What’s the main reason why a clean F-16 can’t supercruise? Why is the drag too high to supercruise? Because e.g. the much older English Electric Lightning was the first fighter capable of supercruise.
Aren’t the wings swept back enough; because the original “light weight fighter” was built for turning fights instead of high speed intercepts?
But why didn’t they further reduce the wing loading then in the original design, like they did (or would do) in the F-16 XL?
Posts made by justanothernoob
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RE: Question on throttle control
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RE: Joystick Recommendation
If you want a very cheap one (under/at $50), I’d recommend the Thrustmaster T16.000m over the Logitech Extreme 3D Pro; because Hall sensors beat potentiometers in accuracy and durability.
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RE: BMS crash after completing a mission
Well, I also thought RAM issues were a bit far-fetched, but what can we do…
In the past, I’ve had the same problem you describe, but that was most probably due
to my attempts to modify things, as I’ve never had it with a 100 % stock install.Can you confirm that you’ve never had this problem with short missions (long mission = 1-2 hours?) That might be a hint.
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RE: Low FPS Even With Low GFX
“…but my FPS is now easily 60+ on both the Rampstart and the Maverick missions, I even saw it going as high as 117.”
Well, I know it’s silly, but if you want to become really happy by seeing a large indicated FPS, measure the FPS in the (daylight) refueling mission.
200?Good to know Optimus apparently does respect your choice. AMD can learn something from that.
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RE: BMS crash after completing a mission
Ok, this is a long shot, but:
Apparently, “Exception Code: c0000005” is caused by Falcon BMS.exe attempting to access a non-existent location, so I suspect either memory problems
or a shortage of memory. How much memory do you have?(There is a trick to allow BMS or other 32 bit programs on 64 bit systems to use more than 2GB addressing space, don’t know if this will solve anything, but still:
1. download CFF Explorer, it is free
2. go to your BMS folder, Bin, find the Falcon BMS.exe file and make a backup of it
3. open CFF, open Falcon BMS, go to Nt headers=> File headers, in the bottom right on the right part of the screen, in the
last row, “Characteristics”=> click on “Click here”, set the “App can handle more than 2GB adressing space” on, save file, confirm that
you indeed want to overwrite Falcon BMS.exe (this is why you have made a backup for safety))You mention the problem occurs after long missions.
Especially if you, by accident or on purpose, have a lot of long ACMI recordings, during that mission, it will take some time to process those
and you will see the waiting screen (“exiting cockpit” or something like that) for a long time (but it will return to the 2D map after some time).
Too much ACMI could overflow the available memory ? -
RE: Low FPS Even With Low GFX
Don’t know if this is the cause of the problem.
But you have it in windowed mode because it crashes if you don’t? That’s weird…Maybe, you could try to check which GPU is being used when you fly in the 3D world,
by logging the GPU use data for a small amount of time.
I know you forced BMS and Optimus to use the discrete card, but with the fancy switching software around,
it could be that Optimus views your choice as a “suggestion” instead of an obligation and still decides to use what it sees fit.
I know this sounds stupid, but this is the case with the AMD counterpart, AMD Vision Engine.
Hopefully, nVidia has more respect for the choices made by the user. -
RE: Low FPS Even With Low GFX
About the resolution: anything else than the native resolution of your monitor and card is not guaranteed to give better results,
even if it is a lower resolution. I believe the GPU just calculates the normal frames and composes a lower resolution frame based on those. -
RE: Low FPS Even With Low GFX
@ Rezzy: do you and OldGoat5 and l3crusader have the same graphics driver version installed?
Graphics settings in both BMS and nVidia cp and the impact of the driver version is demonstrated here:
http://www.72ndvfw.org/forum/m/5688083/viewthread/11304553-woot-i-think-my-friend-stumbled-onto-answer-for-nvidia-hardware-guys-bms -
RE: Low FPS Even With Low GFX
A great benchmark mission to ensure playable FPS in all conditions is the Mavericks training mission or a quick first flight
over the FLOT (front line) in the middle of a first day of a campaign.
Using the TGP or the Maverick view when there a lot of units (ground or air or both) around will certainly cost FPS
(and you"ll have even lower FPS in bad weather) but they are (certainly the TGP is) vital,
so if you’re satisfied with the FPS in that case, you’ll be satisfied in all other situations as well. -
RE: Low FPS Even With Low GFX
Yep, I too suspect that you are using the integrated graphics (integrated on chip with the CPU) instead of the discrete graphics card.
You can probably set which graphics you want to use for a given program in your nVidia graphics manager (nVidia Control Panel or something like that).
As far as I’ve experienced, switchable graphics can be a nuisance.
Also, know that BMS was very nVidia driver version “sensitive”, don’t know if this is still the case (because I use AMD)There are a large number of threads on this (or related) subject:
Forums > Technical Support >i have 2 video cards, confused about settings
Forums > Technical Support >Graphics problem
Forums > Technical Support > Performance issues with overkill rigForums > Technical Support >Good Quality and Good Performance Guide - FPS
Maybe you’ve already done this, but for the sake of completeness: you can configure the graphics
by clicking on the BMS icon to start up and choosing Configuration instead of Start up.
Then: configuration => settings hardware =>shaders
If necessary, turn off some of the shaders like heat blur, rain effects, shadows etc.Setting Shaders=>Lighting=>“Per pixel lighting” to “Per vertex lighting” should give you a large instant FPS boost.
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RE: Pit & skin dummies for beginners
Pointers store the (starting) address of a variable or file. A file name or variable name is just
the for-humans-readable symbolic form of this address.Example about pointers:
E.g. in skin set 2 the upper right wing texture is expected to be named e.g. 1234.dds.
What we do to change the skin in game, is overwrite 1234.dds; because the game expects the upper right wing texture to be named that way,
the pointer to (= file name of) the texture is fixed apparently.Instead, we could change the pointer to the texture and say that the upper right wing texture to be used is now to be found at a different address,
in e.g. newupperrightwing.dds instead of 1234.dds.
No need to overwrite an existing file, just link the “right wing” in the skin set to a different texture.
The texture is found in two steps: the game goes to look for the right wing texture, it finds reads the pointer to it(which you can adapt)
to the location of the texture, it follows that pointer and uses the texture at that location were it was pointed to.This does not change anything for the game itself, it just needs to look at the location where you said that the right wing is, newupperrightwing.dds.
Then you could have e.g. newupperrightwing.dds, newupperrightwing_v2.dds, newupperrightwing_v3.dds and so on,
and just switch to a new right wing by changing the file name the game needs to look for.Long story short, you then only have to change the pointer to the texture, not the texture itself.
Then you could e.g. delete all but one F16C skin sets, and make all F-16C’s look the same,
or store hundreds of skin sets and change to a different skin set at will or even combine parts of different skin sets together.
But now, it seems to appear as if the file names for the textures are be “hard coded”
(=litteraly using “1234.dds” in the code instead of a variable named e.g. “right_wing_file” which contains the
filename of the file that contains the right wing texture and is adjustable by the user, “right_wing_file” is the adjustable pointer, “1234.dds” is the fixed pointer),
meaning the game will e.g. always look for e.g. “1234.dds” to find the right wing,
so we are left with no other option than to overwrite this dds, and then shared dds-files limit the flexibility.This could be annoying and maybe the code was just not made with this in mind, but I don’t mean to whine about this, BMS is awesome.
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RE: Pit & skin dummies for beginners
…"I don’t think the box updates on each page of the texture viewer, but if you were to click to zoom in some you should see a different skin. -Babite
=>This is what I meant, zooming indeed shows the correct texture, but the small version in the main window is not the correct one. Using the refresh button does not change this. But this is not a real problem, zooming works fine.
… The other thing that I have noticed wiht the F-16 sets - when they have six sets/pages of skins - is that the first three pages tend to share many of the same skins … then pages 4-6 differ somewhat from the first 3. -Babite
=>This appears to be the case, so if you only want to change a skin which is accidentally one of the first three of the set of six, then the other two skins of this subset of 3 will be partially
changed as well. E.g. they could now have the arctic camo skin body with a standard SP stabilizer. Solved this for the moment by swapping the stabilizers of e.g. skin 3 and 4, which luckily had the same body paint scheme, and then changing skin 4, which does not change skins 1 to 3. This sharing of skin textures could be annoying to some.…But hopefully you find my limited experience helpful. -Babite
=>Very helpful, thanks a lot.
It should be (it probably is, but I haven’t looked for this thoroughly) possible within a skin set to change the pointers to the skins instead of the dds-textures itself.
Then sharing is no problem, you would also be able to add as much skins as you like and only use a number of them or change them independently at will. -
RE: Pit & skin dummies for beginners
Thanks for the quick reply. How stupid of me not to find that preference.
I understood the concept of it, but now there is something else: switching between the skin sets sometimes works, sometimes it doesn’t (completely).e.g: for the A-1H skins, I can follow your example.
But if I select the F-16C50 (C#2467, so the 0) normal - version) and I select e.g. the vertical stabilizer (SP, red) texture;
and then switch to the next skin set, then the Text ID is updated correctly but the visual representation of the texture in LODEditor is not.
I checked with Gimp that ID’s 3472 (SP blue) , 3473 (SW red), 3482, 3491, 3500 are indeed all the different vertical stabilizers,
but in LODEditor, I still see the red SP stabilizer. This is very weird since the representation of the texture in LODEditor
is correct in the case of the A-1H but wrong for the F-16C50, C30, C15…This is not really a problem if the order the sorts of textures is identical in every set,
but it is weird. -
RE: Pit & skin dummies for beginners
Ok, here come some very noobish questions:
“view LOD tex” => I don’t see images, only grey squares. Why?I get the feeling that I’ve done something wrong, since:
- I did not install LOD Editor because there was no setup.exe (or something like that), i just executed LODEditor.exe
- I had to move the mfc71 and msvcr71 dll’s from their default folder to the same folder als LODEditor.exe to be able to use the 3D viewer
- The file numbers of the skins are always very different from the Text ID numbers
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RE: Mission Commander beta release
I don’t have this at all??? So what is it exactly what you are doing to reproduce this?
Gr Falcas
Well, apparently now I can’t anymore either… I think it might have something to do with CPU-Control (the program),
because without it, I have no problems with MC.
So, thanks for MC and the reply. -
RE: Mission Commander beta release
Can adding new battalions only be done before the start of the campaign?
Because adding them via e.g. save0.cam seems to be no problem,
but when I try to add them in e.g. the second day of the campaign via the latest .cam-save,
this consistently crashes BMS (never in the UI, but always either before or after going into the 3D world).
But on the other hand: changing the status (repaired/damaged/…) of structures or reinforcing battalions seems to work at all times.What am I doing wrong? Or is this normal (in which case: can it be solved/worked around?)?