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Kegetys

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Everything posted by Kegetys

  1. I find PDF to be a pretty awful format for reading on-screen, so a proper dive into the manual will need to wait for the paper version to be available.
  2. I wish it would be possible to purchase both download & boxed versions at the same time, just with only one license (so it could be cheaper than buying two copies). I like having the box, but having to wait for it to arrive is not nice. Maybe there could be some deal that, if you buy the download version and the paper manual you can get a boxed version for a minimal extra fee. It could be shipped with the manual so it would not bring extra costs that way and could be a small extra encouragement to buy the paper manual.
  3. I have no idea what the first post is about, but the "mod" on the youtube video is made by me. It is a little project I have been working on a bit for a while now (rendering a custom cockpit). Most of the actual hornet cockpit functionality is missing, wrong or incomplete including most of the mfd pages, almost all of the switches/knobs do nothing, radar, rwr, navigation etc. do not work and so on. The cockpit is rendered and handled using a D3D hook, basically the original cockpit is hidden and another model is drawn instead. All the switch actions and mfd/hud rendering is done in the lua exports script. It doesn't use anything from Black Shark so that is why the behaviour probably is a bit different in many places. The base cockpit model is made by another guy, it is intended for ArmA 2 which is why the detail level isn't on the typical flight sim level (also my renderer doesn't at least yet handle normal- or specular maps and the FC2 lighting is not very suitable for it), though I have added some more detail in the side panels and some other switches/buttons. I dont know if it ever will be in any kind of "complete" state, it depends on how much free time I have and how long I have interest to keep working on it. What is possible is also severely limited by what is offered by the exports interface so many systems are very difficult to get to function at all.
  4. Another thing you might need... I just realised I forgot to set the dll to use static VS runtime, so to run it you'll need the Visual Studio 2005 x86 runtime. Quite many programs need this though so often it is already automatically installed by something else.
  5. Its a Direct3D 9 "proxy" dll, it finds (or tries to) the rendertarget the game uses to render the maverick/shkval view and then either displays that on the screen, shows it on another window or encodes into an mjpeg stream Not really, since that doesn't use a rendertarget. I tried those but they were way too slow to be of any use, my FPS drops to 10 with them.
  6. Unfortunately I dont have BS so this is unlikely.
  7. It looks correct, I dont really know what could be wrong with it I dont know where your quote is from but it seems to be referring to the DX SDK debug runtime DLL which has nothing to do with AIESTV. Presing: Do you have mirrors turned on or off? It is possible for AIESTV to mix up the maverick/shkval surface and the mirrors surface, resulting in the mirror view instead of maverick/shkval. If mirrors are turned off then it is just black... Not sure of the cause of this yet or how to fix it.
  8. Odd... Something to try is to get Sysinternals Debugview here and see if it catches any error output from AIESTV. (Just run debugview, then run the game and it should capture some output like "AIESTV: Config path: <C:\Pelit\LOMAC-FC2\AIESTV\AIESTV.cfg>")
  9. Can the new mission generator be used to make multiplayer missions too? (co-op)
  10. I have only tested it on Win 7 but it should work fine on XP as well. For the problem, hard to say... if it is installed correctly, make sure you have the newest DirectX 9 installed, I think the dll is compiled against February 2010 version so the installed DirectX runtime should be newer than that.
  11. Looks nice, except for the "bloom" effect. Looking at those shots brings "I need to clean my glasses" to my mind, I hope there will be an option for cleaned optics in game as well ;)
  12. If you have a corrupt zip then re-download, the file is ok (do not use any download managers). Correct size is 376224 bytes.
  13. In DCS A-10C, can you have multiple clients flying in the same flight in multiplayer? In FC2 it seems you need to create a new flight (with duplicate waypoints etc.) for each client which is quite laborous for making coop missions.
  14. I made a small "mod" for FC2 with which you can display the A-10 Maverick TV view and the Su-25T Shkval TV view in a UI "overlay", external window or network stream. This can make it much easier to use the sights as you can put the image on a larger, static overlay or in a window on another monitor. It has some limitations, for example it does not know what plane you are flying so only one visual overlay type is supported which is used for both the Maverick and Shkval. Also, the RTT surfaces rendered by the game do not contain the overlayed data in them, such as the maverick crosshair and the Shvkal horizon etc. displays. You can only have a static crosshair over the scenery using an overlay image (default one looks similar to the maverick crosshair). With the network stream the image can also be displayed on another computer, though the stream (currently) does not work very well, or, I haven't been able to find a good enough player for Motion-JPEG streams. Firefox works pretty well but it does not scale the image, mplayer works but always ends up doing some kind of buffering which causes latency in the image... Download here: http://www.kegetys.net/dl.php/AIESTV10.zip Read the readme for install/use instructions. (Basically just extract to FC2 install dir, then whenever the Maverick/Shkval TV is active it should work. Edit the cfg to position it etc.)
  15. Interesting, D3D11 should have lower call overhead which means less of a batching issue that you suffer with with D3D9... In practice meaning you should be able to have a larger number of trees/buildings/etc drawn without the FPS taking a nose dive like you get in D3D9 due to CPU overhead. Interesting to see if this will be so in practice, I haven't seen any games "test" this yet as all DX11 things tend to focus on tesselation which is kindof the opposite (more model detal with same amount of batches)
  16. Quite pricey indeed. I wasn't expecting it to be cheap but that is is, well, a bit too much.
  17. I would like a system that, if you skip the pre-flight checks then there is a small chance of failure for everything you didn't check. And if you do the check then there won't be failures. I think this would give a reason to go through the checks without the failures being too annoying to deal with and it should be pretty easy to implement. (With an option to turn this off too).
  18. Looks like the same problem as with FC2, basically a bug in the game with the FOV calculation. I made a hack-fix for it for FC2 but I dont know if it works for BS as well as I dont have it. If you want to try it, check here, also some info in this thread.
  19. How about quad monitors: :pilotfly:
  20. I updated the FOV fix, it now uses an entirely different method for overriding the FOV. This should not mess up the map or the labels (assuming it even works now :P) Download here. The DLL name is different so remove the old d3d9.dll first. In short, no. What you're seeing is the effect of a too wide FOV when using a rectilinear projection. And since video cards today can only render straight polygons, rectilinear projection is the only one possible today (The issue exists in all games). The same issue can be seen in photography, ie. here. The bottom image is rectilinear and it shows the same kind of stretching. The top image uses something else (could be stereographic projection) so there is no stretching, but straight lines are no longer straight. This kind of projection would require bending the polygon edges which is impossible with todays video cards.
  21. I made a little tweak that should help with getting a wider FOV with triplehead (not just SoftTH), like this (155 degree FOV): See this post in SimHQ forums for more info.
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