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Posted

This past weekend I started working on cleaning up a few things and making some new additions to the North FARP, West Olof Airfield FARP, and adding a section to Andersen for the USMC aircraft.  The Northeast side of Andersen is now reserved for A-4's, F-4s (when we get some USMC liveries for them), Huey's (Marines) and future aircraft.  

The idea is to have Andersen a joint operations base between the Army, Air Force, and Marines while the Navy primarily operates off the carrier task force.  Two sections at Andersen, Northwest and Southeast, are dedicated to the USAF whereas the Army Helo units and fixed wing will operate out of the Southwest.  With numerous 3rd party Vietnam Aircraft in the works, I thought Andersen would be a great place to house them as they roll out. 

As it stands now the F-100 Super Sabre, F-104 Starfighter, A-1H Skyraider, A-6 Intruder, A-7 II Corsair, and F-8 Crusader are all in the works.  Really hoping to see the Super Sabre and Starfighter make it out in 2025.  Both Airforce but we have some major contenders above for USN and USMC operations.  

Future content will be added for sure as we continue to beef up Andersen and ensure it is performance friendly while adding more and more assets.  Take a look at the two videos below.  The first goes into detail what I worked on updating and adding to the two FARPS and the second video is flying around Andersen showing off what is in the works.  We will release an updated ITJ when we have completed some new scripting and other neat additions we are kicking up.  No time frame as of yet, but we will work hard to get it out when it is ready.  More to come.

 

 

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Posted

Finally did a video on my PC specs, Nvidia shader files, DCS shader files and what we do to maintain steady performance in VR.  Hope this helps the community.  This is my standard checklist after every DCS update.  Time stamps included.

 

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Posted

First off, amazing work! I've been following you on YouTube for a while and just downloaded this today to try it out! I installed all the mods and was testing today for the first time as a single player mission.  Everything looks gorgeous and I love the fog. It was running really smoothly for me. However, my first flight out was in the A4-E with the default loadout, including  Zuni rockets.  I came in for a rocket run and when I fired the rockets, everything reduced to a slide show. Like single frames per second. Before and after firing rockets, locked in at 72 FPS.  Note, I have a high-end system (4090, 64GB ram, NVME drives). OG Pimax crystal. Marianas normally runs fine (ish) with my system and the mission did before and after the rocket run.  I'll try with some other aircraft, but I wanted to flag this. Thank you for bringing this to the DCS community!

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Posted
46 minutes ago, mdtenor22001 said:

Everything was reduced to a slide show. It's like single frames per second.

Agreed. On the first hits landing on enemy units - I think particularly, but not sure if uniquely the Ural trucks - in any aircraft, any weapon, including the OH-6A gunner. Then, after the slideshow, it all clears and is back to smooth (on a 4-year-old laptop!).

Nah, I've only just met 'er...:pilotfly:

Posted

I am pretty sure I have narrowed down the problem fellas.

 

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System Specs:

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📻Callsign:Kandy  💻Processor:13th Gen Intel(R) Core(TM) i9-13900K - 🧠RAM: 64GB - 🎥Video Card: NVIDIA RTX 4090 - 🥽 Display: Pimax 8kx VR Headset - 🕹️Accessories:  VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box 

📹 Video Capture Software:  Open Broadcaster Software (OBS), 🎞️ Video Editing Software:  PowerDirector 365

Into The Jungle Apache Campaign - Griffins  Kiowa Campaign - Assassins  Thrustmaster TWCS Mod

 

Posted

So, a bit more testing tonight. I'm not sure it has to do with the density of the enemy groups.  Instead, I was observing that the slowdown only occurs when attacking the first group of enemies you encounter, the first time--regardless of how dense they are.  I turned on markers so I could see and picked more and less dense unit placements.  On the first attack (I only tried two modules, the A4 and the OV-10), the slow down would happen whether or not I used rockets or guns.  But then, after the frames caught up (about 30 seconds), every subsequent run was just fine until I was out of weapons. And this was true in groups of 3-4 enemies or groups of over a dozen all together. I have no basis for thinking this, but could it be one of the scripts? Like the splash damage script initializing?  I recreated it 4x.  If I landed and rearmed and went back for another attack, it wouldn't slow down again. It appears to just be the first time.

Also, this probably isn't a question for you, but I couldn't find an answer in my immediate searching: the Comm radio doesn't work in the OV-10 while you're in the air, right? I can't figure out how to get to the F-10 map while flying and the "/" key didn't work unless the canopy was open on the ground. I presume that's just an unfinished part of the mod? Does that mean that SRS also doesn't work with the Bronco?

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Posted (edited)
8 hours ago, mdtenor22001 said:

So, a bit more testing tonight. I'm not sure it has to do with the density of the enemy groups.  Instead, I was observing that the slowdown only occurs when attacking the first group of enemies you encounter, the first time--regardless of how dense they are. 

Thanks - you're correct on density.  Maybe a poor choice of description in the video.  

8 hours ago, mdtenor22001 said:

I turned on markers so I could see and picked more and less dense unit placements.  On the first attack (I only tried two modules, the A4 and the OV-10), the slow down would happen whether or not I used rockets or guns.  But then, after the frames caught up (about 30 seconds), every subsequent run was just fine until I was out of weapons. And this was true in groups of 3-4 enemies or groups of over a dozen all together. I have no basis for thinking this, but could it be one of the scripts? Like the splash damage script initializing?  I recreated it 4x.  If I landed and rearmed and went back for another attack, it wouldn't slow down again. It appears to just be the first time.

Not script related we've removed all scripts and still experienced this issue.

If people are interested in what I found I will put into a spoiler block.  Those who don't care can simply skip over.

Spoiler

The problem I found (shown in video) had to do with me creating two groups of units that were spread far and wide across the map.  If you really want to look at them in the ME, they are group names [Jungle] Resupply and [Jungle] Infantry.  These groups comprise infantry and resupply trucks so they don't run out of ammo.  While there are only 2 groups, their units are spread all over the southern part of the map.  I recreated these groups as individual groups of infantry and supply truck.  That solved the problem.  Well, that solved the problem I could recreate.  There could be other issues we haven't recreated, I suppose.

Why was this a problem?  Honestly, I don't know, but have a theory.  There is a lot of base code logic in game that tracks groups.  Group health, group death, etc.  My theory is the first time a unit from one of these two problem groups took damage the base code tries to determine status and updates some internal tables with results.  What makes these two groups different is the distance between the units.  Don't know why, but damaging those two groups brings the sim to its knees.  Redistributing those two groups the way I did seemed to solve the slideshow - as shown in the video.

 

8 hours ago, mdtenor22001 said:

Also, this probably isn't a question for you, but I couldn't find an answer in my immediate searching: the Comm radio doesn't work in the OV-10 while you're in the air, right? I can't figure out how to get to the F-10 map while flying and the "/" key didn't work unless the canopy was open on the ground. I presume that's just an unfinished part of the mod? Does that mean that SRS also doesn't work with the Bronco?

I get it to come up just fine.  We do have easy comms turned ON in the mission, but not enforced ... that might have something to do with it, IDK.  

SRS works across all aircraft we have in this mission.

 

 

Edited by Mistermann
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System Specs:

Spoiler

📻Callsign:Kandy  💻Processor:13th Gen Intel(R) Core(TM) i9-13900K - 🧠RAM: 64GB - 🎥Video Card: NVIDIA RTX 4090 - 🥽 Display: Pimax 8kx VR Headset - 🕹️Accessories:  VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box 

📹 Video Capture Software:  Open Broadcaster Software (OBS), 🎞️ Video Editing Software:  PowerDirector 365

Into The Jungle Apache Campaign - Griffins  Kiowa Campaign - Assassins  Thrustmaster TWCS Mod

 

Posted

Phantom CAS from tonight's flight.  Great time minus my inability to hit anything on my first two bomb runs.  Comms were great with the team tonight we got a lot of flight time in.  

 

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Posted (edited)

Thanks for posting these @Devil 505.  Epic videos of some of our best coop missions yet (its only taken us 2 years to get here).  Radio traffic coordinating firepower and deconfliction was probably the best we've done.  :thumbsup:

... and I did my part to add to the pilot carnage generating CSAR missions!

Edited by Mistermann
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System Specs:

Spoiler

📻Callsign:Kandy  💻Processor:13th Gen Intel(R) Core(TM) i9-13900K - 🧠RAM: 64GB - 🎥Video Card: NVIDIA RTX 4090 - 🥽 Display: Pimax 8kx VR Headset - 🕹️Accessories:  VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box 

📹 Video Capture Software:  Open Broadcaster Software (OBS), 🎞️ Video Editing Software:  PowerDirector 365

Into The Jungle Apache Campaign - Griffins  Kiowa Campaign - Assassins  Thrustmaster TWCS Mod

 

Posted
1 hour ago, Mistermann said:

... and I did my part to add to the pilot carnage generating CSAR missions!

This is the best thing about ITJ, someone's bad night always makes their buddies a fub one. LOL

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Posted

"ITJ - fun as fub!"

Spotting a fair few updates in these vids, gents... 🧐

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Nah, I've only just met 'er...:pilotfly:

Posted
23 minutes ago, Tonker said:

"ITJ - fun as fub!"

Spotting a fair few updates in these vids, gents... 🧐

Nice catch.  INCOMING!!!  

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System Specs:

Spoiler

📻Callsign:Kandy  💻Processor:13th Gen Intel(R) Core(TM) i9-13900K - 🧠RAM: 64GB - 🎥Video Card: NVIDIA RTX 4090 - 🥽 Display: Pimax 8kx VR Headset - 🕹️Accessories:  VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box 

📹 Video Capture Software:  Open Broadcaster Software (OBS), 🎞️ Video Editing Software:  PowerDirector 365

Into The Jungle Apache Campaign - Griffins  Kiowa Campaign - Assassins  Thrustmaster TWCS Mod

 

Posted (edited)

Update:  January 25, 2025

Just released v2.006 to the files section - https://www.digitalcombatsimulator.com/en/files/3342301/

There's a lot of work and testing that went into this update.  Complete changelog is on the files page and contained in the first trigger embedded in the ME.  Eagle eyed observers likely noticed a few of these already.

Highlights are:

  •  FIX - Changed two groups of red units "[Jungle] Resupply" and "[Jungle] Infantry" to be much smaller and less spread out over the map.  These groups were too big and too spread out.  When players damaged any units in either group, the sim lagged significantly.  By limiting group size and spread, the lag disappeared.  I posted a video of this a few posts back for anyone interested.  We believe this is the source of the slideshow that people reported.  If you continue experiencing this issue using v2.006, please post here or DM me directly so we can further triage.
  • All client slots now start as statics so airfields and FARPs are populated.  When players select a slot, the static is replaced by their client aircraft.  This is using @cfrag StopGaps script.  Update 1/27/25.  Those hosting this (locally or via dedicated server) must install a small script ('stopGapGUI.lua') in their SAVED GAMES\Scripts\Hooks folder to prevent clients from spawning in the air, falling to the ground, and self destructing.  This is due to a MP synch issue.  This lua is found here - https://www.digitalcombatsimulator.com/en/files/3331434/
  • All of @Devil 505 static work at Andersen, Olf Orote, and the Northern FARP is included.  
  • Added Chinooks to the mission
  • Added ELT beacons to CSAR pilot bailout voiceovers
  • Added new skins for many of the statics at Andersen and seen in Devil's videos.  You can find links to these skins in the download page.

Note:  We are sensitive to performance of the community.  If this update causes unacceptable performance hits to those flying, please let us know.  

Currently working on randomizing some of the CSAR voiceovers to add variety to the CSAR gameplay element when picking up downed pilots and delivering them to the MASH.

Enjoy!!

Edited by Mistermann
stopGapGUI.lua notice
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System Specs:

Spoiler

📻Callsign:Kandy  💻Processor:13th Gen Intel(R) Core(TM) i9-13900K - 🧠RAM: 64GB - 🎥Video Card: NVIDIA RTX 4090 - 🥽 Display: Pimax 8kx VR Headset - 🕹️Accessories:  VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box 

📹 Video Capture Software:  Open Broadcaster Software (OBS), 🎞️ Video Editing Software:  PowerDirector 365

Into The Jungle Apache Campaign - Griffins  Kiowa Campaign - Assassins  Thrustmaster TWCS Mod

 

Posted
8 hours ago, Mistermann said:

... and I did my part to add to the pilot carnage generating CSAR missions!

Being a hero-generator cannot be all that bad. 😄

6 hours ago, Devil 505 said:

This is the best thing about ITJ, someone's bad night always makes their buddies a fub one. LOL

🏻😅

6 hours ago, Tonker said:

Spotting a fair few updates in these vids, gents... 

Oooh! 

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Posted

Loving the feedback from the community!!!!! Zipper and Kandy have gave me a few more ideas for more content.  We need to look into it and see how things play out, but we are enjoying the direction this is going.  Saw a new group today while flying with Zipper that has never spawned before, or at least that I have seen.  I have a few videos from today I need to work on to include the F-5, a great Huey video, and of another Cayuse ride.  More to come.

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Posted

Just got all the new liveries downloaded and installed, hopefully correctly lol.

Will definitely report with any framerate issues if I encounter any! I am SkyDawg on YouTube as well. Not a creator, just an enthusiast and a lurker LOL!

Do I need to install the Sitting Ducks and Stop Gaps scripts as well, or are they baked into the mission? Thanks a lot! You guys rule.

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Posted
9 hours ago, LazyLightning91 said:


Do I need to install the Sitting Ducks and Stop Gaps scripts as well, or are they baked into the mission? Thanks a lot! You guys rule.

No, they are baked into mission.

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System Specs:

Spoiler

📻Callsign:Kandy  💻Processor:13th Gen Intel(R) Core(TM) i9-13900K - 🧠RAM: 64GB - 🎥Video Card: NVIDIA RTX 4090 - 🥽 Display: Pimax 8kx VR Headset - 🕹️Accessories:  VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box 

📹 Video Capture Software:  Open Broadcaster Software (OBS), 🎞️ Video Editing Software:  PowerDirector 365

Into The Jungle Apache Campaign - Griffins  Kiowa Campaign - Assassins  Thrustmaster TWCS Mod

 

Posted

Some off-the-cuff first impressions from a quick trip in the new version just now:

  • Flight was a tour of the updated FARPs and strips till the CSAR event triggered, then a re-arm (M60 gunner and 7 rockets, which is becoming my fave loadout for this mission) and de-fuel at N Farp, CASEVAC from the hills in the West, dropping the casualty at the Southern MASH. Overall vibes: 'kin awesome 🙂
  • General performance was good, considering all the new assets*
  • The 'First Engagement Slideshow' dropped to zero...until my gunner started landing hits on a Ural 375 (?). Then it did return, but much reduced from before in severity and duration.
  • Loving the StopGaps statics

*I was experiencing significant stutters and audio artifacts whilst mooching round, but I think that was my system** freaking out in general, rather than mission related. I'll report back properly when I've been able to sink a couple more hours with ITJ.

**12th gen i7, 32GB RAM, 3080Ti (laptop version), running in 4k - hardly top of line nowadays, being pushed fairly hard in general.

More soon, but great stuff once again. So glad you guys shared this mission, it's a blast!

 

 

Nah, I've only just met 'er...:pilotfly:

Posted (edited)
46 minutes ago, Tonker said:
  • The 'First Engagement Slideshow' dropped to zero...until my gunner started landing hits on a Ural 375 (?). Then it did return, but much reduced from before in severity and duration.

That group is about as small as I can make it.  I suppose I could pull out the Ural into its own group.  I think/theorize it has something to do with internal (CORE DCS) housekeeping that's going on when units are damaged - which I can't control.  The boys and I are testing some new CSAR voiceovers today and I'll make the change to the groups and post.  

46 minutes ago, Tonker said:

*I was experiencing significant stutters and audio artifacts whilst mooching round, but I think that was my system** freaking out in general, rather than mission related. I'll report back properly when I've been able to sink a couple more hours with ITJ.

**12th gen i7, 32GB RAM, 3080Ti (laptop version), running in 4k - hardly top of line nowadays, being pushed fairly hard in general.

That's my general concern.  Adding more units to the map is going to impact performance.  Nothing we can do other than cull the eye candy.  Marianas is well known for being poorly optimized.  So we're rolling dice trying to balance eye candy with real targets on map + scripting.

One thing you can try is to go into the Initialization trigger and turn OFF #StopGaps.  It'll prevent that script from loading and immediately remove all statics from clients.  It'll give you some idea if removing statics will help your current situation.  To turn it back on revert that line back to what you see below.

image.png

46 minutes ago, Tonker said:

More soon, but great stuff once again. So glad you guys shared this mission, it's a blast!

Glad you're having fun!

Edited by Mistermann
  • Like 1

System Specs:

Spoiler

📻Callsign:Kandy  💻Processor:13th Gen Intel(R) Core(TM) i9-13900K - 🧠RAM: 64GB - 🎥Video Card: NVIDIA RTX 4090 - 🥽 Display: Pimax 8kx VR Headset - 🕹️Accessories:  VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box 

📹 Video Capture Software:  Open Broadcaster Software (OBS), 🎞️ Video Editing Software:  PowerDirector 365

Into The Jungle Apache Campaign - Griffins  Kiowa Campaign - Assassins  Thrustmaster TWCS Mod

 

Posted

Thank you for creating this and sharing with the community, I'm having alot of fun with the mission and and decided to learn to use the planes too and i'm having alot of fun with that. Though I'm having an issue that is making doing CAS a bit impossible sometimes. So when certain enemy units take damage my frames crash to like 3-7fps, sometimes it recovers quickly, other times it takes about a minute before the frames stabilize. So far I think I have it narrowed down to the URAL4320T, the ZU-23 truck, and Infantry AK Ver 3. Every thing else is fine I can blow up Ural 375s, gunboats, towers, hooches, and longhouses and all the other infantry types without any issues it's just those few. Is there a simple fix for this, that doesn't involve me having to edit files and whatnot?

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