DeathAngel1 Posted October 2, 2020 Share Posted October 2, 2020 Has anyone else got DCS broken with latest OB update? I cant update, its written that sometnhing is messed up with my old A-10C module. And DCS crashes....Need to reinstall now. :( ..:NAVY PILOTS ARE THE THE BEST PILOTS:.. Link to post Share on other sites
NineLine Posted October 2, 2020 Share Posted October 2, 2020 Has anyone else got DCS broken with latest OB update? I cant update, its written that sometnhing is messed up with my old A-10C module. And DCS crashes....Need to reinstall now. :( Try a repair, otherwise, open a thread in the appropriate section and include all your logs and such, make sure you are not running any mods as well. Thanks. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to post Share on other sites
Spurts Posted October 3, 2020 Share Posted October 3, 2020 I lost the ability to hold a steady lateral stick position. Axis Tune shows it holding steady, but in cockpit it will "teleport" to center if I stop changing lateral stick: i.e. try to hold a constant roll input. Pitch and yaw work fine. Link to post Share on other sites
Wilhelm Willi Conrads Posted October 3, 2020 Share Posted October 3, 2020 aw man for a second i hoped that 'the netcode' (whatever that may mean) had been improved :( Yeah, me too... [sIGPIC][/sIGPIC] Link to post Share on other sites
Hiob Posted October 3, 2020 Share Posted October 3, 2020 I lost the ability to hold a steady lateral stick position. Axis Tune shows it holding steady, but in cockpit it will "teleport" to center if I stop changing lateral stick: i.e. try to hold a constant roll input. Pitch and yaw work fine. Check if you have the pitch and roll axis double assigned to another device... Link to post Share on other sites
Eldur Posted October 3, 2020 Share Posted October 3, 2020 aw man for a second i hoped that 'the netcode' (whatever that may mean) had been improved :( Well, there's only one way to improve it. Throw it away and write a completely new one. I still dont get why this happens: I join an empty server that runs TTI Caucasus, I get 11-15 fps in VR, 20 in pancake. If I go ahead and run that very same mission locally, I get 45 in VR and 130 in pancake. It's just utterly ridiculous. MP is literally unplayable for me because of that. I mean, wouldn't the real difference be that when hosting locally, my very own rig would have to calculate all those AI units while in MP that would be offloaded to the server? Clearly not the case when looking at how well or rather not so well it performs... Link to post Share on other sites
Spurts Posted October 4, 2020 Share Posted October 4, 2020 (edited) Check if you have the pitch and roll axis double assigned to another device... I hadn't thought of that. I had done a repair only to find that the Tomcat worked fine but the Viper, Hornet, Eagle, and Harrier were all borked, and this could explain why. Is that a common issue with patches? Edit: Sure enough, The Tomcat was not double mapped, everything else was double or triple mapped. Thanks a million Hiob! Edited October 4, 2020 by Spurts Link to post Share on other sites
hornblower793 Posted October 4, 2020 Share Posted October 4, 2020 I hadn't thought of that. I had done a repair only to find that the Tomcat worked fine but the Viper, Hornet, Eagle, and Harrier were all borked, and this could explain why. Is that a common issue with patches? Edit: Sure enough, The Tomcat was not double mapped, everything else was double or triple mapped. Thanks a million Hiob!It happens every now and then Sent from my SM-T835 using Tapatalk Windows 10 Home ¦ Z370 AORUS Gaming K3 motherboard ¦ i5-8600K oc to 4.3GHz ¦ 48GB Corsair PC4 memory @ 3000MHz ¦ Samsung 960 EVO M.2 SSD for OS, Samsung 860 EVO 500GB SSD for DCS ¦ ASUS ROG GTX 2060 Super 8GB ¦ Virpil WarBRD base with VFX grip, Thrustmaster A10c and F/A-18 grips ¦ VKB Gunfighter Mk2 and MCG ¦ Thrustmaster Warthog Throttle ¦ MFG Crosswinds ¦ Oculus Rift S Link to post Share on other sites
toutenglisse Posted October 4, 2020 Share Posted October 4, 2020 Now soldiers have collision with modules, and they are strong ... 2 soldiers went "through" my Ka50 on ground and moved it hard/damaged it ! I need to avoid this to happen in script... Link to post Share on other sites
medway Posted October 4, 2020 Share Posted October 4, 2020 Another thing I noticed changed either this patch or the previous one is that the clouds are different. No longer spinning cotton balls popping into existence at different distances in my left and right eye. Good job ED! Noticed FPS was a little higher and wondered why. Then I saw the clouds looked different so maybe that had something to do with it. Link to post Share on other sites
Vanguard Posted October 6, 2020 Share Posted October 6, 2020 Well, there's only one way to improve it. Throw it away and write a completely new one. I still dont get why this happens: I join an empty server that runs TTI Caucasus, I get 11-15 fps in VR, 20 in pancake. If I go ahead and run that very same mission locally, I get 45 in VR and 130 in pancake. It's just utterly ridiculous. MP is literally unplayable for me because of that. I mean, wouldn't the real difference be that when hosting locally, my very own rig would have to calculate all those AI units while in MP that would be offloaded to the server? Clearly not the case when looking at how well or rather not so well it performs... Depends on the netcode. While your CPU is offloaded, you are at the mercy of the server's CPU if the client is waiting on sync events before displaying frames. May not happen for certain frames or any depending on the netcode. For games that don't sync, you'll see a lot of "rubber banding", as the client continues to propagate AI down the vector they were on, then they snap over to where they are supposed to be when the info is received from the server. I've never witnessed too much rubber banding per say in DCS, more of a stutter, noticeable when trying to AAR in MP, which would lead me to lean towards a more synchronous netcode. Link to post Share on other sites
c0ff Posted October 6, 2020 Share Posted October 6, 2020 While your CPU is offloaded, you are at the mercy of the server's CPU if the client is waiting on sync events before displaying frames. We don't sync the frame rate. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to post Share on other sites
c0ff Posted October 6, 2020 Share Posted October 6, 2020 Well, there's only one way to improve it. Throw it away and write a completely new one. I still dont get why this happens: I join an empty server that runs TTI Caucasus, I get 11-15 fps in VR, 20 in pancake. If I go ahead and run that very same mission locally, I get 45 in VR and 130 in pancake. It's just utterly ridiculous. MP is literally unplayable for me because of that. I mean, wouldn't the real difference be that when hosting locally, my very own rig would have to calculate all those AI units while in MP that would be offloaded to the server? Clearly not the case when looking at how well or rather not so well it performs... Something is clearly wrong here. Will take a look. AFAIK, VR systems adjust FPS by steps, so if a game does not meet the 45 fps even if just barely, VR will go to 30 fps, not 44. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to post Share on other sites
M1Combat Posted October 6, 2020 Share Posted October 6, 2020 (edited) AFAIK, VR systems adjust FPS by steps, so if a game does not meet the 45 fps even if just barely, VR will go to 30 fps, not 44. It depends on your settings. It is "universally" accepted (and by that I mean as much as that can happen on the internet... so like 50.1%) that enabling the settings to make VR Systems adjust framerate like you say is the best approach... but you can set it so it just runs at the framerate you can get. There are significant drawbacks to this visually as you might imagine... Also, yes... There is something wrong. I see "significant" drops in performance in MP. Don't even play it anymore unfortunately as it's my preferred way to play... but so is VR. So I play SP. As an example.... I raced the Edge540 and TF-51 in the recent VARS race series... One of the tracks was at AbuDahbi. Offline I get all the FPS, well over 45 but of course limited to 45. On the server, even with just me during practice or qualifying (and there aren't very many placed objects/units in the mission, but there is some lua code) I get 45 only if I crank all options down. Primarily view distance. I know that probably seems odd but in the same area of the map in SP, even with a significantly more complex mission... 45FPS. Edited October 6, 2020 by M1Combat Win-10 x64 Nvidia RTX2080 (HP Reverb) Asus Prime X570P AMD 3800x 32GB G-Skill RipJaw 3600 Saitek X-65F and Fanatec Club-Sport Pedals Using VJoy and UCR to remap Throttle and Clutch into Rudder axis Link to post Share on other sites
Eldur Posted October 6, 2020 Share Posted October 6, 2020 Something is clearly wrong here. Will take a look. AFAIK, VR systems adjust FPS by steps, so if a game does not meet the 45 fps even if just barely, VR will go to 30 fps, not 44. Thank you. I'm aware of the fps steps... numbers I usually see are 45, 30, 22, 15, egardless of ASW on or off. Switching off won't work most times anyway, still have to find out what does the trick. I usually leave it on anyway as it makes feel the low rates smoother, although that comes at the cost of ASW artifacts. And at least I presume, having lots of units (especially active ones) just hits hard on my system since it's an old 3570k. I need to replace it, but that's still half a year before I can do that. Link to post Share on other sites
Hawkeye_UK Posted October 7, 2020 Share Posted October 7, 2020 Well, there's only one way to improve it. Throw it away and write a completely new one. I still dont get why this happens: I join an empty server that runs TTI Caucasus, I get 11-15 fps in VR, 20 in pancake. If I go ahead and run that very same mission locally, I get 45 in VR and 130 in pancake. It's just utterly ridiculous. MP is literally unplayable for me because of that. I mean, wouldn't the real difference be that when hosting locally, my very own rig would have to calculate all those AI units while in MP that would be offloaded to the server? Clearly not the case when looking at how well or rather not so well it performs... 32MB Ram? If not going to struggle on busy MP. --------------------------------------------------------------- DCS | F14B | AV-8B | F18C | F16C | A10C | JF17 | Viggen | L-39 | MIG 15 | SU27 | SU33 | F15 | MI8 | Huey | KA50 | Gazelle | P47 | Spitfire | CA | Persian Gulf | Nevada | Normandy | Channel | Syria Liquid Cooled i7 9700K @ 5Ghz & OC RTX2080 Ti Ultra | 64GB DDR4 3200 MHz | 500GB SSD m2 | Oculus Rift S | TM Warthog | Virpil T50/Warbrd Base | Cougar MFD | Saitek Side Panel | Steel Series Arctis 7 Heaphones Link to post Share on other sites
BIGNEWY Posted October 7, 2020 Author Share Posted October 7, 2020 hot fix patch live https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.5.6.55960/ thanks Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 10 Pro x64, NVIDIA MSI RTX 2080Ti VENTUS GP, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 32GB DDR @3000, ASUS ROG Strix Z490-F Gaming, HP Reverb G2 Link to post Share on other sites
speed-of-heat Posted October 7, 2020 Share Posted October 7, 2020 Thanks BN + Team SYSTEM SPECS: Hardware Intel Corei7-9700K @ 5.1 GHz, 32Gb RAM, EVGA 3090 XC3, Dell S2716DG, Thrustmaster Warthog + MFG Crosswinds V2, HP Reverb G2 @ 2836 x 2768 SOFTWARE: Microsoft Windows 10 Pro x64, VoiceAttack & VIACOM PRO, TacView VR Stuff: My Settings for 3090 and G2 My Settings for 1080ti Shaders MOD for VR My variant of Kegetys mod with clear water and also IC PASS for current beta & stable, Patch Status Link to post Share on other sites
nicka117 Posted October 7, 2020 Share Posted October 7, 2020 Another thing I noticed changed either this patch or the previous one is that the clouds are different. No longer spinning cotton balls popping into existence at different distances in my left and right eye. Good job ED! Are the clouds not spinning in VR anymore? Link to post Share on other sites
Dave317 Posted October 7, 2020 Share Posted October 7, 2020 They still spin for me. Link to post Share on other sites
Mud Posted October 7, 2020 Share Posted October 7, 2020 They stop spinning for me after I've had enough drinks, but then everything else starts spinning. Oh the choices I have to make! Spoiler W10-x64 | Z390 Gigabyte Aorus Ultra | Core i7 9700K @ 4.8Ghz | Noctua NH-D15 Corsair 32Gb 3200 | MSI GTX 1070 Gaming X Asus Xonar AE | TM Hotas Warthog MFG Crosswind pedals | Oculus Rift CV 1 Link to post Share on other sites
Lenux Posted October 7, 2020 Share Posted October 7, 2020 lol I7 9700K@5.1 GHz | 32 GB DDR4 | Gigabyte Z390 AORUS Ultra | RTX 3090 | 6 TB SSD + 8 TB HDD | 4K Samsung Q90R 55" | VKB MK III PRO L | Virpil Throttle MONGOOST-50 | MFG Crosswind | TrackIR5 Link to post Share on other sites
ngreenaway Posted October 7, 2020 Share Posted October 7, 2020 They stop spinning for me after I've had enough drinks, but then everything else starts spinning. Oh the choices I have to make! That just means youve synchronized yourself with the clouds [sIGPIC][/sIGPIC] DCS: The most expensive free game you'll ever play Modules: All of them System: I9-9900k, ROG Maximus , 32gb ram, RTX2070 Founder's Edition, t16000,hotas, pedals & cougar MFD, HP Reverb 1.2, HTC VIVE Link to post Share on other sites
schurem Posted October 7, 2020 Share Posted October 7, 2020 Any of y'all notice DMS-right long working much better on the HogII? I5 9600KF, 32GB, 1070, CV1, PointCTRL Link to post Share on other sites
draconus Posted October 8, 2020 Share Posted October 8, 2020 One thing I'm also wondering about is the stable build, hopefully one can't be too far away, unless there's some showstopper bugs in the latest build Stable Version Next update: Planned 09/10/2020 i3-10100F 3.6-4.3GHz, 16GB DDR4 2666, GTX970 4GB, SSD SATA3, 27" LCD FullHD, Win 10 Home 64 T16000M HOTAS, customTiR FC3, F-14A/B NTTR, PG Supercarrier Link to post Share on other sites
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