dlder
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True; I couldn't find any new/modified ED files, so this one's good to go.
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Better Trees for Mariana Islands V1
dlder replied to Taz1004's topic in Texture/Map Mods for DCS World
what the actual f* ... where's all my text gone o_O Let me try to re-add this: I wanted to point out that, even though all textures which are present in the original DCS zip file (for instance: "BurfordHolly_ShrubSingle.zip"), also exists in Barthek's mod. But the ones from Barthek are older. So, to me that makes this mod outdated. Maybe it's still usable and of better quality, but I don't know. I'm no texture artist. First pic is Barthek's, second pic is 2.9.1 stable: Cheers! -
Yes you do because how OVGME works is: it just replaces the ZIP files (well before that it backs up the current ones). So, all textures not present in the modded zip file that is copied by OVGME to DCS are - of course - lost.
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Hi, thanks for your replies! Copy all!^^ btw, this (and other stuff) is located inside "Active" and "Init". If I want to start from scratch with a modified campaign (like more airports and stuff), then should the "Active" folder be empty? I mean, these files will get generated by the "FirstMission.bat" and get updated whenever I "Generate New Mission"? Man, thats unfortunate! You mean to change "base_mission.miz" or every newly generated mission "WWII Normandy P-51_ongoing.miz"? I'll try to update this campaign regarding frequ. and Normandy 2.0 Is there any "developer" wiki/howto available? Cheers!
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I've just flown the first mission. So I cannot comment on if it's truly working (I've never played a DCE campaign before), but I could finish the mission (I guess I have to land at the airfield I start from?), got scored and then... I usually exit DCS (I fly in VR) to watch TacView. So I don't know: do I have to exit DCS for the "post mission CMD" to open? Because it did and it then generated the next mission -> I guess I can't just play the next mission in DCS Now: what is like the "campaign successful" requirement? The taking of all airports? That is still quite unclear to me... what didn't work is talking to ATC ("Cricqueville-en-Bessin"). From the db_airbases it seems 119.75 is it's frequ. So it would at least be possible for the P-51 to set (it has 100 - 156 MHz). I've looked at the "first_mission.miz" and these were the set frequencies: [1] = 154.2, [2] = 119.75, [3] = 125.8, [4] = 111.9, So... it should've worked!? Strange... Got it: maybe the frequ. changed, because I just got into the ME and here this airport has 121.7 MHz!! -> seems to me like I need to update all airports? Is that done in the "db_airbases" file? -> can I also add the newest airbases for Normandy 2.0? Another question concerning my Wingman. I could talk to them, but in the .MIZ file they don't have any frequency set? [2] = { ["Radio"] = { [1] = { ["channels"] = { }, }, }, In a hand-made mission the AI Wingman don't have a "radio" setting, but just this: "frequency"] = 154.2, Second question: can I set the max (or fixed) skill of AAA or ground units as a whole? Because DCS's units still have godlike precision and I'd like to have them at low or medium skill; especially in WW2 AA guns didn't have radar and hitting something small and fast like a fighter should involve a lot of "luck"... IMHO. Thanks!
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Better Trees for Mariana Islands V1
dlder replied to Taz1004's topic in Texture/Map Mods for DCS World
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Seems like this needs an update (like Syria): for instance "HardSplat.zip": 2.9 stable - 428 MB - 45 textures Barthek - 314 MB - 37 textures So, the original might be of better quality, but what definitely is: you'll loose textures if you use this pack (ZIPs are replaced as a whole, not "updated", thus you'll fly this map with 8 missing textures -> that's why some things look "aweful") @Barthek just wanted to raise awareness; hopefully you'll update soon^^ Thanks! edit: here is an interesting question; I don't know how this games handles textures, but wouldn't the following work? currently, the texture mod has zip files, like the aforementioned HardSplat.zip | vfstextures\HardSplat.zip maybe it works if one unzips the files from the zip into a folder "HardSplat" | vfstextures\HardSplat\*.dds shouldn't DCS load it's complete ZIP file and overwrite the files that are available from the directory? -> thus we would get your modded textures and the missing ones would still be loaded Would be easy to test if one knows a "place" where some missing textures are!
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I'm just going through all of Barthek textures and Syria is a BIG difference! (for example HardSplatColor.zip) 2.9 - 27 textures - 61 MB Barthek - 22 textures - 34 MB So, yes, DCS will work with this texture pack, but you will loose original content!! So an update is actually very much needed imho! And I do hope one is coming soon, because I'm like you: once you go Barthek, you can never go back (this and Taz^^). @Barthek Thanks again for your great work! But can you plz give some insights? Am I wrong, or are you hopefully working on an 2.9 update? Cheers!update:
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gotcha!
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Hey, thanks mate, really appreciate it! Will try all that and check out DCE_Manager. Cheers! edit: is there an easy way to download the newest stuff? I couldn't find "scriptsmod" or "base_mission" to DL anywhere; is there a Github or User Files link? Also: your DCE_Manager has a User Link download, but it's older then the one linked in your signature?
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Is there a way to "update" an older campaign? I'd like to play a P-51 campaign on Normandy 2.0, and the old one hangs: https://www.digitalcombatsimulator.com/en/files/3311297/ DCS.log: 2023-11-24 12:37:04.910 ALERT LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_aircraft.lua"]:1672: attempt to index field 'callsign' (a number value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_aircraft.lua"]:1672: in function 'getNewCallsign' [string "./MissionEditor/modules/me_mission.lua"]:2283: in function 'load' [string "./MissionEditor/modules/me_campaign.lua"]:1066: in function 'func' [string "./MissionEditor/modules/me_waitDsbweb.lua"]:50: in function 'updater' [string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40> Thanks!
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I'm running it with a 4090 and since DFR it's a pure joy to use! Yes, DCS is one of the more demanding VR games (except for Minecraft Java, lol), but with Dynamic Foveated Rendering and especially with DLSS, it finally is very useable! (when I got it in the summer, I had like 30-45 fps, no I'm at 50-70 with higher graphical settings!) There is a lot going on to make it work (settings wise), but absolutely worth it. Couldn't imagine playing it with a lower res HMD
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A very simple and quick task: export the type of the players plane, so that I can setup my VoiceAttack profile for a specific airframe (walking through checklists and maybe specific "AI Comms"
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So, I've tried it and here's what I found out: onSimulationStart() only works in SP with aircraft set to "Player" onShowBriefing() only works in SP with aircraft set to "Client" onPlayerChangeSlot(id) only works in MP onSimulationResume() works everywhere / always
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Ok... I've 2.9beta installed and searched the scripts folder for that function but couldn't find it. And if I try to use it as a callback function, it doesn't work either... how are you using/implementing that function if I might ask? 'cause it doesn't seem to be a HOOK function. edit: ok, found it: GameGUI.lua in MissionEditor
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Thanks mate, really appreciate it! I've now been using "onSimulationResume" which works great; in both SP scenarios as well as in MP I didn't find "onShowBriefing" on hoggitworld... so where do you look for these functions? Is there a documentation somewhere inside the DCS installation or something?
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"onPlayerStart(id)" and "onGameEvent" doesn't seem to get called either, but maybe I can work with "onSimulationResume"...
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Okay, I've finally figured out how to use Hooks. BUT: I haven't found a way yet to determine the player aircraft when in Singleplayer where you can choose your aircraft/faction. Because "onSimulationStart" gets called before the player chooses the aircraft ("Choice of role" screen) and thus any player/aircraft data is NIL. And "onPlayerChangeSlot" seems to be purely a Multiplayer function, as it's never called in SP. How would I hook into that? How'd I get the aircraft in such multi-role SP missions? Cheers!
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Hm, I just came to realize, this only works if you have only the "Player" aircraft. If you can choose (ie. it's set to "Client"), the Name attribute is NIL. So this script doesn't really always work...
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I couldn't find any function for the export script (like "LuaExportStart"), that is run when you've selected a plane (like "OnSimulationStart"). So to get the players plane for now, I do the following: function LuaExportActivityNextEvent(t) local tNext = t if OutputFile then local OwnAirframe = LoGetSelfData() OutputFile:write(string.format("Name = %s\n", OwnAirframe.Name)) end tNext = tNext + 10.0 return tNext end Is there any better way to do this? Thanks!
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You're right; I'm now on 2.9 and the "original" ones work flawless with DFR! null And... this mod does now too!? -> Also, the NVGs look the same in every module, right? Because the original remind of Gen1 goggles, which is perfect for the old P-51, but tbh, in the F16 or 18 you should have gen3 or 4. Is it possible to get the year you're flying in and change the values in this mod accordingly? I have to admit, I don't think so, as those files are loaded when starting the game, so aren't really variable, but maybe there's a way for a "new" mod, which makes the NVGs use different values for different modules or year you fly in
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Did a few more tests (same graphic settings as before), without DFR though, as it's quite hard to keep your eyes fixed to the front^^ VR no QuadViews, DLAA, DLSS Quality, LOD = 2 Low Latency = Off, PreRendered = 4 = 37,9 fps VR no QuadViews, DLAA, DLSS Quality, LOD = 2 Low Latency = Ultra, PreRendered = 1 = 38,4 fps (a bit more interesting though is the difference in low frame rate though, because that is no "measuring inaccuracy") And here are my results between the DLSS quality levels; and quite honestly, without "looking for it", even Ultra Performance looks... "normal". Maybe when playing and using it more plus looking for differences, the lower rendered resolution would get more noticeable, but it is actually usable, which I didn't think it would. Quality = 38,4 fps Balanced = 41,3 fps Performance = 43,8 fps Ultra Performance = 48,9 fps @BIGNEWY I'm still curious about the AntiAliasing that is used with DLSS though. If it's automatically disabling DLAA (as in every other game it seems; I've never used DLSS though), will AA be forced to off or to MSAA? Would be sweet if it would "show" in the AA option; because right now its grayed out to "DLAA", which is apparently not used, so it should be set to whatever IS used, wouldn't you agree? Cheers, Hotshot
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That seems very doubtful. Because even if you selected MSAA with Upscaling off, as soon as you select DLSS, DLAA gets activated too (and greyed out, so you can't change it). Well, DLAA as I understand it is a shade based anti-aliasing, just like TAA and thus has a WAY smaller performance impact (if any). So it SHOULD give better performance. About the same performance as no AA at all. As per the update, the HUD problem is GONE. DLAA/DLSS (tested both individually), there is no more shimmering HUD, no matter the sharpening slider. The sharpener does make the HUD look better though; not so... thin/slightly washed out (I've tried with 0.75 just for the sake of it) Gonna try SSS in VR tomorrow
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Wow that was fast... there was just a DCS update (2.9.0.47168 Graphics. Some graphical options can be changed in the simulation without affect to picture: Anti-Aliasing, Flat Shadows Blur, SSS - fixed Graphics. Screen Space Shadows with DLSS cause Shadow issues - fixed MP. The new rotor wash effect is not visible other clients - fixed Graphics. DLSS. FC3 aircraft HUD blurs with rapid movement - fixed I'm gonna test again tomorrow to see what's what.
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I've been tinkering around with the new options and so without further ado: setting everything to max (incl. LOD to 2) is no performance issue in 2D (3440x1440) with 55,5 fps avg. (Marianas, as this seems to be most taxing when doing a low level flight): With DLSS set to Quality, this number went up to a whooping 84,1 fps! But DLAA introduces shimmering artefacts, most notable with a fuzzy HUD! And thus DLSS (which forces DLAA) is pretty much unusable: VR is a lot more taxing though, so I reduced visibility to High and 2*MSAA, with everything else is still maximum and I get 39,7 fps with QuadViews (meaning DFR (dynamic foveated rendering)): DLAA didn't improve the FPS at all for whatever reason, but the good news is: it's not effecting the HUD!! -> most likely, DLAA isn't working in VR and DCS falls back to MSAA? Though this means one can use DLSS in VR! This improves the FPS to 43,6! It's not much, but this is with "DLSS quality" + I've everything on max like LOD and trees + I'm on Marianas: Syria or even Caucasus will have a much better performance! Unfortunately there are still some problems for VR users: SSS (Screen Space Shadows) looks kinda ... "off" or wrong. I personally had to disable that, as the tree shadows looked a bit like "flickering shaders" (I aint no programmer, so I can't describe it any better) DLSS + DFR do not work well together! DFR seems to be a bit too hard for DLSS to work with, because there are noticeable visual artefacts when moving the eyes around. (I'll try to get a video of that). The Performance with DFR off and DLSS on is quite comparable though with 39,3 fps (vs. 39,7 with DFR): I hope this is interesting for some folks and let's all hope the deep-learning for DLSS will get better in time and be thus more usable for 2D as well as with Dynamic Foveated Rendering, because any one of those technologies makes this game playable with a high-resolution HMD like the Crystal, but combined, it's just a pure joy to play DCS especially with maximum graphical settings! Cheers!
