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MadKreator

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  1. MadKreator's post in 3 different Monitors + 2 WinWing MFD was marked as the answer   
    Your monitor 5 should be x = 2688, no?   
     
    [5] = { x = 1920, y = 1600, width = 768, height = 1024 },
  2. MadKreator's post in options.graphics.maxfps in autoexec.cfg not limiting fps since updating to open beta 2.9 was marked as the answer   
    ED added an FPS slider in the system settings, so you can just adjust it there now, instead 😉
  3. MadKreator's post in Strange graphics"bug" after last Stable Update - F14 Cockpit VR was marked as the answer   
    I thought I saw that in the “special” setting menu for the f-14 that you could disable them, or pick which style you want.. I may be wrong, I don’t own the f-14
  4. MadKreator's post in Best Graphic settings for DCS was marked as the answer   
    I run a 5120x1440 monitor and a 1920x1080 touchscreen with  an 4080, it has no problems with everything on high/ extreme hitting 100+fps roundabout  (with some exceptions).. I run msaa x2 but with 1440p I can’t tell any difference between x2 and x4 and very very little between off and x2 ( mostly around the HUD glass and cockpit edges).SSAA off, sslr off, SSAO I toggle back and forth sometimes because I fell like it gives a hair more depth but unless you’re really nitpicking details its not much difference.. I leave motion blur off and depth of field off ( good for cinematic, not really necessary in regular play) grass/ clutter leave to the lower end, not because of performance, just because I don't like 3’ tall grass blades.  Global cockpit illumination off as well. Chimney smoke at 1, preload at 100,000, forest /object detail/ distance maxed …really it  lots of personal preference. Your system should handle everything topped out without really even trying, especially at 1080p.  
    As far as reshade there are sooooo many filter to choose it’s tough to say these are the best. You really need to try them one by one and see what they do and find the best combo for your screen, depending on how well the lighting is, contrast, color representation on your monitor(s)etc.
    A good way to start though, with no performance impact,IMO,  is go to nvidia settings-desktop color/ appearance while in the game  caucuses or Syria on a nice sunny day( or just after sunrise/ before sunset (active pause works great for this) and play with the contrast, brightness etc.. and the big player- digital vibrance.. You can make dcs really pop by just changing that slider.. a little goes a long way on this one..  yes its doing this on a global level, but you’re essentially tuning the color/contrast etc for your monitor to get the best picture quality from it, which imo should always be done first on any screen before faking it with post processing.  Of course reshade can add on top of that if you’re looking to boost clarity/ sharpness more or fine tune specific color spectrums or fine tune lights and darks. I ran reshade for a long time. After 2.8 came out with the “ improved colors/gamma/shading etc” I found that I’m very satisfied with just tweaking the nvidia settings. At least on my particular monitor-Samsung CRG9… I can tell a huge difference in the color accuracy/ contrast etc between it and my cheap HP touchscreen.. if the hp was my main monitor I feel I would NEED reshade to compensate for its shortcomings. But thats also a $1200 monitor vs a $270 (USD) monitor.
    The 2023 and beyond video was cinematically great looking! I wondered too if there was new explosions, fire, shading upgrades etc.. Nope it’s all what’s in the game currently. Whether they use re-shade(which I personally doubt) or if its post processing of the raw video footage( more likely), who’s to say. Point being, every monitor will represent it differently and unfortunately the only real way to get that look is to find what’s best for your particular setup. No, not the answer you probably wanted, but honestly that IS the BEST way. Ive tried several other user’s “these are the best reshade settings” and it in my particular use-case, they definitely were not😂
    Now VR? That a whole other ballgame!
  5. MadKreator's post in What is "VR mask"? was marked as the answer   
    Are you talking about msaa mask? If so its the amount of anti aliasing relative to the FOV. With the slider all the up , anti-aliasing will be in effect across the entire field of view. As you mover the slider left( value down)  it will produce anti-aliasing closer to the center point of your view and not in your peripheral vision. You would notice it if looking around with your eyes in your headset. The idea being that since most headsets only have a small “ sweet spot” you have to move your head to look at what you want clearly anyway, so you can tune the anti-aliasing mask to give you smoother view in your sweet spot, if you don’t want it to affect the entire FOV.  I leave it all the way up, but I think its there as just a way to inch out a little more rendering performance with the effect of the areas outside of that mask zone being a little less quality. Just as turning msaa off in 2d, compared to having it on.
  6. MadKreator's post in Skeleton People was marked as the answer   
    Halloween event, just for fun
  7. MadKreator's post in Can't find out how to use bombs was marked as the answer   
    Ccrp as follows:
    -Master mode button until ccrp shows in hud
    -make hud SOI (coolie up short)
    -dms right to select correct bombs- lets say gbu10/12
    -tgp soi( coolie right long)
    -check tgp Ctrl page and make sure laser is set to latch ( usually do this long before getting to target)
             (on main tgp page make sure there is an L at the bottom of page, not P or B)(  LSR button on right of tgp page to select what the tgp fires, laser, ir, or both… make sure its on laser )
    -find target on tgp (china hat fwd short to zoom fov, dms fwd/aft to zoom in out) 
    Corrected—--Tms fwd/up short to switch between point track and area track( area track okay for static/ gps guided.. point track for laser and moving targets)
    Corrected—--tms fwd long to make the tgp SPI
    -line up center of ccrp pipper to ASL line, fly level
    -at the top of asl line there will be a small circle with a countdown timer, it will start counting down. At a certain time that circle will start moving down the asl line. When it starts moving hold down the weapon release button until that circle passes through the middle of the pipper, bomb should release.
    -nws button on to fire laser ( L at bottom of tgp should flash as well as the L on the left of the hud) 
    -bottom right of tgp will have a countdown time to impact timer( usually off by a second or two)
    -after impact nws to stop firing laser .
             (zoom tgp out any time after SPI point is made to get better view. )
    -start wide orbit around target area,  and search for more targets and repeat.. or fly out off harms way, turn back in, active pause and search for targets.
     
    Look in the controls for the active pause  function. It will pause the jet flying but keep everything else in the mission in real time, so you can go through all the settings and make sure you have everything done correctly. Very useful until you get the hang of it. Especially for finding targets. The tgp is awesome once you get it figured out but easy to push the wrong buttons when under pressure. 
    Hardest part for me is remembering to tms fwd long to set a point as spi. In the f-16 and f-18 when you designate anything with the tgp or sensor it automatically makes that point spi.
    Corrected—-One extra, but VERY critical step in the a-10. If you designate a target but don’t make the tgp SPI, then regular ccrp attacks wont know where to go.  As I was corrected in a later post, Once the tgp is SPI , no need to redo that for every target, just re-designate the next and fire. The laser will always fire line of sight to where the tgp is looking. So if using laser ordinance the target won’t necessarily need to be set as SPI, as the munitions will track the laser designator, although on initial release will drive towards the last SPI until the laser is fired ( fire laser first , then drop). 
    markpoints can be set on any sensor by using TMS right short. But in order to slew a sensor to the markpoint, there is a little 3 position dial under the cdu that reads ( steerpoint, mark, mission) that must be turned to markpoint, and correct markpoint selected, just as you would a steerpoint, in order to be able to slave{( china fwd long) anything to a markpoint. From there you can slew the tgp to a target, designate then tms up long again to make the designated target SPI.  Keep that in mind but don’t overwhelm yourself with that right at the moment. Work on one function at a time. If you’re learning the tgp and effectively launching a weapon, don’t try to mix in making markpoints and all that, just yet. It will come eventually. Work on those things separately. They will go hand in hand but gets all too confusing right at first. Markpoints are good for marking an area to come back to, or if you see some targets of opportunity, to mark their position for yourself or other a-10’s in your group. If you know where your targets are already then there not much point in using it( unless you accidentally slave your tgp back the hud( china aft short) and have no idea where the targets are lol
     
    I just did a few practice runs on a building and I hit my target 4/5 times with gbu 10. Not all will hit. The game does not have 100% accuracy built in. Just because you did everything right doesn’t necessarily mean your weapon will hit your target every time.
    I find with laser guided munitions they tend to do a little better with more altitude.  Try them at 10,000 ft and not, say, 4000. The bombs need time to adjust their flight path.
     
     
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