-
Posts
30 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Events
Everything posted by ww3231
-
Afaik the sprite drawn to fake lights like this is controlled via the livery, so a mod like it would need to be incorporated to every livery youd want it to affect.
-
Better Smoke V22 for DCS 2.9
ww3231 replied to Taz1004's topic in Utility/Program Mods for DCS World
Hopefully this gets updated, my favourite mod -
Strange artifacting after todays patch.
ww3231 replied to Cade108's topic in Weather System Bugs & Problems
same problem here -
Sadly, yes
-
AI lights cant be controlled unless theyre your wingmen. You want your player plane to be the one thats watched, then use AI planes as "cameras", by using F2 to cycle to them, then looking at your player plane from the view of the camera plane
-
Then I am afraid the explosion effect itself is made through different lightning calculations. Did you try with destroyed stuff thats on fire or only the explosion effect?
-
Yeah the those are quite tricky since they atleast have a decent-ish range even with vanilla settings. You could compare by blowing stuff up with the explosion effect, then having a different "camera" planes flying at preset distances of like 10nm, 20nm, 30nm, etc, then swapping the F2 view between those planes to get accurate results Also note, if you still have the 1st version of the mod (uploaded yesterday), I made the mod default bigger so you might want to redownload it. The modifier that affects ranges is DCS default 1, last version it was 5, and now with the mod that is currently up, its 10. Still not seeing any performance degradation
-
The light thats from burning stuff like destroyed buildings and vehicles seems to be affected at least. I am currently flying away from a strike, and can still see the blazes from 30nm away
-
Without the mod, the aircraft lights should just "disappear"once the camera gets like 2nm away. With the mod, you should be seeing the lights from atleast about 10nm away. Best illustrated by flying in total darkness since the mod doesnt touch city lights, nor does it no anything for quality. Only distance Will try to get an idea today, it may work but thats a though one to test accurately lol
-
Theres also a huge difference, especially on hornet, when turning on position and strobe lights, then going F2 and just scrolling the mouse wheel back. Thats the main reason I made this, carrier lights also being affected was just a happy accident lol
-
Yeah it can even go a lot further than I set the mod to, just didnt want to go overboard for now incase there some unforeseable performance issues. Doesnt seem like there are though, edit seems very lightweight
-
It makes most lights that are dynamic (so not cities) visible from much further out. Examples are navigation lights on aircraft, supercarrier lights, etc.
-
Most of this stuff is something I strongly feel ED should add to settings as sliders and options. Meanwhile, I am happy to dig through the files and try to find the hidden things with big impacts
-
Glad to have improved your experience!
- 21 replies
-
- 2
-
-
-
- stars
- brightness
-
(and 2 more)
Tagged with:
-
Thank you very much for the comparision! Ill edit it to the original post, if you dont want that just let me know
- 21 replies
-
- 2
-
-
- stars
- brightness
-
(and 2 more)
Tagged with:
-
Makes the stars slightly more varied in size (generally a bit bigger) and more bright. Goal is to achieve same look as stars in 1080p has, but on large resolutions and high AA.
- 21 replies
-
- stars
- brightness
-
(and 2 more)
Tagged with:
-
Simple tweak to star.fx to make stars better. Especially useful for high supersampling, 4k, VR OVGME Ready Breaks IC Comparison video kindly provided by VR Flight Guy in PJ Pants Arttu's Night Sky.zip
- 21 replies
-
- 11
-
-
-
- stars
- brightness
-
(and 2 more)
Tagged with:
-
Makes exterior lights render from much further out. Mod is set to 10 times further than default. Easily configured inside the mod, open "fake_lights_debug_uniforms", ctrl+f "Arttu", and change to your liking. Affects: Position lights, Strobe lights, Boat lights, Ground fires (maybe more, these are confirmed) Does not affect: Formation lights, city lights No noticeable performance loss. Breaks IC OVGME Ready Arttu's Light Fix.zip
- 34 replies
-
- 17
-
-
-
An edit to the SuperCarrier's Bano_RGYB.tga to remove the newly introduced blurriness on IFLOLS. Install in main installation folder Download link: https://drive.google.com/file/d/11OyzvsHhE74ecZ7UcZJWasmy2vE1moJa/view?usp=sharing note; uninstalling requires a full (slow) repair. If that doesnt uninstall the mod, manually remove "DCS World\CoreMods\tech\USS_Nimitz\", and then repair
-
In the .luas, there seem to only one value that affects both of those (long distance ground textures and lights seem to not be affected by visible distance or distancfactor) and that is commonFactor = x; in terrainoptions41.lua. However, increasing that from 1 to 2 breaks culling, making objects not directly in front of you flicker like crazy. Any other LOD value in either graphics.lua, terrain folder .luas, or terrainoptions41.lua seem to do nothing. Anyone have any ideas? Feels like Ive reached a dead end where only thing to grant me my desired outcome breaks the game
-
- 1
-
-
Mission 3, scripting error crash
ww3231 replied to ww3231's topic in DCS: P-51D Debden Eagles Campaign
Thanks! Will do and try again, if you dont here from me on this topic anymore, assume it fixed with those instructions -
-
Does the Syria feature same fixes from Caucasus despite being 1.0.0?
-
Ive noticed some trucks in convoys (the trucks with AAA) dont show up as hot on IR. DCS bug or mission bug?
-
Oh I am a newb, didnt realize I could command AI