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SgtNathan

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Everything posted by SgtNathan

  1. Please excuse me if this is not the same issue, or even an issue at all, however, on my very first engagement this patch I had multiple of my 120's miss their targets. On further investigation while watching the Tacview recording I found that were switching targets when nearing the locked aircraft, which happened to be STT locked the entire time. Link to Tacview replay Follow the second missile fired by me "JEDI 1-1 | Noot" in a F-16 at +3:19:54, and notice how when it nears the locked aircraft, it stops tracking the Su-27 and instead starts tracking my first fired missile. Later, at +3:20:36, I fire my third missile, and while initally tracking the still STT'd Su-27, it then suddenly targets the R-73 fired by the Su-27 instead.
  2. The liveries "JASDF 6th TFS" and "JASDF 8th TFS" have missing textures for the external 370 gal Fuel Tanks. The texture file exists in their respective livery folders. See images. Thanks.
  3. I'm guessing you found this fix via my post here. Unfortunately, as I detailed in that post, it's not a great fix because while it removes the input delay, it instead introduces a rather large hit to the games FPS whenever the FFB effects are being triggered. +1 regarding this issue. Quite a few of us have posted on the Heatblur section of the forums, as this issue only seems to appear on the F-14, however they're very adament that the issue is only within ED's ability fix.
  4. Gave it a try because why not, but unfortunately the problem remained the exact same. On an AMD processer myself, and I have always had hyperthreading turned on. Just tried it without and no change on my end. Problem remains unfortunately.
  5. I would call it more of a bandaid than a fix, as it introduces some severe side effects (a huge hit to fps), but if people deem that acceptable enough, and it makes the module actually enjoyable for them, then I'm very glad to have helped them out. Also, fat creason, could you please attempt to try and reproduce this issue by following my above post? Please? Thank you. Regarding posting this in proper forums, I think the reason it's posted in your section is because this issue isn't found on any other module - this has been constantly mentioned many times by people in similar threads to this one. I, for example, can experience stick shaking FFB with the JF-17, the same effect that I would with the F-14, only I'm not hit with this input lag issue at all. This asks the questions: Why does the F-14 module do this, when others do not? Whatever the reason, would it not be possible to implement an option for people to use a more simplified FFB model that doesn't cause input latency issues?
  6. Glad I could be of help Aries! fat creason, this could be a long shot, but while you were attempting to reproduce this issue, what sort of frame rate were you getting? I have a loose theory that the reason some people have this issue and some don't is perhaps because of a difference in system performance. To start, my test to consistently reproduce this issue is to start a flight, and begin rapidly and continously rolling the aircraft left and right, while also continously hitting the escape key. When there's no input lag, the escape menu will appear and disappear immediately(!). When there is input lag, the escape menu will take from a few miliseconds, up to ten seconds to appear. In this test, I can remove the input lag issue by software limiting my game's FPS to <50. On the flip side I can also exacerbate the issue by putting all settings to the absolute minimum, pushing my FPS around 200. This can cause up to a 10 second delay at times.
  7. As an owner of a MSFFB2 (the silver trigger/green power light version of the MSFFB2, if that matters) this input delay issue has plagued me since I got the module over a year ago and has severely impacted my ability to use it. I haven't taken the poor gal out of the hanger for more than a handful of flights. I can also confirm it only exists on the F-14 module and none of my other modules, some of which have also developed their own FFB effects. For reference, my DCS is the steam version and this input lag issue has been apparent on both my old system, and my completely new system. Neither of my systems have shared any hardware or DCS configs. Everything is new and different, from monitors to keyboard and mouse. The only similarity has been the MSFFB2 joystick. Also, not that it matters all that much, but my old system was an Intel i5-4670K & Nvidia 2070 Super, and my new system is an AMD 3900X & Nvidia 3080. Anyway, Aries, I may have a semi-fix you could try out: In your autoexec.cfg, paste this and let me know if it makes any difference to the input lag: input = { threaded_ffb = false } While the above removed the severe input lag on the F-14, I unfortunately still couldn't stomach the insane FPS hit I'd get when any force feedback was in effect for this module. For example: I could be in a free flight with no other entities but the F-14, and I could be getting a stable 120fps, but the moment I pulled enough G's to trigger the rumble force feedback effect for example, I'd drop to ~50fps or so for as long as that effect was active. If I were to turn off force feedback in the settings and do the same test, my frames wouldn't budge from 120fps during the high G effect. While on a monitor I'd find this acceptable-ish, I unfortunately only really fly in VR these days and with DCS being a tad unoptimised in VR, the performance hit is unplayable and pretty much headache inducing.
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