#4491375 - 10/04/19 02:50 AM
DCS World Track files.... Glitchy?
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Joined: Aug 2004
Posts: 791
IamFritz
Member
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Member
Joined: Aug 2004
Posts: 791
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So I know everyone's excited about the F-16 Viper dropping today, but I have a concern...
I've been saving a considerable library of track files to post online one day, and felt today was the day.
So I went into track replay in DCS World aaaaannnnnnd... wth? These are all glitchy. ALL of them from Jan of 2018 to today. Wrong HUD modes, crashing into the ground after takeoff, firing guns at a MiG that's off to the right of my canopy bow, missiles firing when my target is behind me.... the list of boogers goes on.
Is this common?
Fritz Gunter iamfritz@hotmail.com http://www.iamfritz.com <- It's Only Gotten Better Lenovo Quadcore 3.1 GHZ Proc, 6 GB RAM and NVidia GeForce GT 632 (2 GB Vid RAM) Direct X 11 Windows 7
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#4491393 - 10/04/19 08:47 AM
Re: DCS World Track files.... Glitchy?
[Re: IamFritz]
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Joined: Feb 2009
Posts: 623
Sobek
Professional scapegoat
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Professional scapegoat
Member
Joined: Feb 2009
Posts: 623
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That's not really what tracks are meant to be. Any time they change something in the AI, flight model, missile guidance, etc. the track will start to behave differently. A track can only be expected to replay correctly with the software version it was recorded with. And even then, DCS has limitations on how strict its determinism is. Making a computer simulation of this complexity 100% deterministic is next to impossible so very long tracks or tracks of very complex missions almost certainly break at some point.
Last edited by Sobek; 10/04/19 08:48 AM.
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#4491395 - 10/04/19 09:12 AM
Re: DCS World Track files.... Glitchy?
[Re: Sobek]
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Joined: Mar 2003
Posts: 3,922
Paradaz
Senior Member
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Senior Member
Joined: Mar 2003
Posts: 3,922
UK
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That's not really what tracks are meant to be. Any time they change something in the AI, flight model, missile guidance, etc. the track will start to behave differently. A track can only be expected to replay correctly with the software version it was recorded with. And even then, DCS has limitations on how strict its determinism is. Making a computer simulation of this complexity 100% deterministic is next to impossible so very long tracks or tracks of very complex missions almost certainly break at some point. So we can just replace that quote paragraph with "It's borked, won't be fixed and there is no intent to fix it either". Please feel free to correct me if I'm wrong. The truth is that a replay file should absolutely be possible to show very long tracks of complex missions. If ED weren't so incompetent in their strategy, then their methods of bug identification, patching, integration and bug-fixing with subsequent software release wouldn't be so shockingly bad. It's amazing that there are so many good examples of this in both gaming/simulation and commercial software that ED still continue to fumble around and simply refuse to learn from all the mistakes they've made over the years.
On the Eighth day God created Paratroopers and the Devil stood to attention.
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#4491404 - 10/04/19 10:55 AM
Re: DCS World Track files.... Glitchy?
[Re: IamFritz]
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Joined: Apr 2014
Posts: 871
Winfield
model citizen
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model citizen
Member
Joined: Apr 2014
Posts: 871
QLD
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That's not really what tracks are meant to be. Any time they change something in the AI, flight model, missile guidance, etc. the track will start to behave differently. A track can only be expected to replay correctly with the software version it was recorded with. And even then, DCS has limitations on how strict its determinism is. Making a computer simulation of this complexity 100% deterministic is next to impossible so very long tracks or tracks of very complex missions almost certainly break at some point. So we can just replace that quote paragraph with "It's borked, won't be fixed and there is no intent to fix it either". Please feel free to correct me if I'm wrong. The truth is that a replay file should absolutely be possible to show very long tracks of complex missions. If ED weren't so incompetent in their strategy, then their methods of bug identification, patching, integration and bug-fixing with subsequent software release wouldn't be so shockingly bad. It's amazing that there are so many good examples of this in both gaming/simulation and commercial software that ED still continue to fumble around and simply refuse to learn from all the mistakes they've made over the years. Here I was thinking that the track files were was just a video compression file like mp4 etc and the replay track was like any other software video player. I find it interesting if what Sobek says is how the track play back works
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#4491647 - 10/06/19 05:43 AM
Re: DCS World Track files.... Glitchy?
[Re: IamFritz]
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Joined: Jul 2011
Posts: 490
NineLine
ED Community Manager
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ED Community Manager
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Joined: Jul 2011
Posts: 490
BC, Canada
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Sorry if this has already been stated, but the chances of a track working between versions are rare if there was anything significant done to the module in question, tracks from almost a year ago, I would say no chance, again in most cases. Internally a better replay system is a noted big feature request, while many short less complex tracks are usually decent, people want more out of them, I am not sure what the answer is to that, but I know it's on the team's plate to figure out.
Nope, not a super great answer but all I have right now.
Some tips:
Don't fast forward a track Don't jump around to different views at least in the first couple minutes The longer the track, more likely it is to go off the rails Modules under heavy development you can count on the tracks being trashed by an update that changes a lot.
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#4493723 - 10/20/19 06:20 AM
Re: DCS World Track files.... Glitchy?
[Re: IamFritz]
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Joined: Aug 2004
Posts: 791
IamFritz
Member
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Member
Joined: Aug 2004
Posts: 791
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Alright. Thanks for all the input.
So basically, save the tracks but check/record them before upgrading.... got it.
Fritz Gunter iamfritz@hotmail.com http://www.iamfritz.com <- It's Only Gotten Better Lenovo Quadcore 3.1 GHZ Proc, 6 GB RAM and NVidia GeForce GT 632 (2 GB Vid RAM) Direct X 11 Windows 7
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