Jump to content

CapnCoke

Members
  • Posts

    130
  • Joined

  • Last visited

Everything posted by CapnCoke

  1. Fixed in V2.1.42. When starting a mission with NVG installed by default. Asking ground crew to install JHMCS II will no longer disable NVG. Again, thanks for the report. EDIT: Seems ED userfiles site is having some delays updating. Use this direct download link for now. https://www.digitalcombatsimulator.com/upload/userfiles/e18/s5rtb4mymtb5egpk0qbja0pzf31201jj/ModernMPD_v2.1.42.zip
  2. I see. It seems something has changed. Thanks for the report! I'll see if I can get it to work again for missions that have NVG installed by default.
  3. That is really strange. Currently its difficult for me to diagnose the cause since I deleted my mod from my mod manager and redownloaded the latest version and seems to work fine. The file that allows NVG to be used with JHMCS is in the F18C JHMCS II addon. Toggle Goggles is the correct keybinding. Sorry you had to go through the agonizing slow repair. Lets try to solve this step by step. Does JHMCS II colors work normally? Also, when you activate the mod in the mod manager, navigate to DCS World OpenBeta\Mods\aircraft\FA-18C\Cockpit\Scripts and open device_init.lua. Scroll to line 718 and check this line is included "creators[devices.HELMET_DEVICE] = {"avNightVisionGogglesV2"}". This line is responsible for night vision to work with JHMCS. If it's not there, then the mod manager might have not applied the changes successfully.
  4. They did some changes on how HMCS renders to fix an old issue. However, it seems they didn't change the material properties to accommodate with the changes.
  5. Hi Dunska. Were you testing it in a night mission? It could be that the mission default helmet is the nvg, and you have to ask ground crew to install JHMCS. Note that you don't need to ask groundcrew to install nvg for nvg to work.
  6. I spent alot of time modifying my mod to tackle this issue. It seems that using DLAA fixes that problem but for some users they prefer not to use DLAA because moving objects tend to get blurry (hence spotting aircraft can get difficult) or ghosting effects on the MPD. This also affects F18 MPD fonts but fixed when using DLAA. I had to adjust the hud stroke thickness and fuzziness to different values while comparing to real life sources of the F18 HUD. Took me a lot of trial and error but I'm happy to what I've got. Only problem is that it doesn't pass integrity check when you want to play multiplayer. It would be nice for this bug to be fixed.
  7. Fixed as of latest patch including colors in HMCS nvg. Thanks!
  8. I'm not sure if ED read our report or if they were working on it already but there was a bug report about the A10C Scorpion with NVG blurring some elements when looking at the cockpit frame. I added that since the scorpion is behind the HMD we should also be able to see colors. They fixed it in this patch and I just observed the changes done to the A10 and implemented it for the JHMCS II
  9. Uploaded v2.1.41. Fixed Mach/Alt not showing in SA page when hovering cursor over contact. Thanks to Spock for pointing it out. Was hoping yesterday's patch was a clean release. Turns out ED did not remove some lines but moved them somewhere else and I wasn't able to catch it.
  10. V2.1.4 is out. I compared every line with the current official F18C and made the necessary changes to my mod. This update includes all the additions and removals made by ED, ensuring that the mod reflects every change from the new patch. The mission of this mod is to provide a fresh new feel without compromising any minor changes from the official F18. Hopefully I've achieved that in this patch. Enjoy your weekend!
  11. Hotfix v2.1.37 is out to fix JHMCS not working with the new patch. I also managed to translate the scorpion fixes with NVG to JHMCS II. The blur mask issue when looking at certain parts of the cockpits is now fixed. Also, you can now see color through NVG as intended. Check screenshots below. Note that you do not need to set HMD brightness to minimum anymore. I still haven't reviewed the other changes from the new patch as I was focusing on getting this hotfix out quickly. So I want to leave a disclaimer that there might be other bugs when using this mod. nullnull
  12. But unfortunately it doesn't work this way. It seems from what I understand that it randomizes what effect to load upon impact to have some variation splashes. But one of the effect is a 20 meter high water splash that S-5 rockets also use. I am not sure if this is intentional, or if its not supposed to be in 30mm cannon effects list and ED accidently included S-5 rocket water explosion effect. https://streamable.com/vfy0v8
  13. Yes some parts of it is fine. Then one of it is not and it's big like an explosion. Look at example Flappie provides, this one is fine Then sometimes you get this which is like a bomb dropped in water:
  14. I uploaded the wrong version which was missing a single comma that broke the right MDI. So I tested the wrong version before uploading. Uploaded v2.1.36 which fixed it. Apologies for the oversight.
  15. Minor update: Todays update is a treat for players who enjoy nighttime operations. Added NVG support to HMD with JHMCS II. Some changes were done with MDI and AMPCD element properties to allow compatibility with NVGs and night time operations. Also, changes were done to JHMCS color elements to be compatible with night/nvg operations. The MDI/AMPCD brightness knob should adjust the new colors now (For the AMPCD brightness knob to work, you have to disable the map. This is a bug with the unmodded hornet). Due to limitations, I cannot separate the jhmcs colors and NVG (JHMCS II is behind the NVG so colors should work irl but impossible ingame). Also, due to how NVG shaders works ingame, set the HMD brightness knob between 1-5% (As minimum as you can) or certain elements are really bright. Also, there is a bug that causes blur to elements that are behind your cockpit frame. This is a known bug that affects the A10C II Scorpion HMD and was reported a while ago but still no fix. You can use TAZ Nvg mod to fix that. However, it will break Pure Client Integrity check. As always. Please leave some feedback/bug reports.
  16. Hi. Any progress towards a fix? It seems the HMCS is affected by the NVG "blur mask" so looking down at my SPI which was below the aircraft blurs the HMCS, which kinda ruins CAS. Also, I'm no expert but most of HMS promotional materials shows color with night vision. Since the scorpion hmcs is closest to the eye and a separate device than the NVG, wouldn't we be able to see color such as friendlies and waypoint names in blue?
  17. Hotfix: Mod updated to incorporate fix included In DCS official update DCS 2.9.5.55300 "Fixed: SA page TDC acts differently from RDR ATTK and AZ/EL TDC, should work the same way.". I also did a quick sweep for all the important files and see if anything changed but didn't catch anything else. It was tedious but that's the nature of modding. If you're a player that alternates between vanilla and the mod and noticed some strange or missing behavior, let me know. It will make my job easier that way. Anyways, I'm done with my F4E honeymoon and will be hopping back with the F18. I can't really see anything worth adding to the mod at the moment (That is moddable ofcourse). I might divert to a different path of MPD design instead of trying to replicate what the Super Hornet uses. Maybe dabble with the f16 a bit and try to get some inspiration from there.
  18. The changelog states that it adds additional visual clutter and noise. It seems it will make a human wso's job harder, but will that also affect Jester's performance to handle the radar?
  19. It seems the zoom's center axis fov is set at 95 instead of 80 like the majority of the modules (Noticed F14 is at 85 and Mig-21 at 90 so far). Not sure if this was on purpose but it would be nice if it's set to 80 to be consistent with other modules. Since ED didn't give us an option to modify the center axis fov, some of us set curves either by a third party program, or ingame user curves with our preferred y values for each x axis.
  20. Seen a user reviewing the FFBeast with the F18, and he required two hands to do certain high aoa manuevers. Rhino peak torque is at 9 Nm while FFbeast is at 32 Nm so yeah it does need a solid mount.
  21. Hi, thank you for bringing this to my attention. I don't have much time as I used to when developing this mod, but I'll try to get an update out ASAP.
  22. This reminds me of a similar situation with the Mirage F1's "ARTHUR". When I first flew it, everything was fine until I noticed that I'm pulling 10 degrees irl while my ingame visual stick was pulling around 3-5 degrees. That started to bother me and I disabled FFB simulation in the Special Options. I adjusted my curves and now its nearly 1:1 to my stick. I was happy until I started doing some combat missions in multiplayer instead of just flying around. During dogfights, I got into the habit of bleeding my speed way too much since I was aggressively increasing my turn rate. That's because the stick is not simulating the increase of forces which tells the pilot to relieve the stick a bit. I've also been pulling really high aoa in situations where I didn't really want to (eg. high speed low level bombing and gently pulling away). I also ended up snapping my wings alot when I suddenly pull to avoid a missile/AAA. I then turned on FFB simulation and never looked back. Flying felt natural and I rarely snapped my wings. I can understand the sentiment of those oppose to it. After flying the Phantom for the first time, seeing the stick behave like that felt really off. But I believe we still deserve an option to disable it like the Mirage. I'm pretty sure alot of people will go back and reenable it (get the natural feel back and let the stick do its thing), and some will just try to get used to it disabled (will keep the visual stick position 1:1 but flying will feel off).
  23. I assumed it was a bug because the splash effects size disparity. Only footage I can find of 30mm effects on water are naval guns. Not sure how different they are from GSh-30K in terms of explosives. 30mm starts at 0:37 https://www.youtube.com/watch?v=ycS2qvk1o_A. Also, I'm not sure if the effects are randomized or if its from the belt and one of the bullet types caused that weird effect.
×
×
  • Create New...