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Everything posted by reece146
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B-17 Flying Fortress/Avro Lancaster
reece146 replied to GuardDog's topic in Western Europe 1944-1945
As referenced above, ED has publicly said they have zero interest in making flyable, long haul aircraft like transports and bombers. The furthest they are willing to go is a fighter bomber like the Mosquito that is in the works. I don't know if the light/medium bombers like the Ju88 and He111 fall into that category or not. Not technically IRL but they were shorter range aircraft, probably same level of complexity in DCS if you take some "Jester" liberties for the gunners and made it a two man crew ship like existing trainers. Btw, is the Mossie going to be set up this way with respect to pilot and co-pilot seats being available to players? Anyone know? That said, we could really use some AI Lancs, Wellies, B24s, Halifax, Sunderlands, Stirlings, FW200, DC3, He111, Ju52, etc. Stuff to liven up the diversity of the Normandy and Channel maps. $0.02 -
dwm.exe is the Windows 10 window manager. This is the process that draws the windows and decorations like the title bars, handles, open/close/minimize buttons on the screen. This makes me think that the system is having an issue managing the four different screens and is crashing due to some kind of out of bounds exception. Are there any hints/references to screen issues in the dcs.log file? My "gut" says to play around with the LAlt-Enter switch to move between full screen and windowed mode. Even when the screen looks full screen in DCS it can be windowed. DCS weirdness. If it crashes one way, reboot and when entering DCS hit LAlt-Enter and see if it still crashes at some point. Also, for shiggles you could try reducing the number of screens temporarily and/or changing screens to "mainstream" resolutions like 720p or 1080p if they aren't like that already. There's likely guides to multi-screen setups with DCS - maybe do some some further searching in this forum section and in the Input/Output forum section. HTH
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Can those tools be automated to deploy from a single repository? Can they be automated to update multiple instances and computers all at once? Not adverse to those tools if they can be run "hands-off". This manually handling mods for OB, stable, servers and my main machine is getting on my nerves. If I'm going to streamline I want to be able to dump a file in a single location and push them everywhere with a single command.
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Anyone using Ansible to manage their mods? Playbooks you'd like to share?
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WW II Lack of Spotting Aircraft from a distance?
reece146 replied to Daywalker1963's topic in DCS 2.9
I have no issues with spotting on 4k.... Granted, 43" screen and all anti-aliasing turned off but still. -
Easy/simplified radio not working since 2.5.6
reece146 replied to astazou's topic in Bugs and Problems
Try this in the meantime: https://forums.eagle.ru/showpost.php?p=4412090&postcount=10 -
Try playing with this: https://simracingsetup.com/tools/sim-racing-fov-calculator/ I forget how I set mine - I was playing a lot of Assetto Corsa when I tripped over DCS so am likely using those settings - or maybe I found a guide here in the forums - I forget. I get decent sense of speed and height with my setup but it can likely be tuned. There are other calculators out there as well. Just stick something like "calculate field of view simulator" into your browser search bar. Some good explanatory stuff on Youtube also.
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Oh ho - that's for posting - time to revisit this aircraft. I got it during the free fly event and never quite warmed up to because it always seemed so terribly outclassed by everything else regardless of tactics attempted.
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That's easy enough to do yourself - it's just a jpg in the kneeboard directory. If you search around there are instructions in the forum. What would be cool is the ability to slide peices of paper into the slots on the right side of the cockpit that had technical info like frequencies and such written on them. That's more difficult because I think that requires a whole custom cockpit to achieve. Doable but more involved than throwing a jpg in a directory. This is assuming that is what those slots are for. I have no idea. Ha!
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Looks fantastic! I blanked on parts of Turkey being included in the map - now I'm really excited for the release - glad I did the early access thing. How well modeled is the south coast of Turkey? Was really glad to hear Wags say that Cyprus will be coming (at some point). It would be great if all the major centres could be modeled (Nicosia, Kyrenia, Larnaca, etc.) but that is a map in itself I'd think. Hey, I'd pay for it. Would like to see the abandoned Shackleton at the bombed out Nicosia International Airport. :)
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Sweet catch.
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There is a cost associated with Unreal. I forget the numbers but for a small shop like ED with effectively no negotiating power it would be similar to what Apple/Google does stealing 30% of every app in the app store and locking them in whether they want to be locked in or not. It's a bad decision for a long running title. If you are making some bull sh!t game that is only going to be around for a few years then sure, go Unreal. Saying ED doesn't have world class graphics engine developers? That's just being miserable/pissy for the sake of being miserable/pissy. DCS is gorgeous and runs fine on high end hardware. Can it be better, of course! I think ED got behind the curve a little and are playing catch-up as the industry changed around them. Vulkan is the way forward to stay relevant with the technologies offered by NVIDIA/AMD SDKs. DX11 is old, switching to DX12 is probably just as much work as Vulkan. Isn't the future of DX kind of precarious at this point? $0.02
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More fuel would be so good... I installed the mod for better trees and textures (Cacausus) last night and I did a flight taking off from Kutaisi and zooming up and down the valleys east-south-east of the airport. Actual time "playing" wasn't long enough relative to the total flight including transit time. I guess I'll have to lay out some marsden farps or something to get closer.
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Those are neat lights. A red filter on the flashlight would be good.
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"Pie in the sky" wishlist stuff I'd imagine but since it's one of my favourites in DCS I'd like to see: * More fuel payload: http://yak-aviation.com/fueltanks..html * NS430 integrated into the dash like the L39, C101, Mi8 (top right, bolted to the top of the scuttle?). * Ability to change ADF frequencies from the cockpit but with the engine powered off. The idea is to "simulate popping out the freq board to change a few frequencies" just before take off but not having to set anything up in the mission editor - ad hoc free flight kinda thing - something you can do when landed and refueling - use that menu perhaps? * Luminous and/or modernised gauges, maybe add on fixed cockpit lighting. I'm happy enough with the gauges we have - just wish they were backlit or luminous. Before anyone gets into "but the model we have never had those features" that doesn't mean that aircraft aren't changed/upgraded over their lifespan and this isn't like adding AAMRAMs to the F5. :) If you don't like the add-on don't use it. Happy flying!
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FWIW, I'm running a 2070 Super (8 GB, factory OC) and on the Channel map my VRAM is pretty much pinned to 100%. But, the system seems to handle it. It was smooth in spite of this but the latest build (OB parity with stable) seemed to introduce some microstutters here and there. Being low and slow over Dover was in the 40-45 FPS range IIRC. I did a big upgrade to my system at the end of June (3770k OC, 32GB -> 10700k, 64 GB fast, low CL memory) and that helped a lot (no longer CPU bound) but I'll be upgrading my video card in the fall to match the rest of the system since I'm totally GPU bound now. Whatever card I get will have lots of VRAM. I'm hoping the new AMD and NVIDIA cards will have 12, 16 or more VRAM available. Lately I've taken to running at 4K with all anti-aliasing turned off and this seems to help a lot to keep the low frame rates higher than low rates at 1440p with lots of AA turned on. It also helps a lot with that other DCS complaint - spotting other AC and ground targets. Generally I see 10-12 FPS difference between these two modes with the 4k floor being around 60 FPS +/- 5 most of the time (except when low over Dover for example). Anecdotal things are anecdotal. I haven't bothered data capturing lately - just been enjoying the sim. I need to hook up Telegraph on my Windows box so it can pump the data to Prometheus so I can automate the data capture. Probably will be a pita under Windows.
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Yep, I had similar findings. This is the price we pay to have gorgeous maps with lots of objects in them. I expect the Syria map to be similar to The Channel map. The videos that Wags posted showed Syria to be as complex as The Channel. It's great - would love to have Ugra revisit Normandy and make it as complex/detailed as The Channel. I expect there will be optimisations to the Channel but I wouldn't expect a huge difference. All that eye candy consumes memory.
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Will Ugra ever be held to account for this map?
reece146 replied to philstyle's topic in Bugs and Problems
I expect that getting Ugra's attention on this map until well after Syria is released is optimistic at best. :( Are maps "beta-able"? Dear Ugra, can you do some "quick and dirty" updates and release to the open beta branch for us to beat upon? "Simple" stuff like pruning a few errant trees? Dragging the up-hill flowing rivers to better locations and/or raising or lowering the terrain mesh to fix those issues in a few places? Just some random thoughts. It's still one of my favourite maps in spite of the issues. -
RE: Question 43 I think that a lot of people that have issues with performance (2D or VR) are not fully optimizing their hardware either due to not being technical minded enough or not being "engaged" enough to put in the work. The types of questions asked or detailed rants posted is pretty telling. Not to say there aren't problems - FPS should be higher than it is and there are some edge case issues that you wonder how it got through QA (who am I kidding - QA at my shop is similar)... But _in_general_ the performance is not as bad as you'd believe by reading this forum or Hoggit. I expect that these factors are why the developer in the interview finds it more than serviceable in VR. IMO YMMV etc. etc.
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
reece146 replied to Admiral189's topic in Static/AI Mods for DCS World
WWII Corvettes, destroyers, merchant marine ships would be cool (and modern equivs of course!). -
I can't speak to the real plane but I spent a bunch of time flying the DCS Mustang a few days ago. What I found was that with the oil and coolant flaps set to auto the plane tends to overheat if speed is below ~220 indicated. This is under 10k feet but didn't really seem to matter a lot for any altitude. Even at 38k' it was overheating if speed was slow. It's supposed to be -60 degrees at that altitude... My testing was mostly trying to cruise at 2400RPM and 36". The quickest way to get the engine to cool once it was close to red was to open the oil cooler. Then it would cool quickly even with the coolant in auto. The water coolant flap/duct seemed to be much more "secondary" (tertiary?) for cooling. I haven't tried it again in extreme conditions like dogfighting. There was a recent thread here regarding overheating while taxiing. Suggestions was to make sure all your taxxing is done into the wind. Not sure how practical that is - or how realistic.
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Prepare to be gouged: C'mon AMD - sell me a video card at 2080Ti + 30% performance for the cost of a 5700XT+$100.
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Teach me the ways of the spitfire
reece146 replied to GR00VYJERRY's topic in DCS: Spitfire L.F. Mk. IX
No problemo. Yeah, set the deadzone to 50 - basically disables the left side of the paddle. https://forums.eagle.ru/showpost.php?p=4383184&postcount=34 I've changed a bunch of the settings since that post - just curves IIRC. -
Teach me the ways of the spitfire
reece146 replied to GR00VYJERRY's topic in DCS: Spitfire L.F. Mk. IX
My experience with extra stuff for anyone that might come across this thread in the future: * Seat time, seat time, seat time... * While learning the plane do whatever you need to do to get your FPS above 50-60 or so. Turn down settings for training, whatever. Without good, smooth visual cues it'll take longer to learn since there is no physical feedback and this is a truly twitchy plane as you know since you've gotten most of the way to mastering the aircraft. * Bind the brake to an easily modulated control on your HOTAS. On the T.16000 I have it bound to the right hand half of the paddle on the throttle quadrant. Add a curve to the movement. IIRC mine is 15 or so. * Learning trim at take off: right rudder so that the 'dd' in rudder is vertical on the knob; nose trim down ~1 degree. Once you get better you'll find 0 deg nose trim is better - especially if you start taking off with more and more boost. * Curves... set pitch, roll and rudder to ~15-20, 3-4-5 or so dead zone. Exact numbers depends on which HOTAS you are using. * Take-off, "hypermiling" cruise, fast cruise and full throttle will need substantially different trim settings - constant attention is needed. Yesterday I did a ~4 hour flight in the Mustang and once trimmed it's pretty settled. Would suck trying to fly the Spit for that long since you'd be chasing the trim the whole time. No trim reset as far I've seen. * Yep, re: roll trim - use the rudder. Since it is not centered around the vertical longitudinal centerline it will add some roll to the flight dynamics in place of real roll trim. You can do the same in the other planes without roll trim (e.g. Bf.109, FW) but the other planes seem to be less likely to need it... much. * Landing, set trim to whatever it takes to get the plane settled down, steady state and fully dirty in level flight at around ~120. * Landing part two: I try to be coming in over the fence at ~110 or so and pull back the throttle to idle. With enough height any roll and yaw effects from the throttle change can still be balanced and controlled/cancelled with the rudder since you have enough air speed over the tail. The trim at 120 is good enough to get you on the ground smoothly. The main thing is to be in a position with enough speed to be flying the plane all the way in to touch down and don't flare much if at all. I tend to land on the mains with a bit of tail down attitude. This seems to keep the bouncing to a minimum. @philstyle has a good youtube video specifically on handling the Spit that really helped me get better with landing. * The slip indicator isn't that bad? I don't have it in front of me but I thought it was pretty legible? Anyway, with good FPS you can see what the yaw is doing and ignore the gauge. Having lots of slip at touchdown and braking is one of the things that tends to end up with scraped wing tips. A longer, straight in approach helps cancel yaw/slip tendencies (steady state longer). Also, try not to apply brakes at all before the the tail touches the ground. If you have to touch them, pump them, pretend to be an ABS braking pump. Don't use differential braking if you can avoid it - especially if the rudder still has authority - it'll end in tears. Once the tail is down pin it to the ground with the elevator and then work the brake. Still very much a work in progress for me but I'm pretty consistent nowadays - enough so that I've started using other aircraft again and am considering hopping onto multi-player servers since I won't the "that guy" that can't take off or land properly. LOL After "mastering" the Spit all the other tail draggers are a yawnfest in comparison when it comes to ground handling and take-off and landing. HTH!