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laugen

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  1. How is this coming along, can we expect any new treats with the release of 2.5 ? Say, for example, new bomb effects? :-) Sent fra min SM-G955F via Tapatalk
  2. laugen

    Sidearm

    According to this site "Sidearm was intended to destroy the radar emitter—the antenna basically—and not the armored vehicle or the surrounding infrastructure it is mounted on. In other words, it's a suppression of enemy air defenses weapon intended to exact a "mission kill" on an enemy air defense system, not obliterate it and its controllers entirely. The same continuous rod fragmentation warhead was used in the AGM-122 as the AIM-9C, which gave it limited destructive ability, but a high probability of causing a fatal impact on the emitter itself. " I think ED could temporary simulate this with just disabling instead of blowing up the target (if there is such a thing)
  3. laugen

    Sidearm

    Yeah sadly there is no fragmentation damage. I would actually preferred that vehicles where disabled rather then blow up. I haven't messed around with it that much to notice that, but if that's it is the case it's an welcome feature. Sent fra min SM-G955F via Tapatalk
  4. laugen

    Sidearm

    They seam a bit unrealistic don't they? Or where these really able to take out an radar dome with a 25lb warhead? Sent fra min SM-G955F via Tapatalk
  5. I really hope we will be able to see a difference between a 500lb and 2000lb bomb now. Also hoping for reworked HE round effects :-) Sent fra min SM-G955F via Tapatalk
  6. Affirm. Sent from my GT-I9300 using Tapatalk
  7. Can't read through it all, but any words on fragments damage? Sent from my GT-I9300 using Tapatalk
  8. Thanks for the advices guys. Sent from my SM-G955F using Tapatalk
  9. A good way to check an difference in quality would be to place yourself at end of a runway with external view and look with an down angle at the other end. Where's if you had no AF it would look more and more blurry but with it on should look consistent or at least keep some degree of texture quality. Sent from my GT-I9300 using Tapatalk
  10. No sorry. AF is supposed to improve texturing. More detailed textures from near to far. That's the way I understand it.. Sent from my GT-I9300 using Tapatalk
  11. It's supposed to smooth out lines and textures although I'm not sure i cann tell any difference. Maybe 16 is a bit overkill since the resolution does not justify it. I just put on max since it did not impact the frame rate much. Sent from my GT-I9300 using Tapatalk
  12. I'm now set on PD 1.5, maxed out MSAA and AA. I'm done. Things will be blurred out no matter what settings i put. I think it comes down to the resolution and the optics inside the oculus. I also noticed that i have to look straight ahead to see a clear picture. When you normally would look down or in a direction without moving your head it gets nauseating. You focus, and get tricked. Hopefully next generation VR set's will come with eye tracking and better optics.
  13. Tried again with your setting and no other objects in the map and the frame rate was was fine, the mistake i made was loading up a mission with lot of objects in it.. I do however feel that the background is still very hazy. Maybe the above thread will have a solution. Please do post if you have new settings and you are happy with it. I kind a feel the same way about the nauseousness.
  14. Looks like it have already been discussed in another thread https://forums.eagle.ru/showthread.php?p=3041164
  15. Ok thanks, but have you tried boosting your PD and reducing msaa/aa level? I'd like to know what would come out best and your opinion on it. I'm a bit reluctant to even use msaa with higher PD because it seams like they both do the same thing (supersampling?). My experience is that it becomes a bit choppy even with 2x msaa and PD level at 2 and i have a pretty high end system and the 1080 TI I might be wrong, that is why I would like someone with the knowledge to clarify the subject.
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