

lefuneste01
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Everything posted by lefuneste01
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Hello, I like your campaign, I can really cope with robotic voices, mission are well made, interesting and various. Anyway I have 2 issues I'm not able to use ADF for 688 channel, the needle do not move. I tested with other missions, I made ADF working. But not in your campaign...Very strange. For the "radio" mission, it seems there is a bug (or I do not know how tu use staff). The Ark15 is pointing to the first radio truck, whatever the channel I use. I can hear the radio, can use the needle to go to it, but as soon as it is destroyed all other radio channels are void...So I put some icons in the map and used labels to go through... : I did not push the TUNE button after chanel change, it should be the problem... Another point :maybe you could put radio channels summary in the briefing ? I like to call ATC for startup or inbound (even if you put some voice messages) but ATC is not always answering to chan. 0...
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Hello, this is a bug linked to a test I did to see if Kegetys texture supersampling was worth to be used. finally I did not see any changes, but I left the shader with modification commented 'in case of'. The issue is dumping the shader even without any changes will put this "green to white" effect. I had this kind of issue for other shaders, the only way is to go to assembly language instead of HLSL. But as there is no change done here, just suppress in "shaderfixes" all files named "00000000cc428b13-ps*", it should fix the problem. I'll update the mod to remove these files. Thanks for reporting, it was not easy to detect it.
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How can you configure it ? I did not find any other option than kind of trim... It seems to me FTR is acting on all axis, at the opposite of "micro switches" of Hind which are only for yaw axis.
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It's too bad they did not do the same things than for the Hind. There is more or less the same problem, instead you press "microswitch" on pedal instead of FTR. But you have an option to "auto press" microswitch as soon as you go further than a deadzone you can setup. So if you use this option plus "the center trim", things are far easier to handle.
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Cannot turn off/get rid off the canopy reflection
lefuneste01 replied to mwlue's topic in DCS: F-16C Viper
You can try my mod which does not modify any DCS file : https://forum.dcs.world/topic/207154-3dmigoto-vr-mod-for-dcs-label-masking-color-enhancement-sharpen-fxaa-copypaste-of-radio-msg . There is an option to control reflection, but it may not work with F16 if it's not sharing with other planesthe same shaders for cockpit glasses. It's worth to try, use the openXR version as it will not be activated if you do not launch the injector before DCS (to do each time you are lauching DCS) -
As usual, send a track showing the issue (with F18 or AV8 or ant FC3 plane). I used the one given previously to fix G effect: do you have the same issue with it ? https://forum.dcs.world/topic/207154-3dmigoto-vr-mod-for-dcs-label-masking-color-enhancement-sharpen-fxaa-copypaste-of-radio-msg/?do=findComment&comment=5118971
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Excessive cockpit reflections - how to control?
lefuneste01 replied to cfrag's topic in Bugs and Problems
Reflection are ugly in VR, like stencils glued on glass...You can also try my mod to tune their visibility (up to no visible) : This mod is not changing anything in DCS files, as it is at rendering level. -
if you use the AH64 or the Mi24 I added some option I found usefull for them: enlightening of mi24 map or disabling of TADSS overlay in IHADSS. Plus the fix for NVG for all planes, or the NS430 for the Mi24. Plus the removal of awfull reflexions in VR. And if course all the other features.
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As you need to use the OpenXR version and launch it using an injector before DCS it's totally safe. In fact I sometime forgot to launch it before DCS and so have to restart DCS because mod was not active...
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I did some measurement and did not notice a big change. You can anyway try to comment (put a ";" at the beginning of the line) these two "include" lines in d3dx.ini : ;------------------------------------------------------------------------ ; flat shadow, to comment if needed ;------------------------------------------------------------------------ include = ShaderFixes\shadows.ini ;------------------------------------------------------------------------ ; Mi24 cockpit, to comment if needed ;------------------------------------------------------------------------ include = ShaderFixes\Mi24cockpit.ini first one is linked to shadow desabling (I did not notice any fps change when disabling shadow) and second one is linked to mi24 map enlightening. It reduce the number of shaders call "monitored" by the mod. I did not advertise them but if you can give some feedback.
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Did you do the troubleshooting guide at the first post to ensure you have a compliant configuration with the mod ? Can you post a track showing the issue ? The global problem is I can only modify low level shaders without having the full view of the game, and it's specificities. For example, AV8 cockpit glass shader was not the same in 2 different mission in the past, but this is no more existing yet. Or the shader I use for color change is not the same regarding G factor. The only way to cope with this is to have feedback and include new specific cases reported.
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Same here, not able to load a mission if reproj is forced on. But also not able to have more than 45 fps if reproj is forced offand helmet is at 90 Hz, even if I have 60 fps at 60 Hz on the same mission ! It's a beta and with last hotfix openXR is no more the default choice and things are working as previously, so let's wait next iteration. There is some potential anyway.
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I did some measurement with instant action DCS A10CII, takeoff mission, first 20 seconds recorded with Fraps, Reverb G2 60Hz, no reproj. No option triggered with OpenXR toolkit (except menu duration) DCS : no mod, OpenXR => Avg: 59.850 - Min: 58 - Max: 61 DCS : DCS 3dmigoto hunting=2, OpenXR => Avg: 59.750 - Min: 56 - Max: 61 DCS : 3dmigoto hunting=2, OpenComposite => Avg: 57.000 - Min: 53 - Max: 61 DCS : 3dmigoto hunting=2, SteamVR => Avg: 55.800 - Min: 51 - Max: 61 As my mod take ~5fps, keeping same fps with openXR would mean there is some fps margin. So I put my Helmet at 90 Hz and then DCS : no mod, OpenXR, 90 Hz => Avg: 45.050 - Min: 44 - Max: 46 Even if reprojection is not set in openXR tool for WMR, fps are capped at 45 but, as there is no reprojection, there are a lot of stuttering ! That' strange, because 60Hz is not forced at 30 if the target fps is not achieved, but it seems to be the case for 90 Hz.... But it looks like there is some potential, as soon as reprojection issue will be fixed.
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The last OB change illumination shader, so haze and effect linked to cockpit detection are no more working. Thanks for reporting issue with FXAA. I did some quick checks with new OpenXR support and found huge impact of the mod on fps...I'll check. You should be more accurate. Whic scenario, which fps before the pod, which fps after. You should have ~5 fps loss, but I found much more with last beta and native OpenXR support, I nerd to check.
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As I found a big difference in confort between the sharpen I made in IL2 and in DCS, I had a deeper look and found an issue in the DCS mod. Here is the version with a far less agressive sharpen : https://www.mediafire.com/file/nykfnrelgqf8ycm/3DmigotoDCS_VR_19.1.zip/file I also modify FXAA to have it applyed in cockpit part edge (not on texture). Can you please try it and give feedback ?