

Limaro
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Engine Failure without obvious reason (Video Available)
Limaro replied to Limaro's topic in DCS: P-51D Mustang
Thanks for your feedback @razo+r and @Theodore42. I Managed to reproduce it, It's related with the pressure and RPM. Even though it's not happening often, I now know what to do better -
Hi, I am currenlty very confused. I flew the P51 very gently, started an attack of a ship, and right after the attack my engine failed. I dont see a reason for that. Maybe some Veterans here can help me out. I made a video of the whole situation also showing the whole cockpit switches. - I verified that I was not hit by external view and TacView - I was to high to get hit by the bombs. PS: Thanks to ED, that Track-Files work so reliably now
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Thanks, this showed the first issue. I accidently hat a trail formation in the default setup in my 0th waypoint. This is solved. Also I fixed the crashing. ONe group was only set to stay in formation until WP1. However, some groups still fall back out of the formation just before the bombing. I "solved" that now by setting the waypoint where bombing starts not so farm from the bombing location itself. Something confused me in that video. I previously saw the one from the grim reapers, and there they configure only the leader, telling that all settings are inherited from "slaves" of the formation. in that one now, he tells to improve performance to only set ROE for some groups. Did this change meanwhile?
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Hi, I am currently deperately trying to get a bomber group to work. I currently have three problems. 1. The very first group (B17-1), the leader of all, is also a set of three B17, (actually like all the other groups). However, it's the only one where the second and third plane are placed far behind the first, and they need many miles to catch up. 2. Just before the carpet bombing, the B17-5 and B17-7 are starting to fall behind without any noticable reason. 3. After the bombing many plances are crashing in each other. Are there three tricks to fix this behaviours? I've attached the mission B17Crash.miz
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Plane flicker / disappearing with 2.9.12.5336
Limaro replied to Limaro's topic in Game Performance Bugs
Thanks @Flappie. IT seems to BE Same. Sorry I Just recognized I failt totally on Location of this thread -
Since patch 2.9.12.5336 I have the aircrafts that start flickering, also parts of my own. I managed to make a screenshot showing the effect. As you can see there only the wing disappears, but not the fuel tank. It happened only in multiplayer so far for me. dcs.log
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I found only in KA-50 III having that problem. Could an admin please move this to the KA-50 III area, I think it will be more appropriate? https://forum.dcs.world/forum/1108-bugs-and-problems/. Maybe there will be more help to reproduce this specific issue to trace down the root cause. I am sorry for the inconveniences. The patch came, when I was learning and only flying the KA-50 III so I did not notice this in first place.
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I also had that error. easily reproducable. Mission and logs attached. My steps: - Joing the KA-50 III Slot - Change slot to KA-50 - Switch back to KA-50 III. Only restart of game helpes. Closing mission and loading again does not help Performance_Test_All_planes.miz dcs.log
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I guess I found the actual reason for the drop of performance. It's the weapons. As soon as the KA-50 III is armed the performance drops when looking at it from cockpit. (In the outside view there is no effect). in 2D it's also reproducable, but the performance drops are somehow very little in that case. I attached three screenshots that shows the effect, when moving the head near the window. The last shows in performance meter the CPU getting a ventricular fibrillation. I hope someone else can confirm this. I just learned to fly the KA-50, and now, cannot use it any more.
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Hi, since last patch, performance dropped a lot in my test mission. Especially in VR this resulted in being unplayable. After some testing I found, that it's somehow related to my mission (attached). However, this mission is very small without many units or triggers. I tried to figure out, what in the mission does cause the drops by removing everything. I tried a lot but could not figure out what causes the dramatic loss of performace. The screenshot shows the performance monitor in case of bad performance. Many unexplainable spikes in CPU area. This leads to stuttering movement and lags. In non-VR it dropped from nice 80-95 FPS down to ~65 FPS. this is a rough guess. null The missions I attached: - KA50III_Syria_Test. This is my original test mission which became unplayable. - KA50III_Bad_Perf. This is the mission, where I nearly removed everything. Only KA50 remaining. It's a little bit better, but not that much. - KA50III_Good_Perf. I just created a new mission placing the KA50. that works fine. It would be interesting if someone can confirm the hugh differences in the missions that I observe. I will try to reproduce and test further things in 2D, but just have not that much time. EDIT: Some strange findings, which I'd like to add: In my KA50III_Syria_Test it seams to be depending on the position of my head. When I move closer to the window, it starts stuttering. when being perfectly centered, everything is fine. Also in game pause, easy to reproduce. but only in this mission, the other us not affected. EDIT 2 I've tried the FA-18, there is no such effect. also external view seam to be unaffected. Maybe an issue with the KA-50? KA50III_Syria_Test.miz KA50III_Bad_Perf.miz KA50III_Good_Perf.miz dcs.log
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Hey, I am currently experimenting a lot with VR. As everyone knows, the resolution is not yet that great. To enable more realistic target recognition, I use the lower zoom function to make objects appear slightly larger. However, when flying a helicopter, there is a lot of wobbling. While this might be realistic because helicopters naturally shake, in reality, the human eye is quite effective at compensating for such movements. Therefore, it would be reasonable to reduce or even eliminate this effect while zooming. Limaro
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From point of view of a developer, I know that a "simple" undo is often more complicated to realize than you think. It might be easy to safe the mission after every step. However, this might be an issue, when the missions get large. If you want to track the done actions, it's getting very tricky. Examples: If you delete a unit that is part of triggers, or there is another unit following this unit. and you delete it - all of these relations are removed as well. Undoing this, means to also redo all these actions. There a unimaginable ways of simple edits, that results in many actions done from ME. And like @Lau says, DCS is old and evolved a lot of changes. I guess it might just be too hard to realize a later undo/redo.
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Hi ED, On bigger missions, I create a lot of flags. Set by triggers, used by triggers, but also from Conditions in Units etc. This can get very messy. And using names, also syntax can make problems. It would be so great, to have a list of all used flags in any location of the mission edtor. Liks this: Example of flag list Name Location1 Location2 Location3 Read/Write Unit/Trigger EventStarted Trigger Actions Write StartMyEvent EventStarted Trigger Rules Read SendMessages EventStarted Unit WaypointAction 1. Follow (STOPP CONDITION) Read Colt-1 failedFlag Trigger Rules Read MissionFailed 1 Trigger Actions Write TestSet 1 Trigger Rules Read TestDo That would really help. When I open a mission some time later, or from someone else, the mess ia hard to handle. Edit: Being able to edit them,... wow . that'll be great too
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solved DCS does not play audio clips via triggers
Limaro replied to Richrach's topic in Mission Editor Bugs
Check loudness of File and your audio settings. Sound are too quietly replayed IMHO. -
Please Please Please improve the map shading to get a better idea of the terrain. This would make designing mission much easier and more effective. Often it's even hard to distinguish between balley and mountaintop.
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Very funny, but strange. I guess this results when reducing smoke to only 1% or something like that. Maybe no smoke is better than soap bubbles Video.mp4
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Hi @Elphaba, I get the idea of your suggestions. But I believe that this wont work out for many missions. In my case, all missions are very strict to time, weather etc. especially with the designed workloads, briefings etc. I guess it would just be nice for some PVP missions. And even there, you might not want all possibilities of randomness. Imagine WW2 and getting darkest night and bad weather. I think it's just not enough use cases for that feature. But dont be sad, there is not much feedback in this forum section anyhow. Mine are also very lonely. You're invited to check them I still like writing them. It maybe gives ED an idea what and how people work with the ME.
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Problem: If you want to make larger rules, that applies to a unit or a group it works only for this one. If you add a new group or unit and want the same rules applied, you can clone the existing trigger, but will have to set for every ruile and action again the other group or unit. Idea: - Possiblity to assing a group or unit the trigger itself - At the rules then, there could then be a selection like "Trigger-Unit" and also for the actions. (optional, you can of course still chose another explicite unit name. - When now cloning a trigger, you'd only have to switch the unit of the trigger and it applies automatically to all conditions and actions. Attached a sketch of the GUI null
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Wow that easy if the text is being correct. the current translation into german is wrong. DE: Vorbedingung means "Precondition". I was always wondering, what this would do... @ED maybe a thing to fix I'd suggest something like "Geränderte Bedingung".
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To have a entering zone and leaving zone trigger rule would be a great help to make continuous triggers that only triggers once when unit just enters a zone. That would make the current process easier to work with activation and deactivation flags. And the another: Trigger actions that are only executed once, shall be able to be reactivated to listen again to the rules and execute the actions.
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Can you share some Screenshot? Logfile would also Help to verify all settings.
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As Trigger effect playing an external sound at the Location of Uni, static Objekt or Trigger Zone. That'll be cool for alarm sirene or car horn.
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Issue is with ingame X and Y coordinates, which appears as X and Z coordinates, when pressing Ctrl+Y or on the bottom the values for CSS. Moving the mouse up increases X, moving right increases Z. So far, so confusing. I can get used to it. However, this is inconsistent with help gates having X, Z, Y. which seams to behave like X = up down (same as CSS), and Y = left right (different). So I have to put X in X, Z in Y and height in Z. EDIT: If you fix it, could you add textbox for gates where the metric values can just be pasted from the coordinate window
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I see. Ill habe to make additional runs with that setup