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njoyyoursalad

ED Closed Beta Testers Team
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Everything posted by njoyyoursalad

  1. Can you try MSAA with SSS disabled and let us know how that looks? I'm also not a big fan of DLSS. I use MSAA with the MT client but I don't have any visual issues unless I enable SSS which introduces a lot of unnecessary shadows.
  2. Yes, the green values represent min/max FOV figures. If you change 140 to something like 100 then your FOV will only expand to a maximum of 100°. It doesn't work on all aircraft though so I'm hoping that someone with a bit more knowledge will chime in with a way to cover all aircraft. As for Server.lua, you can copy that out of your ..\Eagle Dynamics\DCS World OpenBeta\Config\View\ directory, paste it into ..\Saved Games\DCS.openbeta\Config\View\ and then simply apply your edit to the copied file.
  3. Editing Server.lua in your ..\Saved Games\DCS.openbeta\Config\View\ directory will fix at least some aircraft: function default_fighter_player(t) local res = { CameraViewAngleLimits = {20.000000,140.000000}, It doesn't work for everything, and it limits your maximum FOV, but I suspect someone probably has a more effective method to use as temporary workaround.
  4. Oh! I'm sorry I misunderstood you. I thought you were suggesting that it was failing the IC test with a red shield. I see now that you mean the server is overriding your configuration. I also have this problem on some servers but it does not affect all servers with pure scripts enabled. As I understand it this is a consequence of mission design whereby the mission designer's view configuration is imposed on all clients. Some servers exclude their view settings and thus we don't suffer with the slow default zoom speeds on those particular servers. Btw this has been a concern on some servers for a few years so perhaps something has recently changed with a server that you frequently use. Best advice is probably to notify the server operator of this and see if they can address it.
  5. Hmm, I don't seem to have this issue on my OB install (which is currently the same build as stable.) Just verified on multiple servers with IC active and pure scripts enabled. My View.lua is modified in a similar manner with CockpitKeyboardZoomAcceleration set to 990.0 versus your 900.0
  6. No Please no. All efforts towards new environments in DCS should focus on brand new theaters and/or a complete revamp of the exceedingly versatile four-season Caucasus map. NTTR might be popular with a certain segment of the population but it is a total dud in the multiplayer realm. It's not a flexible region to build missions for and it's too much of what DCS already has in spades—sand, sand, and more sand. What DCS really needs is a fully modernized and expanded Caucasus, and some new maps covering some very important regions, specifically Vietnam and the Korean peninsula.
  7. I also noticed this right after the patch. It's happening on all MP servers running the 2.8.0.32066 patch. nullEasily replicated—simply join any MP server
  8. Just wanted to confirm that Mistrals are indeed working again on the latest 2.7.7.14727 OB, despite the fix not being mentioned in the changelog. Feels good to have some air-to-air capability again! Many thanks
  9. I appreciate your detailed insight and respect your enthusiastic defense of the developer, but this bug affects both the Stable & Beta builds. In such cases where both builds are affected I don't think it's unreasonable to expect some kind of acknowledgement within 10 days, even if it's just a simple statement to inform the community that Polychop are aware of the issue. There's not a lot of daily traffic on Polychop's forum so there should be plenty of visibility for this topic, and good customer relations costs nothing. That said, I'd love to add a track to the other thread but the tracks I have are far too large to share. Fortunately, this is an easy bug to reproduce—it's as simple as joining an MP server and attempting to fire some Mistrals at air targets. There's also a video on the other thread which illustrates the nature of the bug very clearly. I'll continue to check both threads in case there's anything I can add to help resolve this. Thanks in advance to all concerned.
  10. Ding, ding! Is anyone home at @Polychop Simulations...? This thread has been up for 10 days and there's still no indication of the developer taking note of this bug. Seems like a long time to remain silent on an issue which is present in both the Open Beta & Stable builds.
  11. I'm also seeing this bug on my end with version 2.7.6.13436 OB. There are plenty of other reports about this on these forums and elsewhere. Here's another thread started 10 days ago about this same bug:
  12. Having the same problem here. I only play MP and this is where the bug manifests itself quite clearly. Interestingly, if I play an MP mission on Caucasus set to winter with low ambient temperature I am able to get some working locks and successful tracks with the Mistral. But on Spring, Summer, and Autumn with higher ambient temperatures it is basically impossible to get a lock. I'm really hoping for a quick fix for this. I actually started a trial on the Gazelle last week and had every intention of buying this module until I realized that the weapon I wanted to use most of all is not working properly. Initially I thought it was just the temperamental nature of the missile, but after a few days it became clear that it's not working as it should. Let's hope this is resolved sooner rather than later. I'd really like to add this module to my hangar.
  13. Please don't ruin the last guided weapon for this module which doesn't get intercepted by literally everything—including several systems which shouldn't even be capable of tracking some of these weapons, let alone zapping them from Rmax. It's bad enough that we have antiquated systems like Hawks accurately sniping a single GB-6 from ~20 nmi even when the weapon isn't headed for a target anywhere near the SAMs. This is why so many people use the 802AKG now, because all the other guided weapons available on the JF-17 have jumbo jet-sized RCS's which are significantly larger than they should be.
  14. Obviously a module-breaking bug of the greatest importance.
  15. Just as the title says, ever since this last patch (47404) there's been some very strange behavior with the SD-10 during the terminal phase. I figured that this problem was so obvious that I wouldn't need to follow it up on here, but to my surprise I haven't seen anything about this yet although many other players in MP have said they've noticed it as well. Summary: Fire an SD-10 in TWS in any type of BVR scenario, support the lock until impact or at least until TOA timer reaches zero, spectate the missile with the F6 view and watch how many of your SD-10's track the target perfectly until it's at the last 50-100 ft before impact—then watch your missile crank as hard as it can away from the target and trash itself. The turn to dodge the target is very extreme, cranking anywhere from 45-120° away from the target and instantly obliterating most of the missile's remaining energy in the process. It's like pointing 2 magnets with identical poles at each other and watching them repel the other magnet as they get close. That's probably the best way to visualize what appears to be happening here. It should be noted that this does not happen every time, but it's safe to say it happens to at least a quarter to a third of all the missiles I fire, and from a variety of different engagements—i.e. low alt, high alt, lofting, no loft, nose hot, flanking, pursuit, short and long ranges, maneuvering and non-maneuvering, etc. Most of these missiles were shot in TWS and most were lofted, but there are at least a few times I've seen this happen with STT/SAM and DTT. My only area of play is PvP MP so that's the only mode where I can say I've seen this happening. I'm not sure if SP or engagements against AI in PvE are also affected. Unfortunately, I end up with a CTD after most of my sessions in the 47404 patch so I rarely have a clean track to provide, and if I do it's usually ≥750 MB. Tacviews are available though. But judging by the responses I've had in MP from other players I suspect this should be pretty easily to reproduce. I think the fastest way to reproduce it would be to hop onto a PvP server and fire a few lofted SD-10s at medium to long range in TWS while supporting the lock at least until it's active, then watch what happens with the F6 view. Later today (or tomorrow) I can start going through my tracks & Tacviews for specific examples if it's necessary. Sorry for the hasty post, I just didn't want to let this go any longer without this being investigated.
  16. Have some of these preliminary changes already been introduced in 2.5.6.47224 or 2.5.6.47404? I ask because ever since the 47224 patch came out I've been experiencing some very strange anomalies which have negatively impacted the overall handling and performance of the Jeff in a variety of different flight regimes. The change in handling has also been further exaggerated by some strange inconsistencies with fuel consumption, which I first noticed in the 47224 patch. I was planning to make a bug report for both of these topics, flight model & fuel consumption, but if the next OB patch is going to bring back some degree of consistency then I'll hold off on drawing any additional attention to these topics until then.
  17. Obviously, this 'bug' needs to be 'fixed' immediately. These anti-ship missiles are already useless against anything with a weapon on it, so let's demand we make it even worse than useless. I'm actually surprised it was even able to get close enough to be shot at by CWIS.
  18. This is almost certainly a bug. I re-armed in MP with undamaged pylons but decided to update/load the weapons manually without updating the DTC via ground crew. I didn't change weapon types, just grabbed new ones to replace the ones that had already been fired. Upon re-arming, all my LD-10 and CM-802AKG pylons changed from green to red. Despite this, both weapons powered up correctly and started aligning after updating the SMS manually. Rather than taking the risk of flying with red pylons and having a problem, I decided to just update the DTC via ground crew and VOILA... the stations were green again. No repairing or additional re-arming. I don't remember the max-G for the sortie before re-arming, but it wasn't more than about 5.0 G. This never happened before the 47224 patch.
  19. This MP-breaking bug is still present after 4 failed 2.5.6 patches. Tested in MP on latest patch 2.5.6.44266. Is this going to be fixed anytime soon? I'm trying to be patient with this, but I just bought this module specifically for air-to-air ops in PvP barely 2 weeks before the disastrous 2.5.6 update came out and broke the radar. I'm a bit miffed about paying full price after consciously holding out on buying the JF-17 to ensure that any module-breaking bugs like this were ironed out before committing myself, only to have this happen and then get left in the dark as to when a solution might be expected. Is progress being made, or should we just expect minor tweaks to the LD-10's warhead and other such trivial updates which offer little to no tangible benefit to the core functions of the module? Just a bit of communication would be greatly appreciated. Thanks (And before some thoughtful genius chimes in, no, rolling back to 2.5.5 is not a practical solution because all the PvP servers worth flying on are running 2.5.6 now.)
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