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Patch Notes discussion 13th, 21st and 23rd April 2023


BIGNEWY

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1 hour ago, TheoreticalApex said:

MT still does not apply to multiplayer servers even if we launch using the bin-mt executable correct?

no. The dedicated servers cannot run MT, as a client can run MT as much as you want but not as dedicated server, if memory serves. 

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5 hours ago, Pasquale1986 said:

Will the UH-1H receive further updates regarding the 3D-Model an the Multicrew-AI?

I was wondering the exact same thing! BIGNEWY, any chance you could comment on the possibility of the Huey being brought up to BS3 or Apache Standards on the visuals? Still one of my favorite helos.

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6 minutes ago, Devil 505 said:

I was wondering the exact same thing! BIGNEWY, any chance you could comment on the possibility of the Huey being brought up to BS3 or Apache Standards on the visuals? Still one of my favorite helos.

We want to update all older models at some point, it is very time consuming and we have a lot to do, when it is planned you guys will be the first ones we tell. 

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24 minutes ago, NineLine said:

We want to update all older models at some point, it is very time consuming and we have a lot to do, when it is planned you guys will be the first ones we tell. 

Yeah i say take your time with cosmetic stuff. Function>form any day. Better do the engine/FM, first and right. Nuts, bolts and rivets can wait.

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16 hours ago, Lace said:

Will have to give MT another try now.  See if it shows any improvement for me.

I'm happy to report this version of the MT is far better in VR (Rift S) than the previous, essentially unusable (for me) version.  Still not quite the night-and-day difference some are reporting, but at least I'm not seeing worse performance anymore.

 

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15 hours ago, GCDV31 said:

Hello, I'm locking forware to using openVR ! Because retro projection woks bad with openXR. Is it on the pipe or no hope to see again OpenVR ?

If possible use SteamVR as OpenXR renderer; with the new open beta or the last SteamVR updates motion reprojection got much smoother than with the first MT release.

Nearly no stutter for me now! And SteamVR is much better when using motion reprojecting; almost no artifacting for me.

But I don't know if the new OB improved or fixed it or the latest SteamVr updates.

 

 


Edited by Gripen 4-1
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This version is definetely a solid step up from the previous state for me with OpenXR and G2. As I capped the framerate at 45 fps with OpenXR Toolkit now it's (mostly) very smooth at 45 fps even on the ground, which can dip to 35-38 fps when flying low and fast with a lots of buildings (minus Marianas, that map is....). The experience varies by the airplane (ie. the Fw-190 is really smooth on Caucasus instant action take off mission, so as the M-2000C).

For me the NTTR seems to be changed slightly somehow, now it's really nice on visuals (maybe the lighting is different), the clarity is very pleasing and the performance is butter smooth.

However I still experience some stubborn micro stutter here and there upon head movement in the cockpit, and some rare several seconds blackouts while the sound continues (without crash, the visuals also continues after 6-8 seconds). Overall this version in SP is really nice to fly, thanks ED very much!

P.S: please hurry up on DLSS if possible, the shimmering in the distance is very distracting, not to mention the clouds aliasing... :)))

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SSAA has stopped working for me in this version with MT.

Has anyone else noticed this?

 

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hace 4 horas, EL_LEJI dijo:

SSAA has stopped working for me in this version with MT.

Has anyone else noticed this?

oops, I had not seen this message from NineLine, sorry

It's a known bug.

 

 

 

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Sorry if already answered, for MultiThreading, are we still using the specific MT file or does the default executable call for MT now? I have a separate shortcut but didn't know if still needed for MT. 
Still separate.
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8 minutes ago, Harker said:
45 minutes ago, Splashtrick68 said:
Sorry if already answered, for MultiThreading, are we still using the specific MT file or does the default executable call for MT now? I have a separate shortcut but didn't know if still needed for MT. 

Still separate.

Thank you! 

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Quote

Fixed: Attack format TDC slew rate way too slow. This will allow more rapid TDC movement to designate targets, change range scale, etc

OK, it went from 'way to slow' (which was OK for me) to the 'OMG where is my TDC??!?' 

Question - are you going to tone it down a bit? Not saying that it should be as before, but I am thinking if the slew axis on VirPil and VKB (tried both) are not following this change nicely, then folks who use keyboard or other axis controls may struggle even more...

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8 hours ago, Gierasimov said:

OK, it went from 'way to slow' (which was OK for me) to the 'OMG where is my TDC??!?' 

Question - are you going to tone it down a bit? Not saying that it should be as before, but I am thinking if the slew axis on VirPil and VKB (tried both) are not following this change nicely, then folks who use keyboard or other axis controls may struggle even more...

Haven't using F/A-18 very much yet, but flew several quick sorties and was very happy with new slew rates. I use VKB MCG Ultimate without curves.

Верните короновирус в качестве главной проблемы, спать в маске буду, обещаю.

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@NineLine @BIGNEWY

Are you going to evaluate the player's feedback on the .50 cal sound effect?

  • To me, the .50 cal sound is impressive. However, there is a trailing "echo" or "reverb" effect that makes it sound like the recording was done in some large underground shooting range bunker, which renders overall sound completely out of place inside the cockpit.  Maybe ED dev team can look into it and possibly roll-off the last 100-200ms of the sound, or turn down the echo/reverb effect? If I happen to be way off I understand, but to me that's how it feels right now...
  • The cannons sound fantastic, the new sound effect for them is perfect!

Edited by peachmonkey
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34 minutes ago, peachmonkey said:

@NineLine @BIGNEWY

Are you going to evaluate the player's feedback on the .50 cal sound effect?

  • To me, the .50 cal sound is impressive. However, there is a trailing "echo" or "reverb" effect that makes it sound like the recording was done in some large underground shooting range bunker, which renders overall sound completely out of place inside the cockpit.  Maybe ED dev team can look into it and possibly roll-off the last 100-200ms of the sound, or turn down the echo/reverb effect? If I happen to be way off I understand, but to me that's how it feels right now...
  • The cannons sound fantastic, the new sound effect for them is perfect!

 

Yep. Great sound but noticed the same. There should be no reverb inside (nor outside- unless stationary). It sounds to me like the guns sound the same inside and outside when they should be different.

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DCS: Mi-24P by Eagle Dynamics

  • Added: Special option for AP authority over pedals (if disabled AP won't be able to take control over anti torque pedals and move them without pilot input, although 9% authority over yaw control is still there. Disabling it making this system not realistic (as real system AP has full control over whole pedals axis) but due to simulator and hardware joysticks reasons we are putting it in)

Would it be possible to ask to put a description next to the new option saying that it is activated for realism? Would be like this.

✅ PEDALS AUTO MOVE (On for Realism)

This would prevent many people who seek realism from getting confused due to lack of knowledge. Thanks @BIGNEWY!

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18 hours ago, Blackfyre said:

Haven't using F/A-18 very much yet, but flew several quick sorties and was very happy with new slew rates. I use VKB MCG Ultimate without curves.

Yeah it takes a little getting used to after years of previous speed.

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  • ED Team

Introduced a new map module DCS: Normandy 2.0

DCS World

  • Fixed a core's layout on AMD processors like AMD Ryzen 9 7950X3D (core group with lesser L3 cache size now used by IO pool only)
  • Scripting. Added world.removeJunk. Taking volume as first arg, returning amount of deleted objects.
    Volume 'declaration is same as for world.searchObjects.
    Usage: local volS = {id = world.VolumeType.SPHERE,params = {point = {x = -303780,y = 5,z = 629149},radius = 1000}}
    world.removeJunk(volS)
  • VR Mask in native OpenXR is upside down - fixed
  • F10 map. Draw function setMarkupTypeLine only works once in a mission - fixed
  • Crash on EagleFM - fixed
  • MP. User don't get any notification on connect to a full server - fixed
  • Weapons. Kh-29 missiles loft down after launch - fixed

DCS: Mi-24P by Eagle Dynamics

  • Improved: List of targets detected by Petrovich now dynamically updated, user just need to place a point on ground for Petrovich AI to scan and to get updates there is no need to repeat it now, Petrovich should update target list in real time with IFF and new targets progress.
  • Improved: additional optimization of Petrovich AI routine for performance

 

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  • BIGNEWY changed the title to Patch Notes discussion 13th and 21st April 2023
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