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Swooperduper

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Everything posted by Swooperduper

  1. Sorry it's been a few days thank you for taking a look at it. I tried rolling back my gpu drivers, same results. Tried updating my drivers to the latest version, same results. Now that I'm back and I have a little bit of time on my hand I'm starting from scratch. Day one when I installed everything I was still on Windows 10 64-bit professional. I seemed to get Great visual fidelity but really choppy frame rates no disconnects because I had everything running on maximum settings. I was told to update to Windows 11 because for my i9-14900 KF Windows 11 was better at managing the onboard chip cache or something for the newer processors so I upgraded to a Windows 11 64-bit professional. That is when I started noticing massive decrease in performance and constant disconnects. So today I'm going to start from zero with Windows 10 and start working forward from there. Hopefully I'll keep a nice detailed progression record so that I can hopefully help other users of the VARJO VR headset.
  2. I am experiencing constant CTDs while in multiplayer with my Varjo AERO. I notice it mostly when I have a lot of contacts on the Air-to-Air radar in the F-15E. But the issue has progressed pretty much to any module even just sitting on the ramp after about 5 to 10 minutes I just CTD. I am at a loss. I have installed the foveated mod via the instructions here: https://github.com/mbucchia/Varjo-Foveated/wiki I have used Process Lasso to force DCS.exe to the P-cores on my i9-14900KF. I've set the affinity higher for all the Varjo apps, I've set all other processes to lower affinities. vrmonitor.exe is set just below the Varjo apps. I'm running Ultra Low latency mode and maximum performance power profile in the nvidia settings application. I only run in openXR I do not use steam vr. I've run sfc /scannow for Win11 dism /online /cleanup-image /restorehealth for Win11. I've run the dcsupdater.exe -repair in the command line. I've disabled the in-game VOIP. I need some help figuring out why I'm constantly CTD. Most of my dcs.log files seem to be corrupted... I'll post the ones I was able to succesfully extract. Processor Intel(R) Core(TM) i9-14900KF 3.20 GHz Installed RAM 96.0 GB (95.8 GB usable) DDR5-6400 (Corsair) System type 64-bit operating system, x64-based processor Edition Windows 11 Pro Version 23H2 OS build 22631.2792 Experience Windows Feature Experience Pack 1000.22681.1000.0 Z790 AORUS MASTER X 1.0 BIOS version F5D GeForce RTX 4090 AERO OC 24G Varjo AERO VR headset Running Varjo Base 3.10.3.25 The first file is a .trk file I just converted it to .zip so I could review it. You can just change the .zip on DDCS-Modern-Syria_0-20231208-195650 to .trk if you need to... DDCS-Modern-Syria_0-20231208-195650.zip dcs.log-20231205-040628.zip dcs.log-20231209-013227.zip dcs.log
  3. This seems like such an easy fix with a massive Multi-player QOL of life fix. Do it for the players ED.
  4. This is so ridiculous. This abysmal path finding destroys the DDCS server. This server is a dynamic campaign that relies equally upon dynamically spawned ground forces and player initiated CAS. The current pathfinding procedure is mind-boggling complex and shouldn't be this way. Currently we have to: 1. Set a Red Waypoint next to a road 2. Set a Green Waypoint on a road 3. Set our destination Waypoint a. Optional (Set secondary RED waypoint) But not through a town or dense forested terrain. 4. Set the speed slider to "0." 5. Reset the speed slider to a speed that is not greater than the unit can travel. This is the process that has to followed each and every time we wish to set a unit on it's way. It is horribly unfair to the individuals that have purchased combined arms. If you do not follow the aforementioned procedure exactly, you will see the yellow dashed pathing line start to seperate from the unit's path. When the yellow dashed line reaches the waypoint even if the unit has not reached the waypoint the unit will stop somewhere between it's starting point and intended point. If you do not follow the aforementioned procedure, the unit will attempt to path offroad causing massive amounts of server lag and end up destroying a 35 to 40 person play session's quality.
  5. Lot's of fun, always something different and challenging to do whether it's Helos, Air to Air, Ground attack, etc., Probably why I keep coming back. Really have enjoyed watching the community flourish over the years. Lot's of very experienced players, this is the challenging experience I've been looking for and it provides the most dynamic environment for DCS players out of any server I've ever played on.
  6. Trying to build realistic FOBs/FARPs and some additional Syrian Airfield assets. It would be cool to be able to add Syria Map objects to custom made FARP templates that we could use in Multi-player. Any way to access these assets in the Syria map would be greatly appreciated. I've included some examples, it would be nice to have some updated map assets that aren't old poly models from caucuses.
  7. This bug needs to be bumped up the priority list. I play on a server (DDCS) that utilizes the slinging mechanic on a massive scale. We effectively sling 1,000s of moveable ground units per campaign and this bug has effectively reduced the amount of slingers on our server due to the crate mechanics for the MI-8 being negatively impacted by this bug. This has effectively turned off many new players to slinging as it has become excruciatingly difficult to sling crates (ISO containers) without damaging them. I understand slinging is supposed to be challenging, but coupled with player time constraints to invest in managing a massive ground as well as air campaign people are becoming more disinterested in slinging which is detracting from the overall dynamic campaign experience we are able to offer with our server. Please bump this bug to the top of the list and place a higher priority on it's resolution. Thank you
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