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About AtomicP

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  1. I've only encountered this with old games where the AI and game logic was tied to the CPU frequency. For example, Deus Ex on a modern CPU runs too quickly unless you use one of the user-made patches. And Saints Row 2 on PC was badly ported from the Xbox 360 so running it on a CPU that doesn't run at exactly 3.2 GHz means that the game logic runs too fast. Again, there's a patch that fixes this. But you don't expect this to happen in 2020 with a regularly updated game. What BoX needs is a warning or hard limit on what can spawn in the world if it causes so many problems. Or better optimization, but I suspect this is a fundamental issue with the game engine and there won't be a trivial fix.
  2. I haven't tested this scenario but I've been trying to suss out why I was getting the weird slow-motion effect in the Achtung Spitfire campaign. Not all the time, but first noticeable on the fifth mission as I approached the ground targets. Frame rate stays above 50 most of the time but the game feels like it's running at half speed and controls are laggy. I'm running an AMD FX-8350, 16 GB RAM and a GTX 1060 6 GB. CPU is stock 4.0 GHz with 4.2 GHz boost. Not a great CPU for single core heavy games unfortunately I'm curious as to why we don't get low frames if the CPU can't keep up. It's my understanding that if the CPU is limited and can't send the GPU enough frames, you'd usually see low overall frame rates. But here it looks like the GPU is rendering frames perfectly fine. Maybe the game logic and world rendering are run on different threads such that the former gets swamped with a lot going on but the latter is less dependent on world complexity. As others have mentioned, it'd be good to get a developer to explain why this happens.
  3. I had this problem and solved it but I'm not sure exactly what fixed it. I made sure there were no mods in use (I had an English radio sounds mod installed) and then I did a complete reinstall of BoX (I don't have FC but it runs the same engine anyway) and that worked. Double check your friend doesn't use any mods and also make sure your firewall (both Windows and router) aren't blocking anything. The correct ports to open are listed elsewhere on the forum.
  4. If I recall correctly, this is coming too. Have a look in Developer Diary entry 243. Here's a snippet:
  5. Excellent work. One of my favourite things about this series is the constant polishing of it as time goes by. A clear labour of love.
  6. I think removing the radio mod did the trick for me. It might be possible that if both host and clients are running the same mods there will be no problem but it's worth checking anyway. Double-check ports are open and firewall is clear, all the usual stuff. Apart from that, there's nothing obvious to pin down unfortunately. I haven't played co-op for a good while, probably before version 4 came out so things may have been fixed/broken in a different way. Good luck!
  7. You might need to increase the translation of your head movement to the movement in game. If the LEDs move out of trackable limits then it might snap back to a different view. So basically in Opentrack the mapping x-axis is the movement of you and the y-axis is the movement of your virtual head. You may need a steep curve - on pitch, mine goes from 0 to 180 degrees on the y-axis over the course of 15 on the x-axis - to get what you need. See attached screenshot if that makes more sense. I use a Delanclip headset with a PS3 Eye camera but your setup may require different curves.
  8. AtomicP + BoN Very generous of you to do this!
  9. I've mostly been flying the 109 with differential brakes and can happily take off and land no problem. But, I too purchased the Achtung Spitfire campaign and struggled to handle the plane on the ground. Drifted to the left no matter how much I applied hard right rudder with brakes. The one thing that helped as others have mentioned is to put the prop. pitch to high so the lever in the cockpit is forwards. With the increased airflow over the rudder I easily managed to control the left swing and took to the air with no problems. You still need small and regular rudder inputs with the odd bit of brake but it's pretty straightforward once you have the rudder working as it should. I always fly with full realism minus the outside views and map. Didn't stop me redding out on the second mission and crashing into a lake though
  10. Speaking of key maps, the ability to press a button on the stick or keyboard and have the mapped function highlighted like DCS does. In fact there's a lot I'd borrow from DCS and I think it does well at simplifying key inputs and allowing easy modifiers to be added in.
  11. I don't think anyone mentioned aircraft weight. If net weights of aircraft are similar then one carrying less fuel will have an advantage in regaining energy since it isn't dragging so much through the air. Not sure if TacView records this though. But in general, with a good pilot at the hands of a Spitfire you'll have a hard time winning in a turn fight!
  12. Not something I'll jump onto right now due to Real Life (TM) reasons but it seems like a good plan to take BoX to Normandy. For folks disappointed about it not being the Battle of the Pacific, I'm thinking there are sound reasons for this. Most likely the source materials are not (yet) available so making a product of acceptable value is not possible, but the developers need to keep the lights on and therefore must produce something. So this seems to me a good way of buying time and financial resources that will hopefully go to build out the theatres we all want. In time. Cracking work @Jason_Williams and the team, keep it up!
  13. Do either of you use mods? I had a similar problem and it turned out that a radio mod (to have English voices) caused an issue. No idea what, but removing the mod make things work as expected.
  14. If you mean what is the problem then it's where aircraft fly into clouds and look distorted and pixelated rather than becoming gradually more opaque as you would expect. As far as I know it's a rendering limitation that the developers now plan to address, although I'm sure it's far from a trivial fix.
  15. In the controls section there are three columns of controls so you can set them up for multiple inputs. Keys or buttons that have duplicate functions have two orange boxes to the right of the binding. If you hover over that box you'll get a pop-up telling you what the key or button is also bound to. I tend to group similar functions to one button, for example oil radiators have multiple entries depending on the plane but because I'm only flying on plane at a time I can bind all similar functions to one input. Same goes for elevator trim where there's a general setting for most aircraft and specific ones for the adjustable stabilizer on the Fw-190; again I bind them all to one button (the POV hat on my stick).
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