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Everything posted by Gierasimov
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I do 100% single player and 100% open beta. There is no issue, if there is a bug that affects my fav module, I use another module for the time being or if let's say Hornet A2A was bugged, I focused on traps and A2G .... That way: 1. I am "not affected" by bugs, 2. Benefit from latest changes, 3. Have a chance to find and report bugs to make the product better when those get resolved.
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One Friday afternoon: "The DCS: Su-22 is a new aircraft coming to DCS that is being developed by Sniper Studio. This module will be an accurate representation of the Sukhoi Su-22M4..." I HOPE
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@GazAce I sent you 75th SQN file and posted explanation here:
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@iQyThradz3137i This is what I did: In Livery description.lua you need to remove lines that start with "F18C_BORT_NUMBER_ and replace them with the new format: {"f18c1_number_nose_right", 0 ,"F18C_1_DIFF_323L",false}; {"f18c1_number_nose_right", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",true}; {"f18c1_number_nose_right", DECAL ,"empty",false}; {"f18c1_number_nose_left", 0 ,"F18C_1_DIFF_323L",false}; {"f18c1_number_nose_left", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",true}; {"f18c1_number_nose_left", DECAL ,"empty",false}; {"f18c2_kil_right", 0 ,"F18C_2_DIFF_323L",false}; {"f18c2_kil_right", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",true}; {"f18c2_kil_right", DECAL ,"empty",true}; {"f18c2_kil_left", 0 ,"F18C_2_DIFF_323L",false}; {"f18c2_kil_left", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",true}; {"f18c2_kil_left", DECAL ,"empty",true}; {"f18c1_number_F", 0 ,"F18C_1_DIFF_323L",false}; {"f18c1_number_F", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",true}; {"f18c1_number_F", DECAL ,"empty",true}; {"f18c2_number_X", 0 ,"F18C_2_DIFF_323L",false}; {"f18c2_number_X", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",true}; {"f18c2_number_X", DECAL ,"empty",true}; Then, at the end of file you need to include the custom arguments: custom_args = { [27] = 1, -- Tail change of type of board number (0.0 -default USA, 0.1- ) [1000] = 1, -- Flaps [1001] = 1, -- Nose [1002] = 1, -- Kuwait Squadron [1003] = 1, -- Australian Squadron [1004] = 1, -- Finland Squadron [1005] = 1, -- Switzerland Squadron [1006] = 1, -- Blue Angels Jet Team } If you want to show bort numbers, the line would be similar to this: {"f18c1_number_nose_right", DECAL ,"F18C_bort_number_PL",false}; and then custom args must be changed from 1 to 0.0 for example: [1000] = 0.0, -- Flaps [1001] = 0.0, -- Nose
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In description.lua you need to remove all lines that specify bort numbers and add the new lines (copied from default livery), then at the end of the file you need to include custom arguments. Have a look at one of the default liveries and compare to the custom one you have. Let me know if you need help with that, not by my PC now so I can't post example.
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Hi GazAce, This is the effect of the new way how bort numbers are created via description.lua. I can send you amended files to replace, need to test on Aussie pack first.
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Patch Notes discussion 13th, 21st and 23rd April 2023
Gierasimov replied to BIGNEWY's topic in DCS 2.9
Yeah it takes a little getting used to after years of previous speed. -
Patch Notes discussion 13th, 21st and 23rd April 2023
Gierasimov replied to BIGNEWY's topic in DCS 2.9
OK, it went from 'way to slow' (which was OK for me) to the 'OMG where is my TDC??!?' Question - are you going to tone it down a bit? Not saying that it should be as before, but I am thinking if the slew axis on VirPil and VKB (tried both) are not following this change nicely, then folks who use keyboard or other axis controls may struggle even more... -
Yeah, thanks! It seems to me that there is a new way how description.lua is made and that this is NOT a bug. Let's see what happens but after adjusting my custom skin description.lua based on the new Hornet default skin description.lua, my custom one works without issue now.
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Hi Flappie, Just for the sake of clarity, it is a bug and will be fixed, no need to adjust skins now, correct?
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Check this out! Stunning DCS Fulcrum video by haze https://youtu.be/Fcsp5uM0QB8
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DCS: Roadmap (unofficial - NO DISCUSSION HERE)
Gierasimov replied to Silver_Dragon's topic in DCS 2.9
RAZBAM's Strike Eagle Just some nice sounds: RDT_20230407_080328.mp4 -
Are any performance improvements still coming?
Gierasimov replied to Snappy's topic in DCS: Marianas
Try in MT and see how it works for you. I had 0 issues with this map on 1440p screen with 3 MFDs (800x600) since it was released. I guess we would need to compare settings: (C:\Users\giera\Saved Games\DCS.openbeta\Config\Options.lua) ["graphics"] = { ["BlurFlatShadows"] = 1, ["DOF"] = 0, ["LensEffects"] = 3, ["MSAA"] = 2, ["SSAA"] = 0, ["SSAO"] = 1, ["SSLR"] = 1, ["ScreenshotExt"] = "jpg", ["anisotropy"] = 4, ["aspect"] = 3.4444444444444, ["box_mouse_cursor"] = false, ["chimneySmokeDensity"] = 5, ["civTraffic"] = "high", ["clouds"] = 3, ["clutterMaxDistance"] = 1500, ["cockpitGI"] = 1, ["defaultFOV"] = 78, ["effects"] = 3, ["flatTerrainShadows"] = 0, ["forestDetailsFactor"] = 1, ["forestDistanceFactor"] = 1, ["fullScreen"] = false, ["heatBlr"] = 2, ["height"] = 1440, ["lights"] = 2, ["messagesFontScale"] = 1.5, ["motionBlur"] = 0, ["motionBlurAmount"] = 1, ["multiMonitorSetup"] = "fa18chornet3", ["outputGamma"] = 2.2, ["preloadRadius"] = 150000, ["rainDroplets"] = true, ["scaleGui"] = 1, ["sceneryDetailsFactor"] = 1, ["secondaryShadows"] = 1, ["shadowTree"] = false, ["shadows"] = 4, ["sync"] = true, ["terrainTextures"] = "max", ["textures"] = 2, ["useDeferredShading"] = 1, ["visibRange"] = "Extreme", ["water"] = 2, ["width"] = 4960, -
Check out Syria and Sea of Galilee, which has got a surface elevation ~ −214.66 m (704.3 ft). In DCS, it is ~ positive 10 feet. It will be the same / similar to all depressions in DCS but frankly all elevation data in DCS. For example Lake Qaraoun (Syria map) is also about 30 feet off from the official data, mostly lost due to mesh resolution I would think. In short, don't get too fixated about elevation in DCS.
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There is no land below 0 altitude so it's not going to happen if the said hangar would go below that. If it's at some elevation already then it could happen but I did not see anything me mentioned. In current DCS there is water everywhere at 0 altitude and land can go only up. That's been causing issues with many aspects of map making for DCS and frankly I don't understand why is that so. It's at least a third iteration of terrain engine and still such a silly limitation.
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The award of the most responsive developer goes to ---- The @OnReTech I would like to this kind of community engagement and interaction to become golden standard and official requirement for any third party developers.
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would be neat though ...
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Yep. I know you will. I was on about this bit: Couple centuries ago. Just made me smile.
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I am not sure, but I think Cairo Int'l isn't that old..
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DCS: Roadmap (unofficial - NO DISCUSSION HERE)
Gierasimov replied to Silver_Dragon's topic in DCS 2.9
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Anyway, lets continue waiting then