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Posted

hey,

 

i would like to see a "make static" checkbox for aircrafts, that would turn them in static objects, but would allow them to be configured in unit tab (load out manager, choose sparking spot etc.) and would make atc aware of the plane bein parked there to avoid ground collisions with taxiing aircraft.

 

it would be simialr to the "uncontrolled" checkbox, but with "uncontrolled" the asset seems to use a big amount of cpu calculations, while sitting idle. i assuem this is because an "uncontrolled" ac could get started up at any moment through scripts, resulting in full simulation under the hood from the getgo.

you can try it yourself, if you put a bunch of "uncontrolled" ac on an airport, at some point fps will break down. aircraft from the "static object" category are way less taxing on teh system, but can't be configured as good and won't be reckonized by atc resulting in ground accidents.

 

so the "make static" would behave like "uncontrolled", but would prohibit later start-up and therefore use less cpu calculations hopefully.

 

another wish of similar kind would be a "make target" or "make empty" checkbox for both ac and ground units.

these would just remove the driver/gunner/pilot model from the asset and ideally set unit to not reacting to anything via unit options (roe: hold fire, disperse under fire: no, defensive action: none etc.)

the main aspect however would be the removel of driver/gunner/pilot proxy, to be able to simulate vehicles that are just parked and are visibly of no threat and also simulate targeting drones or decomissioned empty vehicles for target practice.

i really find it a little bit un-immersive to make practice gun-runs on vehicles that are obviously manned by poor soldiers...

this "problem" is of course also a testament of the high visual fidelity dcs has archieved over the last years...

My improved* wishlist after a decade with DCS ⭐⭐⭐⭐🌟

*now with 17% more wishes compared to the original

Posted

I dont think uncontrolled aircraft use much CPU at all. The proposed performance drop you see is more likely attributed to the fact that you have spawned close to many visible aircraft. Even though they are uncontrolled, many models are quite detailed and require a lot of GPU processing to draw if they are in substantial numbers.

GPU: PALIT NVIDIA RTX 3080 10GB | CPU: Intel Core i7-9700K 4,9GHz | RAM: 64GB DDR4 3000MHz
VR: HP Reverb G2 | HOTAS: TM Warthog Throttle and Stick
OS: Windows 10 22H2

Posted
I dont think uncontrolled aircraft use much CPU at all...

well, i did testing in 1.5, where there was a definite difference between uncontrolled ac and static object ac of same type.

also it makes somewhat sense to have more calcualtions for tracking system damage on startable aircrafts, while a static object ac would only need to be tracked in hitpoint damage on the airframe for exterior damage effects.

 

i must admit though, that i have an old pc and that maybe on newer pcs the impact is too low to justify a rework/update in that regard...

My improved* wishlist after a decade with DCS ⭐⭐⭐⭐🌟

*now with 17% more wishes compared to the original

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