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Posted

I wonder if ED plan to fix 2 main problems of DCS engine which i think actually was shown during P-51 vs D-9 multiplayer combat :

 

1. Planes visibilty.

 

Actually DCS is the worst sim in these are which i have played ( Il2, BOS, CLOD) where planes visibility is really poor. Planes are visibile at very short distances ab 0 -2 km and not more. Also there is need to used maximum ZOOM to see planes even from close distances. These is nonsesne to fly higher or with alt adventage if you cant see enemy. It really destroy historical tactic. Thats why most people fly low and close to AFs where flaks could show position of enemy planes.

 

2. Stutters ( huge fps drops) from enemy ( planes, flak, AAA) fire.

 

I got usually about 50-60 fps but when i watch enemy fire ( planes, flak) my fps drop very often to 20 or less. These really broke my mulitplayer gameplay. And servers are not with too much people ( max 30 ).

 

So i wonder if ED is plan to make some fixes and changes in these area?

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Posted

1. Agreed... it is a pain.

 

2. Stutters... IIRC this is caused by tracers (Certainly I get stutters when too many tracers are in my view) and should be fixed with EDGE.

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Posted

1.Indeed i have to zoom a lot to be able to see properly.

 

2.When more than 3 planes star firing + AAA it tears my screen apart (screen tearing).

I have a i3 proc ,8gb ram ,geeforce 570.

 

Fraps or no fraps makes almost no difference.

Posted

Hello

 

1. If we want to that DCS WW2 would be playable planes visibility have to be 20 km what it is in a real life.

 

2. I have not any problem with AA or tracers. I have 3570 4,3 GHz, 8 gb ram and Radeon 290X OC.

Posted

 

2. I have not any problem with AA or tracers. I have 3570 4,3 GHz, 8 gb ram and Radeon 290X OC.

 

To clarify, I think this is mostly apparent during Multiplayer sessions. Are you not seeing studders/FPS drop in MP? I still think it's the number of objects being tracked (EVERY shell casing & every projectile) that bogs down the server. My poor DoW rig has to keep track of all this and send it out near real time to every connected client. Crazy when you think about it. Pretty much like tracking 300 aircraft when someone fires. I don't think too many people would complain about loosing the brass if it improved gameplay.

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Posted

I totally agree on the visibility of planes. This is an issue that desperately needs to be addressed.

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Posted

1. If we want to that DCS WW2 would be playable planes visibility have to be 20 km what it is in a real life.

 

It could use a bit of a bump but 20km is not realistic. You'll see a fighter size aircraft at about 8km. Possibly more if the sun was able to shine off something reflective. We'll just have to wait and see how it plays out in EDGE though as can't see ED working on this until after that's released.

Posted
It shouldnt be addressed till after EDGE, I want to see if done right, not quick and dirty copy of a 20 year old sim ;)

 

Absolutely. I have no issues with that at all. It would just be nice to know that it's on ED's radar (even though I have no expectation that we'll ever get confirmation of anything like that).

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Posted
It shouldnt be addressed till after EDGE, I want to see if done right, not quick and dirty copy of a 20 year old sim ;)

 

You think or know that EDGE will resolve these problem?

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Posted
You think or know that EDGE will resolve these problem?

 

I never said EDGE would resolve it, what I mean is that we wont know what we have untill we see all the elements in EDGE with the new maps/lighting/etc... so you could fix it for this engine and it look like poop in EDGE... so we need to wait and see where we are at with EDGE.

 

ED is aware of the importance of this to people...

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Posted

Im pretty sure a lot of the trouble spotting contacts is simply because we are looking for a single pixel on a flat image. I had a look at a track replay in 3d at duxford and it made an enormous difference. Could spot contacts so easily as they floated above the background.

 

I think we need some form of artificial spotting aid. At least in 2d, we are massively handicapped at the moment compared to real life and this just isnt "realistic"

Posted
Im pretty sure a lot of the trouble spotting contacts is simply because we are looking for a single pixel on a flat image. I had a look at a track replay in 3d at duxford and it made an enormous difference. Could spot contacts so easily as they floated above the background.

 

I think we need some form of artificial spotting aid. At least in 2d, we are massively handicapped at the moment compared to real life and this just isnt "realistic"

 

I agree that spotting objects against a background is the hardest thing ... doesn't even matter the distance because I've lost objects that were less than 2km away because of this. I don't think we should be able to view objects from 20km away or anything but somewhere around 5-8km with no background other than the sky would be great. Maybe somewhere around 3-5km if you looking hard against targets with a ground or ocean background.

 

I have huge problems with stuttering when close to the ground or large dogfights but my computer frankly sucks. What concerns me is that other people have the same problems and that might be because of the netcode or servers.

Posted

And I thought I was half blind, losing, or not seeing them...

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Posted

Regarding stutter due to gunfire... Anyone noticed it in single player?

 

It seems to me its more likely to occur after the bullets hit something. Either the ground or another aircraft so I dont think its the tracers themselves but more the calculating where they are going after impact. Cannon also dont seem to cause problems. As a lot of the shells are HE and dedtroy themselves on impact this could be evidence to support my theory

Posted
Im pretty sure a lot of the trouble spotting contacts is simply because we are looking for a single pixel on a flat image. I had a look at a track replay in 3d at duxford and it made an enormous difference. Could spot contacts so easily as they floated above the background.

 

I think we need some form of artificial spotting aid. At least in 2d, we are massively handicapped at the moment compared to real life and this just isnt "realistic"

 

Even when tracking objects from the ground against a blue sky in DCS they aren't easy to spot. Much harder than in real life.

 

This definitely needs to be addressed with EDGE.

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Posted
Regarding stutter due to gunfire... Anyone noticed it in single player?

 

It seems to me its more likely to occur after the bullets hit something. Either the ground or another aircraft so I dont think its the tracers themselves but more the calculating where they are going after impact. Cannon also dont seem to cause problems. As a lot of the shells are HE and dedtroy themselves on impact this could be evidence to support my theory

 

Yes, stutter happens in SP too...it is a known issue as well..there has been a formal post for this by Wags (don't have a link handy) who said that this is a limitation of the current engine and it will be addressed after EDGE is released.

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Posted

I have my FoV on a slider but i've seen people argue this is "cheating" as we cant zoom in in real life.... I dont think people will ever agree to a standard so we'll see how things go post edge if a fix is still needed. DX10/11 features may mean contact spotting gets a lot easier anyway

 

 

My preferred method if measures were to be taken under the current engine would be more intelligent labels. Ones dont appear through cockpits and don't give you unrealistic info. E.g no label until the average pilot could spot another aircraft in real life. Then just a dot in a colour aproximating the A/C's colour from that angle , lighting etc. Once close enough the average pilot could ID it as single or multi engine etc somehow show that too. Once close enough to see easily in game without labels drop them entirely. But once in range to read tail numbers etc in real life (say 200 m?) Then have that displayed when at an angle that would allow it (useful for to quickly form with wingman correctly if you lose each other in a furball)

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