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Posted (edited)

In responding to Tonker above, I posted a way to turn OFF a script.  I thought I'd explain a couple of these mission features that I employ in I2J.  Below is an image of the first few lines of the Initialization trigger at mission start.

image.pngThere are 5 flags here all starting with # (except for one that I intend to correct, but finding it throughout the mission is a PITA due to poor UX design on ED's part).  Each of these binary values (ON/OFF) controls script loading within the mission.

#Debugger 

This is @cfrag DML debugger.  I use this all the time when debugging missions.  When this flag is OFF, the scripts never load.  You shouldn't need to turn this on unless you're changing the structure of the mission on your own.  Highly useful BTW.

Allow_CSAR_Spawn

As it sounds.  If ON, this loads the CSAR script and turns on random ejections.  If you don't want your mission to do CSAR at all, turn this flag OFF.

#StopGaps

Turns ON/OFF the script that replaces empty client slots with statics.  Again, this is from our talented community scripter, Cfrag.

#SittingDucks

Reserved for future use, which is why this defaults to OFF right now.  I'll explain more of what this is for in the future.  For now, leave this OFF.

#SplashDamage

This is the splash damage script that's floating around out there on the forum.  I changed it to tone down the blast damage and have been running it for 3 years in all my missions.  If you want to turn it OFF, simply flip the flag.

Edited by Mistermann
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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
11 minutes ago, UH-1HEnjoyer said:

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?

Thank you.  I will see what I can do.  Are you using v2.006?

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
3 hours ago, Mistermann said:

Thank you.  I will see what I can do.  Are you using v2.006?

No I just saw the update today i'm using the previous version. How do I install the update? do i need to delete the old version? I'm not very well versed with mods

Posted
4 minutes ago, UH-1HEnjoyer said:

No I just saw the update today i'm using the previous version. How do I install the update? do i need to delete the old version? I'm not very well versed with mods

And I also see others are having the "slideshow" issue, One person stated it was only when they attack the first unit they engage. Mine does it regardless of group size or sequencing of attacks, It's happens only when specific units taking damage whether it's my rockets, bombs, guns, or the doors gunners. other times I can wipe a whole large group and everything is stable. I don't have any other issues performance wise. Sorry if I restated what you already understood to be the issue, I Just want to give you as much detail as possible.

Posted
12 minutes ago, UH-1HEnjoyer said:

No I just saw the update today i'm using the previous version. How do I install the update? do i need to delete the old version? I'm not very well versed with mods

Just download and run as a new mission.  You don't have to do anything else.  There are skins you can download but are not required.

1 minute ago, UH-1HEnjoyer said:

And I also see others are having the "slideshow" issue, One person stated it was only when they attack the first unit they engage. Mine does it regardless of group size or sequencing of attacks, It's happens only when specific units taking damage whether it's my rockets, bombs, guns, or the doors gunners. other times I can wipe a whole large group and everything is stable. I don't have any other issues performance wise. Sorry if I restated what you already understood to be the issue, I Just want to give you as much detail as possible.

Those were reported, diagnosed, reproduced and corrected.  Those corrections are in v2.006.

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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
3 minutes ago, Mistermann said:

Just download and run as a new mission.  You don't have to do anything else.  There are skins you can download but are not required.

Those were reported, diagnosed, reproduced and corrected.  Those corrections are in v2.006.

Thank you I will update and report back if there is any issues.

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Posted
6 hours ago, UH-1HEnjoyer said:

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?

We are looking into this.  Kandy has set it up so we can test it.  Are you playing offline or online?  We have noticed that for some reason this makes a difference.  Also, any chance you could provide your PC specs?  Let us see if there is any way we can recreate what you are experiencing.  

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Posted

Zipper and I had some free time to fly on Saturday.  Took the Huey up and had some unexpected encounters on the South side of the island.  This was one of my best Huey flights.  Forgot how much I appreciate the door gunners and their M-60s.  Got the itch to start flying the old girl more.  

 

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Posted (edited)

Hey Guys, Thanks for the great mission. Its all up and running with SLMod. I just need to add the script to rotate the mission every 4 hours.

Just a bit of feedback regarding v2.006. The Huey in the South Jungle Farp spawns upside down. It was OK in the v2.002.

 

Oh... and Devil....Keep the you tube videos coming, absolutely love them. SUBSCRIBED!!

Edited by Nitrous
Posted (edited)
16 hours ago, Nitrous said:

Just a bit of feedback regarding v2.006. The Huey in the South Jungle Farp spawns upside down. It was OK in the v2.002.

Indeed it does!  My apologies to the community.  I left out a very small, but extremely important notice when I announced v2.006.  I am using Cfrag's StopGaps script inside of the mission, so there's no need to download it, however, there's a critical script that ALL MP hosts (local or dedicated servers) have to run.  You must visit this link and download the Stopgaps script.

https://www.digitalcombatsimulator.com/en/files/3331434/

Why?  

image.png

So ... those running Into The Jungle on a dedicated server or hosting it locally (this means you, @Devil 505) have to download and copy the 'stopGapGUI' script to your "SAVED GAMES\Scripts\Hooks" folder.

This will solve the problem where clients spawn in the air and drop down and crash (sometimes flip over) and prevent usage.

Apologies for leaving this out of the writeup on Saturday.  I'll update that post.

Edited by Mistermann
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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
On 1/26/2025 at 4:07 PM, Nitrous said:

Oh... and Devil....Keep the you tube videos coming, absolutely love them. SUBSCRIBED!!

Your awesome man! I will absolutely do that! I have a few sitting in a folder now I need to make and some on the way.  Seems like every time we fly this, thee is great content and something new going on.  

9 hours ago, Mistermann said:

(this means you, @Devil 505)

🤣🤣🤣 I will be taking two sidewinders with me on the Phantom this Thursday.

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Posted
On 1/26/2025 at 7:59 PM, Devil 505 said:

We are looking into this.  Kandy has set it up so we can test it.  Are you playing offline or online?  We have noticed that for some reason this makes a difference.  Also, any chance you could provide your PC specs?  Let us see if there is any way we can recreate what you are experiencing

Firstly I'd like to say what a great setup you all have created with ITJ, despite littering the island with burning wreckage I'm having a blast with the Huey & OH-6A.

You asked for feedback from users, so here's some that I've encountered running version v2.006.

Machine specs

Lenovo Legion,  14th Generation Intel® Core™ i9-14900HX,  Memory : 32 GB DDR5-5600MHz,  NVIDIA® GeForce RTX™ 4090 Laptop GPU 16GB GDDR6,  2 x 1 TB SSD M.2 2280 PCIe Gen4 TLC.

Quest Pro using either Oculus PC Link or Oculus Air Link launching DCS via Steam, with Oculus PC app set to 72Hz & max resolution, no other toolkits or Oculus debug settings changed.

DCS VR settings all default with FPS set to 75FPS in the main system settings panel.

Like all other missions that I've flown on the Marianna's it runs steady at 36FPS until the Huey door gunners cause some damage to an enemy unit, doesn't seem to matter if it's infantry, truck or just a building.

Running ITJ as a single mission that first damage causes the FPS to drop to single figures and if I can keep it in the air for 10 to 20 seconds the FPS goes back to around 36 again and will stay there whilst spray nearby units. If I lose that Huey to enemy fire or by landing elsewhere and changing slot then that FPS drop is repeated with the new bird's first damage shots.

Running ITJ as a local server that first damage stops the headset and laptop display completely while an hourglass spins for about 30 seconds up to 2 minutes then displays a nice fireball when the mission starts to run again.

This happened 3 times on the trot on my last outing as I took a new Huey to rescue my previous pilot. I've saved the DCS log from that if it of any use to you?

I've never used the local server option before so possibly there are settings that I need to change as well as selecting run ITJ.

Sorry that was so long.

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Posted (edited)
4 hours ago, Porkbrain said:

Firstly I'd like to say what a great setup you all have created with ITJ, despite littering the island with burning wreckage I'm having a blast with the Huey & OH-6A.

You asked for feedback from users, so here's some that I've encountered running version v2.006.

Machine specs

Lenovo Legion,  14th Generation Intel® Core™ i9-14900HX,  Memory : 32 GB DDR5-5600MHz,  NVIDIA® GeForce RTX™ 4090 Laptop GPU 16GB GDDR6,  2 x 1 TB SSD M.2 2280 PCIe Gen4 TLC.

Quest Pro using either Oculus PC Link or Oculus Air Link launching DCS via Steam, with Oculus PC app set to 72Hz & max resolution, no other toolkits or Oculus debug settings changed.

DCS VR settings all default with FPS set to 75FPS in the main system settings panel.

Like all other missions that I've flown on the Marianna's it runs steady at 36FPS until the Huey door gunners cause some damage to an enemy unit, doesn't seem to matter if it's infantry, truck or just a building.

Running ITJ as a single mission that first damage causes the FPS to drop to single figures and if I can keep it in the air for 10 to 20 seconds the FPS goes back to around 36 again and will stay there whilst spray nearby units. If I lose that Huey to enemy fire or by landing elsewhere and changing slot then that FPS drop is repeated with the new bird's first damage shots.

Running ITJ as a local server that first damage stops the headset and laptop display completely while an hourglass spins for about 30 seconds up to 2 minutes then displays a nice fireball when the mission starts to run again.

This happened 3 times on the trot on my last outing as I took a new Huey to rescue my previous pilot. I've saved the DCS log from that if it of any use to you?

I've never used the local server option before so possibly there are settings that I need to change as well as selecting run ITJ.

Sorry that was so long.

Just want to second this and mention that this is also my experience for the most part. Spent some time today adjusting graphics and what have you and managed to get a smoother run, but for some reason that FPS drop still takes place on that first engagement and sometimes persists throughout the mission requiring a restart altogether.

Each time I'd test ITJ, I'd go and fly a mission on Paradise Lost, or a quick Phantom mission with heavy scenery, and those always run as expected(caveat to Anderson AFB though. For whatever reason Anderson is the most resource intensive, even in Paradise Lost). ITJ by comparison is really struggling.

I think next I'll take out the new liveries and if that doesn't work, I'll put them back but disable the StopGaps script and see how that pans out.

System is Q3 via link cable, 4070ti Super, 5800x3D 64GB RAM, DCS on its own 2TB SSD. Running at 72hz at normal resolution, capped in DCS between 50-60fps(whichever plays nice at the time).
Using Quadviews FFV as well.

I have a new connection setup coming tomorrow that will enable me to use Virtual Desktop over link/ethernet cable, which certainly could prove to be the best option if others results on Reddit are anything to go by.

Edited by LazyLightning91
Posted

@LazyLightning91 and @Porkbrain - thanks for reporting back.  I hate hearing you're having performance issues.  Hold onto those logs, I may ask for them, but during my quest to squash this, the log didn't show anything.  I think whatever's happening happens deep in the bowels of DCS core logic.

As for comparisons to other campaigns like Paradise Lost, I understand why you'd bring that up.  Marianas, same period feel, Huey focus.  Similarities are end there.  Love Reflected's stuff, I've played PL more than once and it's one of the best, if not the best campaigns out there.  It, however is a SINGLE PLAYER experience.  Each mission essentially breaks down into takeoff, fly somewhere (sometimes with stops along the way), arrive on station and blow things up, return and possibly engage something on egress.  These missions are highly governed and mostly on rails.  I2J is built around MULTIPLAYER randomness, coop and non-linear events that react to what you or someone else does.  No two experiences are the same.  You are comparing Apples and Basketballs.

That being said, I will try my best to replicate.  There are no groups left that are poorly "grouped" like the one I corrected in v2.006 (see video posted above) which doesn't give me much hope that I'm going to experience what you are.  Your experiences tell me the first time you attack a group - any group - you get a slideshow.  It has me wondering if there are certain units causing this, or the size of the group (most sit around 15-20 units).  My computer specs are in my signature below.  

If you want to test some things on your end, take a Rando group that you know causes performance issues.  In ME make its probability of spawning 100 (in Initialization).  Then remove half its units, save to a new name, and play it.  Do you still experience a slideshow when engaging this group?  Repeat until you don't have a slideshow and report back.

Thanks.

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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

This was a quick F-5 CAS flight on Saturday with Zipper.  No landing this time.  We were stretched on time so I jumped in a Cayuse to go back Zipper upper (video coming).

 

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Posted
5 hours ago, Mistermann said:

If you want to test some things on your end

Will do, I've already noted one unit so i'll have a crack at isolating that.

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Posted
On 1/28/2025 at 7:25 AM, Mistermann said:

@LazyLightning91 and @Porkbrain - thanks for reporting back.  I hate hearing you're having performance issues.  Hold onto those logs, I may ask for them, but during my quest to squash this, the log didn't show anything.  I think whatever's happening happens deep in the bowels of DCS core logic.

As for comparisons to other campaigns like Paradise Lost, I understand why you'd bring that up.  Marianas, same period feel, Huey focus.  Similarities are end there.  Love Reflected's stuff, I've played PL more than once and it's one of the best, if not the best campaigns out there.  It, however is a SINGLE PLAYER experience.  Each mission essentially breaks down into takeoff, fly somewhere (sometimes with stops along the way), arrive on station and blow things up, return and possibly engage something on egress.  These missions are highly governed and mostly on rails.  I2J is built around MULTIPLAYER randomness, coop and non-linear events that react to what you or someone else does.  No two experiences are the same.  You are comparing Apples and Basketballs.

That being said, I will try my best to replicate.  There are no groups left that are poorly "grouped" like the one I corrected in v2.006 (see video posted above) which doesn't give me much hope that I'm going to experience what you are.  Your experiences tell me the first time you attack a group - any group - you get a slideshow.  It has me wondering if there are certain units causing this, or the size of the group (most sit around 15-20 units).  My computer specs are in my signature below.  

If you want to test some things on your end, take a Rando group that you know causes performance issues.  In ME make its probability of spawning 100 (in Initialization).  Then remove half its units, save to a new name, and play it.  Do you still experience a slideshow when engaging this group?  Repeat until you don't have a slideshow and report back.

Thanks.

Hey now. ITJ may be a "multiplayer experience", but I'm flying solo, and for whatever reason I get literally the exact same experience every time I fly the mission. Same enemy spawns, same first CSAR generation that goes down in the same location, etc.

Easy now. Not sure I really understand your "apples to basketballs" comment, and it may even kinda come off as slightly insulting to our experience lol.
Reflected packs a ton of stuff into his campaigns. Plenty of AI flights going on in the background, plenty of custom liveries, assets, and scripts and he didn't go through the entirety of Guam and remove a bunch of static objects, and Anderson is equally heavily populated. Runs absolutely fine with the exception of Anderson still being a perf hog. I'd say the comparison is more like oranges and grapefruit, and unfortunately right now, ITJ is the grapefruit for me 😅
Now an "apples to basketballs" comparison would be ITJ compared to MiG Killers, which is surprisingly one of my smoothest running experiences in DCS. Totally different scenarios altogether; However, the randomness that is built into MiG Killers is incredibly extensive and in depth, so there could be a bit of comparison made just on the basis of scripts running in the background alone. NTTR is way friendlier than Marianas performance wise, that is for sure, and certainly lends to the performance difference.

If I could choose an example to highlight that I don't think it has anything at all to do with it being a "multiplayer experience", I would also mention that I can run either of the three Pretense Dynamic Campaigns(Caucasus, Syria, and Syria Cold War) solo and not experience any of the issues that I do in ITJ. Pretense is entirely random/dynamic.

Hell, I can even hop onto an actual multiplayer server and have a smoother experience than I can solo ITJ as it stands currently, and I do not spend any time at all tuning for a multiplayer experience as I mostly fly campaigns with the occasional dip into MP. That is to say, the settings I am working with for an exceptionally smooth single player experience is adequate for a heavily populated multiplayer experience. I really doubt that ITJ is heavier on performance than that. It just wouldn't make sense.
 

I have never had any issues with concentration of troops or other ground units causing performance issues in the past, in any scenario. I suspect that maybe the splash damage script in ITJ is causing issues here in those scenarios, at least for a few of us. You made quite a few adjustments in that regard and it didn't change the fps drop upon engagement issue, so I don't think it's the units themselves. It could even be a conflict between the splash damage and one type of unit, or one of the Vietnam assets from Tobi/Eightball.
It all but definitely appears to be something much deeper than just a high concentration of enemy units.

The next time I hop on to try ITJ again I will remember to try disabling certain scripts and see how that affects things. I flew for a bit yesterday with my new cable setup and that absolutely helped everything DCS related to run smoother, and so by extension ITJ to run smoother, and I even managed to capture a bit of video on my headset.

In the end, you guys made this for your group, on your own time, and decided to share for our benefit, so if you guys aren't having any of these issues that's really what matters. I'm never complaining about any issues I come across, and am only trying to provide info about my experience so that it might help improve others or your own. Nothing is meant to be taken as criticism or a slight here. Any comparisons are purely analytical and contextual.

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Posted (edited)

I really want to help make this work for others.  If the community can get 10% of the fun and memories out of this compared to mine, I'd be thrilled.  It does pain me to hear about these slideshows.

There MUST be something in the mission that's causing the problem, I am not trying to suggest otherwise.  What the root cause of that issue is, however, I honestly don't know. 

Scripting

When I tested out the problem that I posted the video on, I stripped out all the scripts and the problem didn't go away (that's why they are all now conditional).  I therefore don't think any scripts are causing the issue.  Might they be causing other issues?  Possibly, but I am not seeing them.

Fixing the slideshow

I was as surprised as anyone when Devil uncovered the slideshow issue in his testing.  Once I knew where to look and how to replicate it, I was able to solve it.  The way I solved the issue was by changing the grouping of those units.  I was grasping at straws when I made the change, but the change resolved the slideshow on my machine.  I can tell you it didn't make sense as to WHY it solved it ... it just did.  Maybe the "fix" I posted has nothing to do with other slideshows that others are experiencing - again, IDK.

Replicating

At the risk of sounding like ED on this one, the challenge for me here is I am not seeing this issue.  Nor are any of my squad mates.  I fly/test this in SP, Hosted MP, Dynamic Server, Pancake mode and VR.  I can't replicate the issue and in the hundreds of hours we've played this mission over the past year have simply never seen it.  Why aren't we experiencing this?  I honestly don't know.  Heck out of the hundreds of downloads me and my mates might be the only ones without performance issues - outside this thread and Devil's YT channel I simply have no way of knowing.

As I said above, I will try my best to replicate.  Until someone with this issue isolates it and can describe the "what" and "where" I am not expecting to make much progress.  

Edited by Mistermann
spelling
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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

Yeah, the community's not great at constuctive feedback is it, bless us 🤣

I hate to muddy the waters further*, but your fixes dealt with 99% of the stutters for me. Several groups were dealt with over a couple of slots/restarts. Only noticed stutters once, as reported before, well into my flight-time. Even then it was greatly reduced from the previous normal. So whatever you did mostly worked for me!

But,as with others, I'm really keen for this not to start to feel like work for y'all. I can tell when flying that you guys love it, and it makes it easy for me to love it too. This is for you, not us, and I'm suuuuper chuffed that you wanted to share it. Thank you.

FWIW, I did wonder if some assets could be tightened up. Flying around Andersen for example, notoriously tough on the hardware anyway, I frickin' loved the Marines' area...but wonder if it might be worth making some choices about what aircraft are based where. Perhaps just one Marine area, one Air Force; let the rotary guys start at the FARPs, leave the Bronco to Ore etc. Just spitballing.

Thing is, my specs are well below your group average, and that's fine! Push comes to shove I can lower my settings, no dramas. Crucially the FARPS are still absolutely fine, and the static slots adds a lot.

A bit more feedback once I've got some more time to base it on**, but mostly just thank you, gents. Puts a smile on my face every time. Reading future plans, that's not gonna change any time soon 🙂

 

*Especially with only an hour or so tooling about in the OH-6A on the new version. 

** Actually, just to report that I also often get identical group/CSAR spawns. I had assumed this was tied to starting spawn location, but again I've yet to test with intent.

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

Posted (edited)
1 hour ago, Tonker said:

I hate to muddy the waters further*, but your fixes dealt with 99% of the stutters for me. Several groups were dealt with over a couple of slots/restarts. Only noticed stutters once, as reported before, well into my flight-time. Even then it was greatly reduced from the previous normal. So whatever you did mostly worked for me!

Good to hear.  Thanks.

1 hour ago, Tonker said:

But,as with others, I'm really keen for this not to start to feel like work for y'all. I can tell when flying that you guys love it, and it makes it easy for me to love it too. This is for you, not us, and I'm suuuuper chuffed that you wanted to share it. Thank you.

Appreciate it.  Its not work and I won't let it become a burden.  The situation is perplexing, however.  🤷‍♂️

1 hour ago, Tonker said:

FWIW, I did wonder if some assets could be tightened up. Flying around Andersen for example, notoriously tough on the hardware anyway, I frickin' loved the Marines' area...but wonder if it might be worth making some choices about what aircraft are based where. Perhaps just one Marine area, one Air Force; let the rotary guys start at the FARPs, leave the Bronco to Ore etc. Just spitballing.

I think that's really good feedback, thanks Tonker.  I talked to @Devil 505 over the weekend about reducing some of the statics and he started working on "toning down" Andersen in particular.  I am sure he'll appreciate reading your thoughts on the topic.  Sometimes "less is more" and now that we implemented StopGaps, we've got a lot of static planes in and around our spawn points.  We will definitely consider your suggestions (Devil's assumed the role of creative static and FARP maintenance for the most part).

1 hour ago, Tonker said:

A bit more feedback once I've got some more time to base it on**, but mostly just thank you, gents. Puts a smile on my face every time. Reading future plans, that's not gonna change any time soon 🙂

Great!  We tested v2.007 and its good to go.  Working on changes for v2.008 which add 6 new random group spawns and a new MASH delivery zone.  Hopefully ready to upload this weekend.  If v2.008 isn't ready, I'll upload v2.007 as it has a bunch of new voiceovers for CSAR.

1 hour ago, Tonker said:

** Actually, just to report that I also often get identical group/CSAR spawns. I had assumed this was tied to starting spawn location, but again I've yet to test with intent.

So there are a limited number of F4 pilot ejection spawns that happen throughout the mission.  There are 4 total "events" that spawn an ejecting pilot.  Within those 4 events, there are 3 different unique jet locations and pilot voiceovers.  Once a pilot goes down, spawn events stop until a pilot (any pilot, including players) is delivered to a MASH unit.  There's a 25 minute timer between these events so we're talking a couple hours of gameplay minimum to exhaust the F4 ejections.  The spawns happen automagically, not related to anything else going on.  Do you get any variety at all, or are you saying you get the same pilot ejections every time?  Over the years there's been several threads about the DCS random number generator trigger being anything but "random".

Edited by Mistermann
  • Like 2

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
3 hours ago, Mistermann said:

As I said above, I will try my best to replicate.  Until someone with this issue isolates it and can describe the "what" and "where" I am not expecting to make much progress.

Hi, you've all covered lots of points in the last few posts and I had made some progress up to last night, going slowly so that I don't jump to daft conclusions, and should be able to do a lot more over the weekend.

Just a couple of things to mention so far, setting the StopGaps flag to Off at initialisation certainly helps performance for my laptop 4090 16GB chip, which is probably equivalent to a 4070 card or similar, a Huey takeoff at Andersen is grim and only recovers once well away from there. Running a local server session is so much better with it off from any location. Are you able to add an F10 option to turn it on/off, as Cfrag does in his excellent Expansion campaign, to save having to edit the miz in the mission editor?

Jungle Infantry-11-4 Truck Ural 4230T is the one that seems replicate the slideshows each time.

I reduced all Rando initialisations to 10 and set Rando11 to 100%, which meant on most missions only Rando11 units were spawned and the slideshow, I think, started each time the Ural 4230T took some damage.

That's as far as I got before I realised it was 3am, I want to pursue that further to be sure, but thought I'd mention it now in case you want to have a look at it.

I did also get the fps drops when a tt zu 23 took some damage, but I was running on local server and didn't know how to bring up the score list that I used on single missions to get the full unit identifier.

 

  • Like 2
Posted (edited)

@LazyLightning91 Have you considered monitoring the DCS.log file with a live logviewer just to see what the log speed spews out during the slowdowns?

Sent from my SM-A536B using Tapatalk
 

Edited by MAXsenna
spelling and grammar
  • Like 1
Posted
6 minutes ago, MAXsenna said:

@LazyLightning91 Have you considered monitoring the DCS.log file with a live logviewer just to see what the log speed out during the slowdowns?

Sent from my SM-A536B using Tapatalk
 

That's a great idea and I will add that to my list of tools next time I give it a shot.

 

1 hour ago, Mistermann said:

So there are a limited number of F4 pilot ejection spawns that happen throughout the mission.  There are 4 total "events" that spawn an ejecting pilot.  Within those 4 events, there are 3 different unique jet locations and pilot voiceovers.  Once a pilot goes down, spawn events stop until a pilot (any pilot, including players) is delivered to a MASH unit.  There's a 25 minute timer between these events so we're talking a couple hours of gameplay minimum to exhaust the F4 ejections.  The spawns happen automagically, not related to anything else going on.  Do you get any variety at all, or are you saying you get the same pilot ejections every time?  Over the years there's been several threads about the DCS random number generator trigger being anything but "random".

Knowing that information makes things make a lot more sense, thank you! I would say that at very least 8/10 times I'm getting the CSAR on the steep hill, SW of Bunker Hill.

Posted
1 hour ago, LazyLightning91 said:

That's a great idea and I will add that to my list of tools next time I give it a shot.

Bloody autocorrect. Spews, not speed in my post. 

personally use SPHW Logviewer. If you want a predefined highlight scheme just shout out! 👍🏻

https://www.softpagehomeware.com/products/logviewer 

Cheers! 

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