

Adam
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Everything posted by Adam
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FWIW - I have the Reverb and I find there's a huge difference between 1.0 and 1.5 - especially when it comes to being able to read labels and the screens in the cockpit. At native resolution of 1.0 - there's a level of guesswork and fuzziness - especially (but not limited to) the DDI's. At 1.5 I find things much much clearer. The problem with my 2080 is that I get ghosting (if that's the right term) when I do rolls or turn hard through the sky with the terrain. Even though my FPS show 30 or more (through steamVR) - it seems as though the frames are closer to 10-15 - I can see when they jump quite easily - and the jump is quite a distance as well between images as the two overlap/ghost over each other. I'm new to VR and have no idea of what I should be expecting, and whether other DCS users just put up with the poor text in the cockpit, or put up with the jumpy frames when doing sudden movements so they can read DDI's clearer, or if I'm doing something wrong and it's possible to be able to read the DDI's as well as have smooth performance in fast turns. MSAA and SSAA are all off. Shaddows are off (or set to flat for terrain). Steam is set to 100% when I bump DCS up to 1.5. I appreciate the 3 replies and the interest in my thread - however I still as clueless as I was when I first posted the question as to what the differences are between using SteamVR's SS as opposed to DCS's PD and which one is better to use if using them... and why.
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Thanks SoS... Are you saying that they're not different at all (as in pro's or con's between the two) - just that the variable is on a different scale and people are confused to what equals what between the two, or does one have benefits over the other in certain areas?
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Hi, I was just wondering what the final concensus is when it comes to Supersampling (or as DCS calls it Pixel Density)? I've read some posts that say leave DCS as 1.0 and do it all in steam because steam uses less resources. I've read other posts that have Steam reduced from the default (150%) down to 100% and PD increased in DCS. As a result - I'm left not knowing which is the better method, or the pro's and con's of either and was just wondering if someone is able to expand on the single issue of PD/SS as to what the benefits or cons are of each? Thanks Adam
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Is that a hoverboard in the corner? I knew they were supposed to be released in 2015 but I never got one! (BTW - just wondering if it's time for this thread to be locked - seems like the more recent posts are way OT, asking for help which should really be in a completely different thread. I'm not sure it's Wag's job to be fielding new questions).
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I don't have a F18 folder in saved games... Do you mean Saved Games\DCS\Config\Input\FA-18_hornet ? If so - is it save to first export all the joystick and keyboard bindings that have been done and reload them afterwards - or does one have to go through every binding an reset it all from scratch? Cheers Adam.
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That would be handy - will have to wait for it to come out. Thanks again!
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Oh - that's it? I've been tearing my head out trying to figure out what I've been doing wrong. Thank you!
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Hi, Sorry for such a noob question but this has been grating at me and I can't seem to figure it out. Sometimes when I'm in game I can see my wingmen on the SA page. There is a 'B' or a 'C' inside the circle so I know which planes are my group, and which ones aren't. Other times the SA only shows the circle, but no 'B' or 'C' symbol. There's obviously something I'm missing or not turning on but for the life of me I can't figure out what. Just wondering if someone can please advise how I get the 'B' and 'C' to show for my wingmen in the SA page please? Thanks Adam
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Another option to be aware of - you can pre-program snap views using the numpad keys, so you can instantly snap to a pre-set view you've setup in the cockpit at any time if needed. ;) I think you can use all of the 9 number keys on the keypad - so 9 different custom views you can configure. There's also 'padlock' that allows you to fix on a position or object (plane) outside of the cockpit. As for TrackIR - I've had it for years and loved it. Even with TrackIR I've found the custom snap-views handy. (This can be great for having a full display of one of the DDI's with the buttons for greater resolution and not having to 'lock' my head in to a position for a while and then begging the misses for a neck massage later. :) But with TrackIR - with the current price we can get it for here in Australia, I notice for an extra ~1/2 again - I can get VR, so if I had to buy again, I'd either try out one of the much cheaper alternatives - or put my money towards VR. Obviously YMMV but that's just my take. TrackIR is great for what it is - but given so many other options out there now that have evolved, and the increase in VR - I think it's way overpriced.
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Book Chapters and Mission Alignment
Adam replied to LumberJack's topic in F/A-18C Raven One Campaign
I agree, it would be helpful. I can see the 'problem' with people wanting different experiences, but I think this could be easilly fixed by having 2 different categories. (Even if it was posted here on the forum for people to refer to): Cat 1 - Experience in-game first before reading in the book. (This way the mission brief tells you what chapter you can safely read up to before and where you need to stop before playing this mission. For me - this is what I like... ie -in mission 5 I was then able to immediately go back and read the chapter and as I was - I had all the visuals in my mind of what I did. I had a greater appreciation of what I was reading in the book, and I also got enjoyment out of seeing how many of my decisions/actions lined up with what was in the novel as well. But I understand that this isn't for everyone. Cat 2 - Read the book first and then experience ingame With this option - have "read chapter x before playing mission y", or "don't play mission y until you're up to chapter x in the book". For people who want to read first - nothing is given away in the game, and they get to read it first in the book, and then re-live again by playing that chapter out in the mission. What I've been doing so far is reading the book up until a briefing that sounds unfamiliar to me - and then I go and play the next mission. This has mostly worked so far for me as per #1 above, but it would be great to have a list. I'm not through the missions yet so couldn't do this myself. Once I finish the missions and the book and know what to expect, I plan on going back and playing the missions over from scratch. I figure this will give me the best of both worlds - first - playing the mission and experience first the surprises before reading the book, but then having a greater 'feel' for the characters as I replay and experience it from a different perspective the second time around. Thus getting 2 experiences for the price of one. :D -
Mission 09 - Olive boxed in on deck - mission unplayable.
Adam replied to Adam's topic in Bugs and Problems
Thank you so much for your prompt reply, and the solution/workaround! BTW - absolutely loving this campaign. Please don't see my original post as a complaint, I think you've done a terrific job! Thanks so much! It was more to report a bug I hadn't seen reported on this forum yet (and of course to ask for help :smilewink:). Playing the missions along side the book is an experience I've never had before - and as someone who gets hooked on stories - the additional immersion this creates is brilliant! I'm sorry you feel that way, but I understand different people go in with different expectations. For me - and especially for the price - I think I've gotten what I paid for and plenty more! I don't know of any new games that are bugless on release these days. Some (such as EA Games) have a habit of never getting all the bugs fixed before they move onto their next game. With the FA-18 still in early release still getting changes, and having to run open beta for the campaigns - BD already had a lot to contend with, - I'm surprised that this is the first bug I've actually hit so far. I don't mind the agile development method (actually prefer it - provided the developers are in good touch with their community which is the case here). Adding to this the bugs I've hit with the mission editor myself personally - I take my hat off to the work BD has done - and giving information on workarounds or how to progress just shows how willing they are to work with their users - which is far more than most other game developers are willing to do. If I want bug free I've learned to wait 6 months after the release of anything before I jump in (and normally get things at a discount then too) - but with this - I was like a kid at Christmas and just couldn't wait. :D -
Olive in 410 is on the elevator at the starboard bow side of the ship. She is blocked by 311 directly in front of her. I've tried restarting the mission numerous times, I have waited until the spacebar is available before taxiing and another time I never moved from my parked position, and another time I took off and circled the ship - always the same result - she never gets out of this position. Here's a picture on how she ends up. I'm reading the book in conjunction with the missions - is there a workaround, or even a way to skip this whole mission and move onto the next if no workarounds so I can progress with both please? Both the book and the campaign is awesome - I don't want to get stuck here. :cry: Thanks Adam
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Thanks Maxsenna! I wasn't sure when the folders were recreated, so knowing that this will do the job gives me a workaround for the time being. Muchly appreciated!
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I fully understand that. The problem with a restart (as opposed to just closing the app and not restarting) is that I want time to be able to delete the fxo and metashader2 directories before it restarts, otherwise I have to exit out a second time, then delete the directories and then restart the game again before testing the changes. It's not the end of the world - I just thought I'd ask incase there was a simple workaround. Even an option to auto-delete those directories on a restart would be helpful.
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Hi, I was wondering if there is a way to change settings without restarting the game? (I want the game to close, but I want to restart it myself in my own time). The problem I have at the moment when testing settings is that I have to do the following: 1) Start DCS 2) Go into Options and change the graphic settings 3) Click on OK 4) DCS Closes 5) DCS Restarts Automatically 6) I have to manually close DCS again 7) I then go and delete fxo and metashaders2 directories 8) I Restart DCS and test the settings 9) Go back to step 2. I would very much love to avoid steps 5 and 6 if possible as this just wastes time when I'm wanting to quickly evaluate what changes the settings have on performance. Or alternatively, is there a setting I can change so that it deletes these folders automatically when restarting the game? Thanks Adam
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Are you saying this is currently available now in DCS with the FA-18? I haven't been able to find any information on this (mind you - that's not saying much... half the time I can't find the sauce bottle in the cupboard and need my wife to get it for me) :huh:
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Oh - super sweet!!! (On both of those). I'll have to check out buddy lase for the time being!
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Hi, I was just wondering if there is a way of sharing TPG coordinates with another player. Let's say I have something of interest come into view on my FLIR, and I designate it as a target. I then want another pilot to be able to view what I see. The only way I can think of this at the moment is if I have some GPS bombs - I can designate the target to a bomb, view the Lat and Lon, and relay that information, which they then create a waypoint and then target designate that waypoint in their TPG. This would only work though if I have GPS bombs to be able to view the GPS coordinates. Is there a way of viewing the TGP coordinates without needing GPS bombs, and/or is there a better way of relaying the coordinates of what I'm viewing to another pilot?
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Create a build in tool to extract MFD/DDI or additional instruments
Adam replied to nickos86's topic in DCS Core Wish List
+1.... especially for this! My main view is not left and I have to switch every time I get into DCS and back when I get out. -
If they did that - they'd have a huge PR issue, and the lawsuit might end up being the least of their issues. If people can pay for products and then Google and Apple decide that they're going to disable them remotely down the track - there's a huge trust issue at play right there. Especially with Google. Who would buy through their app store again vs buying direct and not having that risk? (Different with Apple as it's not an option.... yet). To use a different example - could you imagine the fallout if ED reaching in and disabling one of our 3rd party purchases we've paid for, and have been using for ages, designing campaigns for? Trust would be completely destroyed. I can't see it happening with Google or Apple, and I would never want to see it happen.
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Keen to try this out. Just one question - what is the method for uninstalling? (I see that it overwrites original game files). Does one need to make a backup, or redownload the game again, or is there a quicker/simpler option such as a command prompt update command to 'repair' files available if needed? Likewise if the game updates - do I have to reinstall this again? Looking forward to seeing the missile trails!
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Need ideas for Multiplayer mission making.. lets hear them please!
Adam replied to MadTommy's topic in DCS: A-10C Warthog
Great thread! Love to see different ideas. I think the same way. There are places for SP missions (and I'm hanging out for Raven One!) - but likewise I enjoy a good MP mission - and my idea of a good MP mission is one where people need to work together, not a whole lot of single players just playing on the same server doing their own thing. I'm playing around with designing a mission I'm using with just a few mates at the moment. I'm not much of a mission designer (don't think it's anywhere near good enough for uploading into the file section), but the idea is to have a variety of different tasks - a moving storyline so to speak, so you go complete one task, equip and prepare for the next, etc that gives a lot of different options for loadouts and different experience than just one task. I don't know or understand lua, so the missions are pretty basic - but I try and make them interesting enough with a storyline, and a bit of uniqueness. I would love to have the experience to make them more dynamic. I don't have the A-10 and rather are using FA-18's, but without knowing much about A-10's the ideas could possibly work for them as well? What I've put into the mission so far: CAS to support ground troops defend an area. Enemy has more troops as well as incoming air. The idea is to make us work as a team, some engaging ground troops while others defend from the air so everyone is part of a team and needed. Next is going and rescuing a downed pilots from a F14 crash. The pilots have been picked up and are prisoners of enemy. They have a convoy (which one of the enemy units is a bus, and the rest of the units is a combination of tanks, APC's, A/A, etc). There are multiple covoys in the area (but only the POW one has the bus), so FLIR/Litening pod is needed to check out which one contains a bus and identify the right one from a safe altitude. Convoy includes A/A - so the rest of the units need to be taken out while not blowing up the bus. (Other 'random' things may happen such as incoming Air attack while this is going on, or SAM sites just randomly coming online, etc to keep players on their toes). After that is a 60nm+ low flight through canyons towards the other end of the map. The idea is that there are lots of enemy aircraft on the ground at a few remote airports. (Enough to completely overwhelm the players). If players fly up there and are detected they will take off. But - if they fly through the canyons and keep a low AGL - the enemy doesn't start their engines until within 20nm or so when their 'radar' first detects the incoming flights. (If you break AGL they detect much further out, meaning lots of planes will get airborne and overwhelm). So the idea is to get there at low altitude through the canyons, and attack the units while they're still on the ground and before they can get airborne and overwhelm. Like the previous mission - other aircraft will take off from another airbase and be airborne, meaning that teamwork is required - some to take out the fighters before they get airborne, while others defend other incoming fighters. I use smoke signals to guide the way. (With a storyline is basically local underground lighting fires to guide the way - I kinda shamelessly stole the idea off the Grim Reapers Canyon Run Competition and made it into a mission and storyline, but I have no disillusions that I'm not that imaginative - but I can stand on the shoulders of giants :)) Since teamwork is required, all fly through the canyon together for the run - makes for a bit of fun, and a few laughs. I also had ideas of grandure about units within an area that had fuel tanks all around, and that precision strikes were required without blowing up the units, or using airshow crowd as 'human shields' so that precision strikes were also required - but haven't been able to get it to work well yet in the mission editor. For me - I find a good mission has a storyline behind it to kind of immerse players into the role, and keeps that storyline going. I try and continue the storyline so when the POW's are rescued they'll respond shortly with some sort of thanks message - with a bit of humour or otherwise (randomised so that the game is different each time). Not sure if these interest anyone else - or if they're even workable with the A10 but just throwing in some ideas. -
For me, the last thing of importance is the UI - I'm more of a functional guy and my thoughts were not to spend time on the UI that could be dedicated to enhancing the game itself. I well understand that some things can be quick and easy to implement, while other things that appear easy (like a UI facelift) could be more difficult than people realise, depending on how it was originally designed. However - in saying that, the OP makes a valid point I hadn't considered. Does the first impression of the load screen make a difference to the number of uptakers of the game? I see things from my perspective (an older grump) and say "No - it's about the gameplay" - but I know I'm out of touch with the younger generation and maybe there is something here. I don't know. Maybe - if a UI facelift cost 2 developers, but gave extra income that could pay for 4 developers - that's a excersize worth considering. (Just don't pull the resources off the Raven One debugging for it - hanging out for that campaign :smilewink:) At the end of the day I don't know. I like the look of what you've posted - but more importantly your attitude! I've seen the world shift to where everyone is a critic. It's so easy to point out flaws, tell people what they're doing wrong, or what someone thinks they should be doing different. Very few people step up to the plate and give some constructive critisism by actually jumping in and having a go themselves - and to this - I have to give full credit to the O.P! Whether like the concept (which I don't mind), or hate it - at least they've done more than just whinge - they've tried to have some constructive input with what seems like a bit of thought put in. They show that they cared enough to invest some time into what they're pointing up - and that they're willing to step up to the plate. Something I'd like to see more of in this world! Your suggestion may fall on deaf ears, or have a lot of people criticize you - but please don't lose that attitude of being willing to help with improvements instead of just critisising. We need more people like that in this world that's willing to throw their hat in the ring!
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AI from air start not following altitude waypoints
Adam replied to Shadow KT's topic in Aircraft AI Bugs (Non-Combined Arms)
Thanks very much Flappie! I'll give that a go. (In this case I set up one, and then CTRL+V and then CTRL+P the others - so maybe there's an issue with copying, or some setting that is 'unseen' behind the scenes that's causing the issue. -
Oh - I've been able to reproduce killing my flight leader before a few times accidently. :music_whistling: Just wondering - did the missile hear actually track to your FL because of radar lock or similar, or was it just a matter of being in the flight path of the missile heading for the target?