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Showing content with the highest reputation on 02/27/12 in all areas

  1. Some people have had questions about my TIR Setup, and I have made this video to show how TIR is setup and tuned, using the A10 profile as an example.
    3 points
  2. F-15 "Silent Eagle" interactive cut-away: http://www.flightglobal.com/cutaways/military/boeing-f-15/cutaway/
    1 point
  3. Во-первых у тебя в настройках управления ГС2 должен появится столбец для ВиртуалДжойстик. Вот ссылка на ППМаус, слева в верху "Файл-Загрузить" https://docs.google.com/open?id=0B4JW3ltNgS92a054S3gyNFZRak9LUXQ0MlpzNVlGdw Оба файла должны лежать в одной папке. Запускаешь, на верху три вкладки с настройками: Мыш горизонт, Мышь вертикаль, Колесо и еще вкладки отвечающие за кнопки. Чтобы настроить колесо мыши открой третью вкладку, увидишь два столбца со строками в которых выпадают различные настройки. В левом предлагается выбрать когда будет работать ось - всегда или с нажатым модификатором. Выбирай "always". В правом соответственно выбираешь нужную ось, ось 2 increases. Внизу еще есть параметр Маус Вил Степс, что-то вроде чувствительности. С другими осями думаю разберешься, есть вкладка Тест Джойстик там все изменения отображаются. В ГС2 этому параметру соответствует ось Зет. Потом обязательно сохрани свой профиль, во время игры программа должна быть запущенна, она запускается с дефолтными настройками по этому каждый раз нужно загружать свой профиль.
    1 point
  4. No, that's the problem, you can't just add ditches and bank like that. It's not about man power but about performances = grid and cell size. Basicly a map is made of x amount of cell and in order to get acceptable performances you have to find a balance between the size of the cell and the amount of cell In a game like ArmA the cells are quite small, allowing some smooth terrain variations => nice round hills tops (~~~~~) In DCS those cells are a lot bigger => "saw shaped" hills tops ( /\/\/\ ). You can find some perfect example in ArmA 2. -Proving Ground, the 1Km² map provided with the PMC DLC, has a really small cell size => a lot of tight but smooth variation in the terrain rendering. - Normandy map (23.000Km²) made by the community, big cell size => no ditches nor banks, closer to what we have in DCS. Well I just can't play any mission on Proving Ground, the hit on performances is just too big but I have no problem playing huge D-Day missions on the Normandy map, with 10k view distance. Really it isn't about man power. Yes, it'd possible to create a 300.000Km² map as detailled as ArmA 2 maps but only 10 people on earth could afford to buy a computer to run such a game. So it's all about finding the good balance for optimal performances. And that's where lies the main problem : this balance isn't the same for a FPS or for a flight sim. An engine made to fit one type of game might be completely unable to fit another one. Terrain rendering is one thing but what about AIs ? What about animations ? etc. The amount of work to turn a flight sim into a FPS (& vice versa) is tremendous. That's where this linking technology really shines. It allows you to connect 2 differents games using 2 differents engines made for 2 differents purposes without any dramatic concessions. As I said earlier I have no doubts both studios are capable of improving their own universe on their own. I just see it as a waste of ressources. BIS and ED are the best at what their doing, they have no competitor, no ones even try to compete with them ! (Well Codemaster actually did and we all know how it ended) You know, it's like a puzzle and each studio owns the pieces the other studio is missing. There are only 2 solutions : A) Both studios create for scratch those pieces. B) They cooperate. I don't deny this technology would be hard to put up but once it'd be done you would "instantanetly" enjoy best of both series.
    1 point
  5. Frazer, that is awesome. :notworthy:
    1 point
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