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  2. Из большого числа знакомых пилотов мало кто играет в авиационные игры. В WT вообще не слышал, чтоб кто-то играл. Потому что на полет это меньше всего похоже, наверное. В этом отличие, одно из. Если послушать, чего хочет сообщество DCS, то эмоциональных запросов самых разных наберется «вагон и маленькая тележка». А когда хотелки воплощаются в жизнь, многие забывают порадоваться тому, чего сами и хотели. Мне немного непонятен сам запрос на баланс. В конфликтах то реальных самолеты очень сильно разных возрастов встречались и могут встретиться. Тот же Фантом всё ещё летает, вроде как. Ну и сбивайте его для поднятия настроения, просите «начальников серверов» регулировать доступные типы и оружие, хотя они и так это делают. И бегущая строка оповещения о воздушной обстановке и другие условные штуки имитации хорошего управления авиацией. Да и потом, побеждать на более сложном для освоения аэроплане разве не вдвойне приятнее? Модуль молодой, будет дорабатываться долго и активно. Результативность его во всем будет ещё расти, как и будет стираться точная граница между ростом навыков вирпила на нем и улучшением самого модуля. Не говоря уже о том, что значительную часть сообщества нагибучесть самолёта в онлайне, как и сам онлайн, мало интересует в принципе.
  3. It's in there. I haven't looked closely yet, but RAF Northolt is there.
  4. FWIW, you got a couple more errors on that LOG, make sure it's not a mod (or a problematic module) creating the problem: Line 205: ERROR EDCORE (528): Drivers errors while mounting coremods/aircraft/f-15e/liveries/f-15ese/usaf 17th ws af90 low vis clean.zip: Line 206: ERROR EDCORE (528): ZipDriver: Failed to open zip archive coremods/aircraft/f-15e/liveries/f-15ese/usaf 17th ws af90 low vis clean.zip. Line 223: INFO DX11BACKEND (544): DX11Renderer initialization (w:2560 h:1440 fullscrn:0 vsync:0 adapter:0 monitor:0 shaderErrors:1) Line 239 to 258: ERROR DX11BACKEND (544): Shader "/shaders/ParticleSystem2/groundPuffComp.fx" failed to compile. Reason: /shaders/ParticleSystem2/groundPuffComp.fx:65:1: W4300: Redefinition of LIGHTING_DECAY. /shaders/ParticleSystem2/groundPuffComp.fx:66:1: W4300: Redefinition of LIGHTING_DECAY_SECOND. /shaders/ParticleSystem2/groundPuffComp.fx:67:1: W4300: Redefinition of LIGHTING_FLAGS. /shaders/ParticleSystem2/groundPuffComp.fx:68:1: W4300: Redefinition of LIGHTING_SHADOW_PARTICLES_COUNT. /shaders/ParticleSystem2/groundPuffComp.fx:69:1: W4300: Redefinition of LIGHTING_WORLD_OFFSET. ParticleSystem2/common/clusterLighting.hlsl:77:31: W4300: Redefinition of ComputeLighting. ParticleSystem2/common/clusterLighting.hlsl:78:39: W4300: Redefinition of ComputeLightingInternal. ParticleSystem2/common/clusterLighting.hlsl:79:36: W4300: Redefinition of GetParticleLightInfo. ParticleSystem2/common/clusterLighting.hlsl:80:42: W4300: Redefinition of GetShadowParticleLightInfo. /shaders/ParticleSystem2/groundPuffComp.fx:75:1: W4300: Redefinition of LIGHTING_DECAY. /shaders/ParticleSystem2/groundPuffComp.fx:76:1: W4300: Redefinition of LIGHTING_DECAY_SECOND. /shaders/ParticleSystem2/groundPuffComp.fx:77:1: W4300: Redefinition of LIGHTING_FLAGS. /shaders/ParticleSystem2/groundPuffComp.fx:78:1: W4300: Redefinition of LIGHTING_WORLD_OFFSET. /shaders/ParticleSystem2/groundPuffComp.fx:79:1: W4300: Redefinition of LIGHTING_PARTICLE_SHADOW_GET_FUNC. ParticleSystem2/common/clusterLighting.hlsl:77:31: W4300: Redefinition of ComputeLighting. ParticleSystem2/common/clusterLighting.hlsl:78:39: W4300: Redefinition of ComputeLightingInternal. ParticleSystem2/common/clusterLighting.hlsl:79:36: W4300: Redefinition of GetParticleLightInfo. ParticleSystem2/common/clusterLighting.hlsl:80:42: W4300: Redefinition of GetShadowParticleLightInfo. /shaders/ParticleSystem2/groundPuffComp.fx:902:20: E5017: Aborting due to not yet implemented feature: Non-direct structured resource store.
  5. I think I must have found a way to obtain the data of groups or units. But when I wanted to write to a new file, there was a problem. io.open() couldn't be used. I really don't understand. I won't do it anymore. This has already achieved my goal. Thank you for your help! Thank you!
  6. It's the Steam edition.
  7. Today
  8. Is your copy of DCS a native Steam build, or did you install the stand alone version of DCS using steam?
  9. You're not supposed to use NVGs like that. Full screen NVG mods should disable the blurring of close objects like the cockpit. That setup might be a nightmare to play with. With blurring, you interact with the cockpit by looking out of the NGV goggle frame, not inside it. Try to disable that blurring on the mod you're using, there is no down scaling to 180p (I realize it was a jab at DCS) or whatever. Have a look at this one: https://www.digitalcombatsimulator.com/en/files/3345896/ There are many options to chose with reduced blurring and with mask, which is the one I use. The blurring is still present on those. ''NOTE: To customise the effect yourself, open each file in a text editor and search for the keyword "Tune." Every "Tune" comment explains what the adjacent variable controls.'' There are directions on how to change the depth of field effect.
  10. Unless that's how a JHMCS projects night vision, which I doubt. That's not how night vision (nvg, nods, whatever you want to call it) looks. I.e a full screen effect. But yes I agree night vision needs a rework. Funny enough if you look at the pilot 3d model in the cockpit from the F4 view, the pilots have a blue glow from the new models.
  11. Hi. I've got the latest release 2.9.14 lua and looking into it. Sinai terrain's last three new airport / air bases may not be added. "Khalkhalah Air Base" "King Feisal Air Base" "Taba International Airport"
  12. 2 is ok but 3 is about space, not good against dcs low alt pseudo ballistic missiles. but i will see. need to restore all s*it
  13. Вы только что написали, что у Фантома сопоставимое оборудование и в манёвр он может. Так может поэтому он может быть реальным противником МиГ-29. По такой логике F-14 не конкурент. Самолёты примерно из одной эпохи. Их банально проще забалансить. DCS World это игра. Точно такая же как и WarThunder или Ил-2 БЗС. Ну да. Я сегодня после работы сяду в свой F-4E Phantom и полечу в Неваде или в Афганистане уничтожать немецкие танки Leopard 2. Вроде примерно за это я героя России получил . Ух реализм. Самая обычная игра ничего сверхъестественного. Кстати на форуме WT до сих пор идут хоть какие-то дебаты и даже вроде какие-то документы сливали и срачи бывают. Здесь же как и на форуме Ил-2 впрочем давно всё протухло. Самое страшное оскорбление здесь это посылание в WarThunder. Этот форум стал напоминать уж извините секту.
  14. It'll be probably be awhile before I have anything to send. The big issue is the Airfield DB. There are SO many Airfields on the Germany map.
  15. https://www.mediafire.com/file/4cq5to3iv30iohb/Long_range_drones.rar/file long range drones This is a simple mod based on sunstag V1 and CH shahed mods. Need WW2 asset pack. Because all drones use v-1 ramp.
  16. when i did it with my setup, 1.75 TB transferred to a 4 TB in about 50 minutes. USB-C enclosure. https://www.amazon.com/dp/B084ZKLQR8
  17. Hi. All maps can be added. Just give me the details so I can add them automatically in the next update (to avoid overwriting your data). movedBullseye in UTIL_ConfModCheck.lua and LocationForEphemeris in UTIL_DataMap.lua That's all I can see for now.
  18. Awesome, thanks guys ! "Clem" in all its glory !! I know that this isn't the actual way to launch the Etendard, but after testing with all three aircraft types, it seems the position of the Rafale and the E2 on the catapult needs adjusting. I hope you can do something about it. EDIT: With 9 IA planes on deck, I have a parking problem !!
  19. The beautiful thing about Normandy 2 is that it does not have a largely annoying Normandy1944s.sd5 file that pops up shrubs at low level like SA, Kola Syria and others do.
  20. great result, thanks again and keep up this amazing work. thanks for sharing!
  21. check here: https://drive.google.com/drive/folders/13wLdZbAEHsj3pVJxOQRENnHVj-Wa2U4Z?usp=drive_link
  22. Yes, using the "hands" in VR provided by DCS is janky and a gimmick. However, using your hands to control the mouse pointer with HTCC and Slugmouse to provide tactile mouse button clicks isn't janky and is actually very reliable and currently the closest you can get to controlling the cockpit controls with your hands instead of reaching out for the traditional mouse. Full details about this can be found here:
  23. Frankly I'm just impressed @Charly_Owl can keep up with the maintainence ... let alone adding new ones! Thanks for all the work!
  24. Also a big thanks you from me. Map is looking great. Also early jet fighters have short legs. Not able to go low level from Creil to Alderney and back .
  25. At least in theory the 'warehouse' options in DCS provide the options for such limitations for each and every airbase and FARP already.
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