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As long as the engine isn’t actively rendering waves, splashes and reflections under the ground terrain then it doesn’t matter, it’s just a big polygon which is clipped out before it hits the screen buffer. And as GA said, you can turn it down as with a lot of things. I am having a vision of the future………its coming………i can’t hold it in….. DCS: A-10 will use DX9. That’s 2 below an 11 and one below a 10. 8 more than 1 and sounds like a German “no”. The graphics will be configurable. There will be options. Some will moan about the graphics being too intense and making their computers run slow. They will be advised to TURN SOME SETTINGS DOWN. Some will complain about the graphics being too basic and not making use of their mega-sli-hex-core PC’s. They will be advised to PUSH ALL THE SLIDERS TO THE RIGHT. Some will bemoan the DirectX version and the loss of features that they don’t understand. It’s a lower number and therefore must be bad. When the next DCS module ships with DX11 many will moan that they are not prepared to upgrade their gfx card and how outrageous everything is. When the next DCS module ships with DX11 many will moan that it doesnt support DX13 or whatever version comes with windows 8. When the next next DCS module comes out with support for DX13 many will moan that they are not prepared to upgrade their gfx card and how outrageous everything is. Again.2 points
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Looks damn good, Mustang! I have a thought, however: it could do with some weathering and cracks, especially along the sides I think. The black part between the white middle strips looks like it's been scraped and re-painted not too long ago. It should wear down to the same colour as the rest of the road relatively fast.1 point
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В жизни смазывание какое я замечал глазами, это когда едешь по мосту с перилами, ну такие где столбик - пространство - столбик, ну вы поняли наверное, вот там смотришь вбок на них и они сливаются в одну завесу серую.1 point
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Смею выразить одно предположение... Дело в том, что существуют некоторые читерские программы не затрагивающие файлов игры. Например давно известный чит спидхак который ускоряет движение игрока и который прекрасно работает со скриптовыми играми. При грамотной настройке, человека не лагает но по скорости он выигрывает. Не знаю применимо ли это к самолетам но думаю да. И получается, что все происходящее с самолетом идет быстрее. Т.Е. быстрее двигатели выходят на режимы, самолет быстрее маневрирует и передвигается, быстрее происходит выстрелы и т.д. Проверкой файлов это не поймаешь. Для большей защиты необходимо прикручивать к игре (совместимость) античитерской программы типа памбастер который легко ловит многие (но не все) читы. Основываясь на не маленьком опыте сетевых игр, людей которые не в состоянии побеждать честно и использующих читы очень много. Думаю ЛО и ЧА не исключение. З.Ы Так же установленный на сервере памбастер может делать скриншоты с монитора игрока. Я лично поймал таким образом у нас на сервере Батлы не одного человека. в качестве примера бирюзовым - своя команда, оранжевым команда противника. И горы со строениями для него не проблема.1 point
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http://www.youtube.com/watch?v=SIzhqH0ntr8 Fairly maneuverable ha guys ??? Enjoy !!1 point
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так тебе лодов или конкретно построек? если лодов читай предыдущий пост, сильно влияет на производительность. если построек то в graphics.cfg параметр structures , там три пресета для низкик . средних и высоких настроек видимости, крути те которые стоят у тебя в настройках игры, пробуй увеличивать до нужной кондиции цифру до и после запятой. в graphics_bs.cfg нужно обязательно продублировать те же параметры. производительность игры тоже упадет , зависит от железа. graphics_bs.cfg не проходит проверку на серверах , может делать в ним все что хочешь. только не забывай бекапиться. проверку проходит servergraphics.cfg , вот его как раз очень бы хотелось подкрутить но к сожалению нельзя.1 point
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graphics.cfg секция LandLodDistances { LandDay { L01 = 30000; L12 = 50000; } LandNight { L01 = 20000; L12 = 40000; } Map { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MapAlt { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MapTex { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MFD { L01 = 10000; L12 = 25000; } } к примеру LandDay { L01 = 30000; L12 = 50000; } меняем на LandDay { L01 = 60000; L12 = 100000; } В итоге мксимального качества будем видеть до 60 км, а не до 30, чуть хуэе между 60 и 100, а переход на самый минимум будет после 100км.. так же для ночи и так же для MFD Остальное не трогать. graphics_bs.cfg тут езе тоде, но он проверяется на сетевых серверах, если играется там, то его лучше не трогать вообще. А так - бекапить перед наваротами1 point
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To me MSFS series are only for flight experiance until now. You can not generate a combat enviroment, etc. Others dont bother with that. Others consider this aspect higly important.1 point
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На сервере включены все необходимые проверки. Скачал, сегодня посмотрю.1 point
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Yup they changed it back the very next day. October 20th now. So it went from the 20th to the first and then back to the 20th again. These guys are crazy at BLT. MMMM BLT.....................1 point
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Fair enough. What you were doing seemed like "accusations" to me... and it would be wise do to a lot of research before throwing those around. It's just the thoughtful thing to do. You effectively said you have no idea what's going on, and then said "this isn't right if you ask me!" Didn't add up! :huh: I'm not saying your "internet voice" doesn't count, I'm saying you have to provide a basis for your argument... that's the currency for criticism. I see nothing that doesn't logically make sense about the way the jets in LO fly. Obviously, like you've probably realized, initial climb rate is going to vary incredibly based on how you do your "test." If you pitch 70 degrees in full throttle from 250 knots in an Eagle and a Hog both at max gross weight, take a wild guess at which one is going to climb faster! If you start both from the runway and climb at the same speed and say, 5 degrees pitch, obviously they're going to climb at the same rate, at least for a while. It's very situational, so if you want to compare it to real world data, you've got to follow the original test procedures, as GG mentioned. I trust it's going to be as close as the "SFM" system allows, so I don't feel the need to dig up the A-10's Dash 1 and compile a bunch of graphs to compare. If you do, let us know the result AND how you ran the test(s). Remember, these aren't very detailed flight models... But then again every flight simulator you've ever tried is still just an approximation, so we're talking about varying degrees of "wrongness." DCS:A-10C is going to "feel" a lot different, for example, because it's going to be a more realistic and detailed FM. You'll probably see the effects of more aerodynamic phenomena like adverse yaw, inertial roll coupling, etc - these contribute to a more realistic flying experience because of their pronounced effects in real life. But you aren't going to see a (relatively) huge difference in climb rates, speeds, etc. That kind of "chartable data" is fairly close already, because that's the easy part to model! (Well, relatively easy.) In truth, that kind of data varies quite a bit from airframe to airframe in real life, too, so decimal precision in those numbers isn't what you should be gunning for (if you arrive at that conclusion.) And to answer your retort... I'm not an Eagle or Hog driver. I do get to fly smaller airplanes a lot, so I have an appreciation for the aerodynamics and performance that you're harping on, but I also have a lot of time in the guts and environment of Lock On and I understand what is and isn't possible. ED does a pretty good job of matching up the SFM's to real world data where possible. :smilewink: That's a huge part of the "game" of BVR. You have to juggle the radar, geometry of the engagement, your perception of the fight around you (SA,) and still keep the pointy end going forward. BVR in simulators is not something I do enough, but knowing when there are missiles in the air is a huge part of the game too - a part that I lose too. Going to the notch is not ALWAYS the response to a launch. If you're further away, your best bet may be just to run straight away instead and let the missile run out of energy trying to chase you in a straight line. Figuring out when to do what is not something I can/should really try to help with, but you have to factor in speed, altitude, the (probable) range of the missile you're defending against, and a rough idea of the time you have while it travels to you. Best of luck.1 point
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The browsing back and forth through the forums is capped by default but you can override this, either permanently (can be set here, and as per example image below: http://forums.eagle.ru/profile.php?do=editoptions ) or temporarily (options within each forum, just to the bottom-left of any page of threads). That should help expand the reach of your rummaging :) When using the Search feature to get results, it will probably be pulling back threads of any age.1 point
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IMHO roads look live very well, much better than stock. About white lines - in Poland example that road marking types are usually placed closer to bigger cities\new built roads\or to help keep your eye see the road, and another reasons. However mostly you see only white strips. Hmmm it is Ukraine and Russia.... I like this version with white likes, but I guess more realistic will be roads with strips only :) EDIT: Damn, I'll use both I guess, I like it.1 point
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Just reading a book about SR-71 and soviets were certainly able to shot down the SR-71 using their MiG-31s. Some times even visual contact with the SR-71 were made, but this was rather rare. Some interesting details: The Infrared Search and Aquisition Module was able to pickup a SR-71 around 100 km away because of the huge IR signature of the SR-71. On SR-71 intercept missions the the QRA Mig-31s intercept profile was calculated for exactly 16:00 minutes from crews running to their planes to the interception point. Immediately after a Alarm was sounded, maintenance crews put the R-60 off the Mig-31s because of R-60 being useless above Mach 1.65 (stated by russian Mig-31 driver). After the intercept the Mig-31 had to cool down at mid angels because if they would have descented too fast, structural damage or even catastrophic damage to the plane was possible.1 point
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Ooooooooh Marketing Pitches for f''cks sake! If you go ahead and read the fine print you´ll find that there are very serious issues in syncronizing what comes out of the GPU with what´s running on the CPU. It´s basically two computers in one. The sim is a realtime application. That, and DC is just starting to conceive the idea of the moment when it will be able to start using diapers. It´s not even clear if the API will not be completely revamped in DX11.1 or 12 for instance. Seriously guys, this things are far more complex than they appear, to implement, and far less magical and universal in what they can eventually provide, than what the marketing intern they assign to pitch them would lead you to believe. And I´m talking for an IT professional. If your area of expertise is, say, Gouda Cheese, you´ll be a much happier person if you refrain from even reading this stuff.1 point
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Yes, this is how it would work in real life. However, I've never heard of such a thing occurring during flight, only during ground testing. If you move the controls of a helicopter in flight so fast that you are trying to outrun your hydraulic boosters, you are either in the process of crashing, or you just initiated the process of crashing.1 point
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I have been using many kinds of hydraulically assisted work machines that have had several different kinds of hydraulically assisted steering systems. The ones that have the same kind that is found in helicopters generally have no feel other than very light resistance like in a fluid dampener and when you try to turn the wheel too fast the resistance feels like the resistance in brake pedal. It gives in a little bit but pushing harder doesn't make it go faster. I would suspect the helicopter controls feel pretty much like this?1 point
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Interesting photo.. The Admiral Kuznetsov and Admiral Gorshkov photographed at Murmansk harbour: Found on Google Earth - photo by Mick Elst.1 point
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