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NineLine

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Everything posted by NineLine

  1. Yes as BIGNEWY stated, night lighting needs some tuning still.
  2. Can you give the exact coordinates, a track or even the camera coordinates, thanks! Also remember: Road and waterways are still work in progress, if the water is baked in, its simply not added yet.
  3. Yes, we will never get mad if a customer wants to wait until its complete, if we waited until its complete the waiting time would most likely be the same. Many people like to join us on the development road, its a choice and can be a bumpy journey.
  4. You need to set your visibility settings higher, as well also read the post I linked above where some LODs and such may still be WIP, the reason WWE have a setting for lower visibility is for people who run into performance issues generating so many objects. Thanks.
  5. Make sure to read here as well, it explains the textures down low. To explain a little more the focus has been the textures from elevation right now, up high, It's one of the better-looking maps in our opinion, we are currently working on down low improving those textures, even Afghanistan in the upcoming update is working on smoothing out those transitions you talked about. And this is directed at all, it is Early Access so if you are here trying to diced if you want it, understand that there are things still needing work, some things need a lot of work, I have been staring at Iraq and providing much feedback, I have joked I stared at Iraq more than the Bush family so far. It will get there, but again its Early Access if that journey is not for you, then maybe wait. its ok.
  6. Seems like you just created a thread for it. The FAQ was locked because it was meant to be locked from the start.
  7. Early Access Known Issues and Development As with all early access products Iraq gives you access to the map as it develops, as such some items are still being worked on and developed. The following items are work that is ongoing or will be delivered during Early Access: Hand-crafted terrain around airfields and POI (points of interest). More unique models specific to the region Tuning of draw distances and object LODs Addition POIs, including but not limited, Oil Processing Plants, Power Infrastructure, Hospitals, etc Improved Roads and Road Networks, including bridges and waterways Some Airfield parking and/or layouts may change or be adjusted Please also note the look of the ground textures from around 750 ft to 2,500 ft. Below 750 ft, the ground clutter hides the lower-resolution ground textures compared to hand-drawn art. Above 2,500 ft, I think you’ll be hard-pressed to find a more realistic-looking map. It’s this in-between area that can look odd given the resolution and normal map shadows. It is something we are looking to improve though new tech as well as hand-crafted terrain textures where suitable.
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  8. DCS: Iraq and DCS: Iraq North are now available for Early Access. The DCS: Iraq map will initially launch with a meticulously detailed model of the Northern region, delivering an unmatched combat flight simulation experience covering in excess of 320’000 km2. This diverse map spans from the vibrant cityscape of Baghdad to the vast desert areas, which were key battlegrounds during the War on Terror and the conflict with ISIS. To the east is the Zagros mountain range between Iraq and Iran. Following the Northern region's release, the Southern region will be introduced. Players will have the flexibility to purchase the entire map which spans a whopping 1’800’000 km2 or select and purchase specific regions of interest. You can purchase the full map of DCS: Iraq with a special 20% discount at $55.99 during early access. In addition to offering the whole map as one purchase, and given the immense size of the territory, we have also divided the map into two regions each available as individual purchases: DCS: Iraq North and DCS: Iraq South. Each regional map gives you access to the entire Iraq map but grants the highest level of detail for that region only. The Northern region, being the most complete at launch, will be released first. You can purchase DCS: Iraq North today for $39.99. DCS: Iraq South will also be available as a separate purchase upon release, though no pre-purchase option will be offered. To gain full access to both regions at launch and secure the best price, we recommend purchasing DCS: Iraq during the pre-purchase phase. A purchase of DCS: Iraq North makes the entire map flyable in single-player and multiplayer, but only this region will be at the highest level of detail once the map is complete. This FAQ should answer the most common questions you may have. Early Access Known Issues and Development As with all early access products Iraq gives you access to the map as it develops, as such some items are still being worked on and developed. The following items are work that is ongoing or will be delivered during Early Access: Hand-crafted terrain around airfields and POI (points of interest). More unique models specific to the region Tuning of draw distances and object LODs Addition POIs, including but not limited, Oil Processing Plants, Power Infrastructure, Hospitals, etc Improved Roads and Road Networks, including bridges and waterways Some Airfield parking and/or layouts may change or be adjusted I Want the Whole Map in Higher Detail Excellent! Nothing changes for you and this will be like every map you have bought in the past. You need to purchase DCS: Iraq. This will give you access to the whole map, but only the north-central region will be in high detail and the other will be in low detail. Once the Southern region is ready, you will see this in more detail. Why Is the Map Available As Individual Sections? Please understand that this is one map, and you can buy the whole map in exactly the same way as you can with any other map. If you buy DCS: Iraq, you will have the whole map in high detail once each region is complete. However, if you do not want the whole map and are only interested in a specific region, you have the option to buy only that region. If you do this, you will still have access to the whole map, but only the region you wanted will be in high detail, and the other regions will be in low detail. The reasons for offering the split regions are: It allows a lower entry price if users want to fly to only one region. Everyone is able to fly this immense map sooner. The regions of the map are being completed in stages with the north-central ready first, then the southern. If we waited until the whole map was ready in high detail the Early Access release date would be later. What Does DCS: Iraq Offer? (UPDATED) The Iraq map covers areas involved in some of the largest military events of the past 25+ years. It features highly detailed cities and locations such as Baghdad, Kirkuk, Basrah, Amarah, and the Shatt al-Arab waterways, among others. In these regions, you’ll find over 30 meticulously modelled airbases, including Al Asad, Balad, and Baghdad International to name a few. Significant efforts have been made to enable the recreation of major conflicts like Operation Desert Storm, Operation Iraqi Freedom, and the War on Terror. High-resolution satellite imagery has been used to create authentic terrain textures, while aerial imagery enhances the accuracy of specific areas. Special attention is given to detailing terrain features, including rivers, roads, vegetation, rocks, ground clutter, and geological formations. The map presents a modern representation of Iraq and has been developed to offer gameplay that spans the many eras of combat in the region. Based on customer feedback we have decided to add the following airfields to the current development plan: Kuwait Ali Al Salem Airfield Ahmad al-Jaber Airfield Bahrain Sakhir Airfield Riffa Airfield Qatar Al Udeid Airfield Dukhan/Tamim Airfield Planned Iraq North Features during Early Access: H2 and H3 airbases to support Operations Desert Storm and Iraqi Freedom Improved roads Haditha and Mosul dams Oil fields Continued refinement of 3D object placement to ground texture The map below shows each available option for purchase for DCS: Iraq. For the full version of DCS: Iraq you will receive the entire red area, with the higher detailed blue and green areas as well. (The red area outside the green and blue areas will be in lower detail.) For the DCS: Iraq North you will receive the entire red area with the higher detailed blue area. (the green area will be low detail with this option) For DCS: Iraq South you will receive the entire red area with the higher detailed green area. (the blue area will be low detail with this option) The regions have been divided to maximize gameplay and re-enactment potential. Each region offers an exceptional level of detail, featuring highly detailed terrain textures, elevation mesh, an intricate road network, enhanced cityscapes, and meticulously crafted airfields. You'll also find unique objects, cultural monuments, and improved textures for various buildings, vegetation, and static vehicles, all contributing to an immersive experience. DCS: Iraq (total) Area: 1820000 sq km* 31 Unique highly detailed airfields DCS: Iraq North Detail Area: 321750 sq km* 17 Unique highly detailed airfields ( 13 at early access start, airfields marked in orange to come during development ) DCS: Iraq South Detail Area: 491550 sq km* 14 Unique highly detailed airfields *Note the map size area can change during development. The highest level of detail for each region is available only with the purchase of the individual region products (North and South) or with the complete DCS: Iraq package. Any region that hasn’t been purchased will still be flyable, but it will display a lower level of detail. Please note that the difference between low and high-resolution areas will be similar to what we have in the DCS: Afghanistan. Remember, even if you purchase only one region, you'll still be able to play online across the entire map with your friends and on your favourite servers. However, non-purchased regions will display lower detail. How Much Will It Cost? The pre-purchase phase is over with Early Access release of DCS: Iraq and DCS: Northern Iraq starting now. Early Access -20% Release DCS: Iraq (Full Map) $55.99 (USD) $69.99 (USD) DCS: Iraq North (no EA Discount) $39.99 (USD) DCS: Iraq South* N/A N/A *DCS: Iraq South is not available for pre-purchase. Coming soon. How Do I Purchase DCS: Iraq? Purchase DCS: Iraq in the e-Shop Purchase DCS: Iraq North in the e-Shop Iraq South is not yet available. Both DCS Iraq and DCS Iraq North are available for purchase on Steam as well. Sometime after Early Access release we will include DCS: Iraq in the two-week Free Trial Program on the e-Shop. The product will then be available for download via the in-game module manager for you to try before you buy. The Free Trial programme extends to most DCS modules; look for the ‘Trial’ button in the e-Shop for participating modules. What Happens if I Buy the Map Regions Parts Individually? While purchasing the whole DCS: Iraq map in one go will grant you a significant discount, you may wish to purchase only an individual region if you have a particular interest in that region only. By purchasing individual regions, you are curating the areas of the map that you wish to see in high detail. This option makes the map more accessible for those only interested in specific areas or are on a budget. Purchasing any of the individual regions will still give you access to the whole map, including online, in low detail. Those who purchase one region will not receive discounted pricing if they subsequently wish to purchase other regions. To enhance the detail of the map, additional regions may be purchased separately, as and when you wish. Those of you who purchase DCS: Iraq as a whole will have the exact same access as another user who would purchase all of DCS: Iraq North and DCS: Iraq South individually. Can I Fly with Friends or on Servers if We Have Mismatching Regions of DCS: Iraq? Yes, everyone will be flying on the same map and able to fly together without any issues, but the level of detail each person sees may differ. By purchasing individual regions, you’re selecting the specific areas you want to experience in high detail. Those who purchase the entire map will have access to high-detail across all regions as they become available and will receive updates throughout the Early Access phase. Will I Have Multiple Maps if I Purchase Individual Regions? No. All purchases give access to one map and individually owned regions dictate what you see in high detail within that map. How Might Missions and Campaigns Be Affected by the Individual Map Regions? If you are flying in a region where you do not have access to the highest level of detail, it may be that the creator of that mission or campaign references a world object you are not able to see. Otherwise, there will be no effect. Will DCS: Iraq have Winter Textures? Winter textures are not planned at this time. If I only own one region, will I still see and be able to use airfields on parts I do not own? Yes! Once the entire map is complete and if you only own one region, you will see the entire map, and the airfields in those unpurchased sections will be there and usable in the sim, including the ME. You will still see trees and buildings in these areas as well but in low-detail LODs. What does Early Access, Features and such mean for Terrain and how does it compare to Aircraft modules? We've noticed some confusion about what Early Access means for a terrain, especially when the option to own one or two specific regions are available. Terrain features like airfields, cities, and points of interest (POIs), are considered "feature complete" in the northern portion, meaning those objects and areas are present. However, this does not mean the layout or textures of those areas are final; they can continue to change throughout Early Access. The same applies to textures. Even in the Northern region, much of the content will remain a work-in-progress (WIP) during Early Access. One of the main challenges when creating a large map like this is balancing high detail with manageable size and performance. Our approach is to focus on getting the high-detail areas right in both regions and then refine the medium-detail areas in between. If we were to fully complete the Northern area before moving on to others, we risk creating an oversized map with poor performance, which would force us to scale back detail later. This method of developing maps is relatively new (DCS: Afghanistan was the first), and with this being one of the largest and most detailed maps to date, there will be growing pains. Some areas may look rough at times, and we greatly appreciate the support of those willing to join us during this Early Access phase. Your feedback and reports are invaluable in helping us improve the map. Why are you developing a new map when there are other items to add and fix? The staff assigned to the Iraq map would not be applicable to other tasks like the DCS Core, aircraft, AI, and other aspects of DCS. Likewise, the team creating the Iraq map is not the same as the one developing the Afghanistan map. As such, creating the Iraq map does not impact the development of other aspects of DCS. We're thrilled to bring this historic map to DCS, giving you the chance to explore and experience a region that has played a pivotal role in the late 20th and early 21st centuries. Thank you all for your trust, passion and support. We look forward to your feedback and suggestions. Please ask any further questions you may have below as comments. Yours sincerely, Eagle Dynamics
  9. I believe that is a big part of it, you have to consider the artificial feel system and what it does, now I do not have FFB yet, but I do ave the AVA base with the heaviest sprints loaded, and I think that has certainly helped to some degree not being so heavy-handed, many of the examples I have seen are people trying to Tom Cruise the stick. I am gonna do a vid of my findings tonight or tomorrow. Thanks all!
  10. I'll review the tracks soon, thanks. I have always found tacview very helpful, but you cannot always trust the data 100%. I have seen a few inconsistencies for sure.
  11. Well, what I wanted to know is if you have tried it with the changes, as well as what loadouts you were using, are these tests in real conditions or are you just jumping in, getting a bunch of speed and pulling back as hard as you can? Some damage has been introduced by way of hydraulic failures. Anyways, fair enough if you are not interested in checking, that is fine. Thanks for this, I would be interested in real conditions, during a dog fight, etc. I remember the original issue and it was super sensitive to breakage. So tracks from fights or other situations like that.
  12. Please supply a track of what you are experiencing. Thanks.
  13. I'm still waiting for my FFB stick, so I cant answer that but I am hoping if we add artificial feel in it will, I am also hoping this could be something you could tune yourself with a FFB.
  14. Hey all, so I think we have improved this somewhat, but one request I have reported was to do proper wing damage vs just snapping the wing. For many years across many sims, the loss of parts was used in lieu of real damage. I think its been used so much, especially in WWII sims people assume its real to have parts break off but in reality, most things short of a large explosion or collision will not do this. So currently, and still a 'to do' issue, is the ability to bend the wing instead of break. This means having damage, such as damaged control surfaces, vibrations, etc. This is an example of some tests I have been doing with WWII in not allowing the tail to fall off (excuse the videos not lined up that well) You should still be penalized for abusing the aircraft, and no doubt in my mind its abuse that we are seeing when the wings fall off, but the penalty might be too harsh. The other thing we are looking at is adding the artificial feel system in, now if any of you have experience with the Bf 109K-4 in DCS you will see something similar where we simulate control restrictions based on speed, so if you were in a steep dive you would struggle to pull out because the controls become less responsive. I would assume this system for the F-5 would be similar, but adding it might take some time and might be more appropriate for an FFB setup. So I think it is better, and a little more forgiving, but it still needs some love, until then you meed to be mindful of your speeds and home much force you are using. Thanks!
  15. If you have nothing helpful to add the the report please do not post, this is not helpful.
  16. As seen in Wags video, please make sure you do not have any static objects on taxi and takeoff routes. Also make sure to check out the PDF guide here as well: Let me know if you are still having issues, thanks!
  17. Dear all, I thank your for the feedback on this, and I share your frustration with the lack of quality change for this. We are looking at options to allow players to adjust for their own setup. I agree its moved much too slow and I have taken my frustration up the ladder. I hope to see something new on this soon. Until I will close this until we have something new and more viable to test, and once again I apologize for the time its taken. Thanks!
  18. Hey all, so as I thought this was a test and not intended to go into release, the plus side is we got good feedback on it, I have asked if we can remove and give it some more thought. Thank you all for your patience.
  19. No but I agree there needs to be one, I will ask about this tomorrow.
  20. To discuss what is listed in the original post which is all that is officially known, but as you can see, people still like assuming and all else.
  21. It seems it might be an issue with missions created before the update, if you place a hot start F-5E, the lights work fine as they are tied to the dial on the right hand panel for exterior nav lights. This needs to be turned up for the lights to work. I don't remember them being tied to that dial and if off not working, but least for now there is a work around while I check on how it should work. ok, update, according to the manual it is working as intended, the issue is older missions you will need to make sure the above knob is out of the off position.
  22. Thank both, I will take a look.
  23. Not sure I see your point, he means its not just cosmetic in that its more than just textures, there are many improvements based on the new model, many of those improvements were also passed to the old version freely as well. So the better comment would be "The internet remembers what it wants to remember".
  24. The only 'issue' I know about the radar is the ground clutter noise, and while it may be revisited in the future it was out of the scope for what was being done here. The Mavericks, even if a dev from 8+ years ago mentioned they would 'like' to do it would have required modelling a different version than we have now, I know some of you are ok with just slapping different weapons on, but I also remember the extra HARMs on the Viper, and even if it made sense, people were still upset by this. The intent of this 9.99 update was to improve the overall art and 3D modelling of the module. Being disappointed is fine, but keep I mind we did not promise or suggest it would be more than this. Thanks.
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