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Posts posted by ww3231
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16 hours ago, Rolln said:
I wonder if there is any way with a mod like this to edit the big glowing xmas lights like on the Hornet at distance?
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.
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Hopefully this gets updated, my favourite mod
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same problem here
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5 hours ago, PawlaczGMD said:
Did anyone check if this breaks IC?
Sadly, yes
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2 hours ago, VR Flight Guy in PJ Pants said:
I just tossed some Mk.77Mod1 onto some empty ground just to make a show. (This time I actually started a fire). So if I were looking at the wrong direction, it is okay. I get some views anyway.
It is okay, I just wondering how to start the strobe lights on, at least on AI-controller Hornet. Because when I am making a plane-spotting video, everything looks pitch dark!
If you have any update, please remember to let us know.
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
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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?
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27 minutes ago, VR Flight Guy in PJ Pants said:
Understood. I have another video, with no plan to release, with the view further away but not far away enough to notice anything different. Anyway, the naplam script was a bonus.
Keep up the good work.
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
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34 minutes ago, VR Flight Guy in PJ Pants said:
Explosion? So far nothing special (not) so far...
Waiting for your update!
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
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47 minutes ago, VR Flight Guy in PJ Pants said:
Made a short, cannot really tell the difference, even from a distance...
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
11 hours ago, VR Flight Guy in PJ Pants said:This makes me feel safer jogging at night.
What about explosion?
Will try to get an idea today, it may work but thats a though one to test accurately lol
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16 minutes ago, VR Flight Guy in PJ Pants said:
Nothing presents it better than a flat top:
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
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1 minute ago, VR Flight Guy in PJ Pants said:
I see, thanks.
Making a video out of it then.
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
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5 minutes ago, VR Flight Guy in PJ Pants said:
Not sure what this does, but let me run a test or 2.
It makes most lights that are dynamic (so not cities) visible from much further out. Examples are navigation lights on aircraft, supercarrier lights, etc.
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13 minutes ago, Rudel_chw said:
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
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3 minutes ago, Rudel_chw said:
I'm null for editing videos, but here is a very short flight on vanilla DCS:
and this is with Arttu's Mod:
Seems like a keeper to me, and I'm a single player fan, so the IC is not a problem to me
Glad to have improved your experience!
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16 minutes ago, VR Flight Guy in PJ Pants said:
At your service:
Thank you very much for the comparision! Ill edit it to the original post, if you dont want that just let me know
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21 minutes ago, Rudel_chw said:
I'm intrigued ... by any chance, do you have a comparison screenshot to see exactly what you mean by "better". I will try it anyway, but not at home at the moment.
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.
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Simple tweak to star.fx to make stars better. Especially useful for high supersampling, 4k, VR
OVGME Ready
Breaks ICComparison video kindly provided by VR Flight Guy in PJ Pants
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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 lightsNo noticeable performance loss.
Breaks IC
OVGME Ready
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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
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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-
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Thanks! Will do and try again, if you dont here from me on this topic anymore, assume it fixed with those instructions
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Had crashes with the newest OB patch when something impacted the water. Fixed now due to updating this mod from v20 to v21. Thanks Taz!
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Some AAA tracers look a lot different in each eye. Attached is a track replay. Notice how on the right eye, the tracers are extremely visible light bars, and on the left eye they are barely visible.
I have stereo_mode_use_shared_parser set to false, both on config and autoexe.cfg
HP G2 v2
MT on
OpenXR
WIP Cockpit reflections
in Bugs and Problems
Posted
Please just make the slider in the graphics settings for DCS affect it, I dont care how good it would get I just want it off no matter what