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IceFire

ED Beta Testers
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Everything posted by IceFire

  1. Hey there fellas, First of all TACVIEW and Server Track is below. I cannot for the life of me get any large multiplayer missions completed without desync issues destroying my missions. I've tried it multiple times, no matter what, we get F18's that cause major FPS issues when they get close to anyone else. Then we get about an hour into the mission and then they warp and rubber band not just taking themselves out of the fight but snowplowing the entire flight of 20+ people from 300 miles away... We have a dedicated server hosted at a data center with a 1gb/s up/down connection, I7 8700K, 32 gb of ram. Yet, with all this that we pay lots of money for, we cant run a mission with our org together because of these issues. Can we please get some kind of answer as to what's going on, all I need is a "yes, we are aware of it" or "No, thank you for reporting this." It does not matter if we have a clean client or not we've tested this so many times trying to figure out what's going on. We're at a point where we cannot operate without this stuff happening... I'm pulling my hair out and guys are angry because we're wasting weekends on this stuff.. We fully understand its Open Beta and consider this a bug report because that's exactly what it is. This is not a rant nor is it a hit on ED. We feel ED is doing a great job and we love all of the changes. I just feel it needs some context as it is really hurting the larger online community. Thanks! Tacview Track
  2. Good afternoon gents. So it looks like the F18 static model needs to be fixed. Having even one F/A-18C Lot 20 static model in the scene will degrade FPS by 20/30 FPS on average by my count, example screenshots below. No F-18C Present 96 FPS Single F-18C static model Present 78 FPS FPS would fluctuate between 68/78 or so, so thats why I say 20-30 FPS on average. It would be great if you guys could check into this, especially with the Updated carrier models I'd like to park some aircraft on it but right now it just kills FPS to do so, I do these tests on a monitor to show the FPS loss on a monitor but the FPS loss is far more hard-hitting in VR.
  3. Holding half a ball high until touch down, obviously the ball gets way more sensitive as you get closer but holding half a ball high from the start to at the ramp, this is what you see at the wires. you're thinking holy crap, 4 wire or bolter.... Think again.. These images are paused at the exact moment the hook hits the deck, same flight, same moment, no funny business.. So you guys tell me, does this look like a centered meatball? Looks about 2 balls high to me, that's an easy bolter and a trip around the boat in the Hornet. Tomcat that's the strike zone, so let me ask again. Hook to eye, ED? For comparison, lets look at a Hornet flown the exact same way. Bout 2 balls high. This is flown the way I need to fly a Tomcat to get a 3 wire. The Hornet 2 balls high at the wires will give you a bolter. Sails right over the 4 wire, the Tomcat will give you a 3 wire trap... Let me clear something up, I am a huge fan of ED and I understand completely if the limitations of the sim are what they are and this is not possible. If it is such then just tell us and I'll be happy to go back into my corner and fly the ball high, it really makes no difference to me. I'd just like to know if its gonna change, yes, or no?
  4. Look, really the bottom line is this If I center the meatball, the hook is supposed to hit a certain spot on the deck give or take random things. The default Stennis does not do this except for the F18, I've done literally hundreds of traps in the F18 and upwards of a thousand in the F-14, was doing it long before the F14 released.. Centered ball on the F-18 means you hit the right spot on the deck. Centered ball on the Tomcat means you're grabbing right on the two-wire, you have to hold it roughly half a ball high to get in the strike zone of the 3, that is fact and I can back it up.
  5. This has nothing to do with #realism... For this its #gameplay. Hook to Eye distance is important because my meatball to get a 3 wire in an F14 needs to be different than an F18's meatball because my hook is lower and farther behind than an F18's. Which as I said was the reason you have to hold the meatball about 1/2 a ball high to avoid a 2 wire and hit the 3.
  6. :joystick::joystick::music_whistling::megalol::helpsmilie::helpsmilie::helpsmilie:
  7. Good evening fellas. I noticed that in the Super Carrier trailer that the Hook-Eye distance for the F/A-18C was modeled on the PLAT cam view. Will this distance be set for the F-14 as well? Either manually or automatically? The main reason I ask is that you have to hold about half a ball higher in the Tomcat to trap a 3, simply because the H.E. is shorter for the Hornet than the Tomcat. Thanks!
  8. Having that many moving ground units on the map will destroy the sim yes... It's highly unfortunate. You can test this in single-player and watch your FPS go down to single digits over the course of about an hour.. The same happens in multiplayer and the rubber banding begins, eventually with a server crash.
  9. Training nights vary because our instructors are the same as the rest of us. Wives, kids, jobs etc. But there is always a makeup class for those that cannot make the first one. Saturdays at 2100 EST is our time for official organization wide events. Each squadron has their own weekly training events scheduled to keep proficient etc. We have an organizational calendar to keep track of events for our members.
  10. Hey guys. I'm seeing a big problem with the dedicated server software. If I use --norender the server loads up fine but certain units do not engage (the units not engaging is reported on another post, thank you!) However, if I take --norender off the server does two very strange things. #1. it asks me for a Normandy key, it should not ask me for a key, I'm using the dedicated server #2. If I log into my account that HAS Normandy it logs in and immediately CTD's no splash screen or anything. I do not get a crash log nor any dump files, it simply won't start unless --norender is used. Again this is the dedicated server and not the full client. Thank you!
  11. The same thing on my server, if --norender is used the flak does not fire until fired upon and then goes right back to being passive regardless of the ME settings. If full render is used, they work fine.
  12. Specifically it asks me for the Normandy key
  13. Why is the dedicated server asking me to input a key unless I use --norender? I'm using the dedicated server not the full client and the post above states that the --norender is not necessary. The worst part is adding --norender makes the AI do strange things. Specifically the ww2 asset pack FLAK guns do not fire unless fired upon no matter what setting or options are used in the ME.
  14. Sounds to me that you're flying with the attitude hold on. I have a warthog with 0/0 curves and no trouble at all with very very minute corrections.
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