campaign touring you through techniques, downside would be limiting the campaign to users with several modules. But then again, the WW2 modules are pretty cheap these days and many people interested will own all of these as they are some of the most common A Campaign with several missions for each, IE 5-6 training missions per, but all in one campaign. The upside would be the more modules you own, the more value you get, but you could still access a good value even with one. Training items would include: Basic dogfighting skills: barrel rolls, scissors, yo-yos, and high/low yo-yos. Offensive and Defensive maneuvers Energy fighting, boom and zoom tactics Dive attacks Fighter-Bomber coordination ACM and techniques to coordinate with wingman Etc. I mean, you know the drill. Basically, I think it would be so great to get a good basic combat training - dogfighting, bombing and rocket ground attacks, escorts, etc. crafted for when it all began. Setting things later in WWII allows for the more advanced teaching of different tactics. I also know you prioritize pinpoint precision, but I feel there would be a lot of value in a campaign like this which takes some liberties to craft a sort of historical fiction composite and helps on-road new players to your other campaigns - people like me, who really don't know the proper tactics and resort to IL-2 videos or other descriptions online, or have to work in reverse and learn techniques used in more modern combat and apply them backwards. Hope you will consider something like what you've done for other cold war era training modules for the WWII timeframe!
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Does the F1 natively support English localization in the cockpit via Aerges (first party), or does it require a mod? Are things working now?
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Also wanted to follow up and say that the IA missions that ARE here, are all really well done! Playing through them, they are definitely above par vs most other modules that launch, so nice work Mag3.
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While I've been happy with Echo19s work, I am not here to back any vendor. However it gets done, I just want to see it be at a quality level of Echo19 or Heatblur or ED first party. I get a little concerned when I hear just needs some "volumes and gains" because it needs a whole lot more than that. But there are no shortage of great sound engineers out there (though perhaps less specializing in accurate aircraft soundscapes for sims), so whatever the solution is, hopefully we can get something that sounds great, is true to the aircraft, and does this module (which I am really loving) true justice.
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It was announced last year that polychop had signed a 4 campaign contract with Baltic, but then the team broke up. Is there any confirmation whether Baltic Dragon is still working on any campaigns for the Kiowa?
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Campaign for DCS OH-58D: "Through the desert dust"
dsc106 replied to YoYo's topic in DCS: OH-58 Kiowa
Thank you! Can’t wait!!- 97 replies
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Kola map really?
dsc106 replied to fastfed's topic in DCS: F-4E - Northern Defenders 'Phantoms Rising' Campaign
Thanks for doing this on Kola map, it’s a great fit and the map is certainly better than many people make it out to be (and is indeed coming together very nicely). Love flying in a fresh environment and setting. If DCS is going to expand it needs people willing to create content for something other than the same old maps over and over again. Well done. Cheers!- 11 replies
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If I pay the royalty rate and/or flat fee they request, do I also reap the benefits of a percent of the increased sales due to better community reviews? Look, I know those things are hard to track - what exactly accounts for what? But suggesting that someone is being unreasonable or entitled because the dev is the one to pay for it isn't reasonable, since the dev is also the one to profit from it. These modules are long term plays and after the initial wave of "buy it no matter what" crowd passes, the community feeling on a module is what sustains sales and word of mouth in the long run. Sounds are a massive part of the immersion factor in modules. Volume and gain adjustments won't be enough from what I've heard. Maybe it's not Echo19, but then, why not? It's his specialty. Hopefully you guys could reach a good deal. But whatever is done, it needs a truly professional touch that understands compressors and limiters, EQing, and so forth in a way that is going to bring this otherwise beautiful module to life.
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I was so confused to find no keybinds for the rocket box control (and gun charge/safe). These are essential. Especially in VR.
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GVad the pilot breakdown in the video is helpful, including stalls and inertia, but also the discussion in the comments there. There is discussion regarding the way the rudder is simulated, among other thinks. I hope Mag3 takes a look. A lot of the FM issues people are having do not seem like a major rewrites, but rather tweaks and refinements on an otherwise solid foundation. I am curious to know if some of the over G issues, or the issue posted on reddit where the aircraft spins out of control oddly, is tied to damage modeling (ie wings not ripping off) or how stalls are modeled. It does seem like if some of these issues are resolved (and if the sounds are enhanced) - neither of which seem out of reach in EA - the module will shape up very nicely.
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Hi team! I've followed for many years, and just want to commend you on a job well done. With all of the discussion, excitement, criticisms (aka "passion" ;)), etc. in the first few days, I feel it's important to say: THANK YOU. We see your hard work, and we know this module is a labor of love from a small and hard working team. And while we all have our points of constructive criticisms, the big picture is that this is overall off to such a great start! Very pleased to have this in game, and can't wait for the larger Pacific Theater to be built out more. Your Corsair has beautiful art and texture design, a nice set of included assets, and is a faithful reproduction of the F4U. It's been a blast to play with thus far. So, just a "thank you" and note of appreciation. We look forward to experiencing the module develop throughout EA and become refined to reach its full potential. Until then, just a shout out for all your hard work. Be encouraged - upwards and onwards! Cheers.
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I know this isn't top priority - Flight Model, Sounds, Keybinds, Bugs, etc. take priority. And overall there is a decent spread of IA missions to jump right in. However, as the module progresses, I would really love to see a bit more from the Instant Action missions! Some simple quick start things that should really be there include: ESSENTIAL: Hot Start Taxi & Take-Off options (right now it's just cold start. You can't jump in to immediately practice take-offs without making a custom mission). Hot start options to practice both carrier and land based take-offs would be great. Landing Practice (Land/Field based) options (right now we have carrier landings, but no land based field options to quickly practice landings on). Target Practice scenarios (simple options to jump in with a fully loaded ship and just do ground based target practice on the various maps) IF POSSIBLE: A few more interesting scenarios on the key period maps (ie Marianas WW2) - there's just so little PTO content right now, it would be very nice to see a few more fun scenarios on the Marians map to quickly jump into and get our feet wet. EASY BONUS: Scenic Free Flight missions and basic options for other DLC maps (South Atlantic, Kola, Sinai, Cold War Germany, etc.) - it's always nice to just be able to quickly drop in if you own a map and cruise around. These don't need to be complex scenarios, just a few options for each map is a simple value add. While these are easy enough for us to create ourselves, it's also a nice value add that makes a module feel more complete.
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Thank you for the help. Good to know about the manual LUA edit option, but yes I think I will wait for official support added to avoid getting into the constant fixes throughout EA. What was dive break labelled as? I couldn't find it, whatever it was labelled.
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The Kiowa from Polychop launched with lackluster sounds and they were able to contract Echo 19. Would love to see better sounds on this module as they currently lacking and I believe it would significantly improve the experience!