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lanmancz

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Everything posted by lanmancz

  1. Perhaps there could be another option in the options menu to set the size of the screen (or can be read from windows hw info perhaps?) which the scaling algorithm would take into account with the given resolution to produce similar results on all screen sizes. But then again the real visibility also depends on how far you sit from your screen so I suppose we could go on and on adding more options. Personally I like a lot how it currently works. On my 27" 1920x1080 screen it looks great.
  2. Yeah, try it out more and watch for movement. Our eyes can detect movement really well, the new option helps you by putting on the screen something that moves and can be seen, which was the problem before that there was nothing. Not anymore. :thumbup:
  3. Nope. I use the enlarged option myself and the difference is clearly visible. The thing is that it is not supposed to be a cheat. You can always turn on labels for that. I like the new option quite a bit. You still have to work for it though - you need to scan, you need to look out and you need to watch for movement. The new option is hard to appreciate from a static screenshot but once in the sim and in movement I think it works great. You're not supposed to instantly spot everything with the enlarged option but it gives you a chance to spot it. And it works quite good in my opinion. That being said I am not against more options. If some people like it to be even bigger than it is now I have no problem with that although I wouldn't use the bigger option as I think it is not necessary anymore.
  4. Well I wouldn't call it "useless" but I agree that some better FLIR modelling would be great. I asked Wags this question during one of his Q&A livestreams and he said that it is on the to-do list but we should not expect it with the initial release of 2.0. It will probably take a considerable effort to implement it and I suppose they have their hands full nowdays wrapping up EDGE+Nevada.
  5. I suggest you send a proper crash report according to these guidelines : http://forums.eagle.ru/showthread.php?t=147710
  6. Hello, here is crash report from first mission of the campaign. The mission where the goal is to destroy the bridge. Shortly after release of second GBU31 the game crashed. Required logs attached, no track was saved however I have Tacview so I attached the ACMI file instead. dcs_15_a10c_crash_campaing_mission1.ZIP
  7. edit: ah, I got it. Turns out that the DUMMY unit cannot be marked "dead" or else the Unit.getByName() returns nil. That was the problem. So I created immortal standard unit and now it's ok. I knew it had to be something stupid like this :-) So this now works ok. I expanded it a bit so it also reports hits. Thanks for the debug tips though guys! local StaticTargetName = "DUMMY" local DetectionRange = 500 local ShotEventHandler = {} local HitEventHandler = {} local isHit = "----" local lastDistance = DetectionRange function HitEventHandler:onEvent(event) if event.id == world.event.S_EVENT_HIT then if event.target == Unit.getByName(StaticTargetName) then isHit = "HIT!" local _ordnanceName = "" if event.weapon ~= nil then local _ordnance = event.weapon _ordnanceName = _ordnance:getTypeName() end local _initname = "" if event.initiator ~= nil then local _initiator = event.initiator _initname = _initiator:getPlayerName() if _initname == nil then _initname = _initiator:getName() end end trigger.action.outText(isHit.." Who: ".._initname.." What: ".._ordnanceName.." Distance: "..lastDistance, 10, true) end end end function ShotEventHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT then isHit = "----" lastDistance = DetectionRange local _ordnance = event.weapon local _ordnanceName = _ordnance:getTypeName() local _initiator = event.initiator local _initname = _initiator:getPlayerName() if _initname == nil then _initname = _initiator:getName() end local TrackShot = {} function TrackShot() if _ordnance:isExist() == true then local _sP = _ordnance:getPoint() local _staticTarget = Unit.getByName(StaticTargetName) local _tP = _staticTarget:getPoint() local _distance = math.floor(math.sqrt(math.pow((_sP.x - _tP.x), 2) + math.pow((_sP.y - _tP.y), 2) + math.pow((_sP.z - _tP.z), 2))) if _distance < lastDistance then lastDistance = _distance end if _distance < DetectionRange then trigger.action.outText(isHit.." Who: ".._initname.." What: ".._ordnanceName.." Distance: "..lastDistance, 10, true) end return timer.getTime() + 0.005 end end timer.scheduleFunction(TrackShot, nil, timer.getTime() + 0.5) end end world.addEventHandler(ShotEventHandler) world.addEventHandler(HitEventHandler)
  8. +1 This would be indeed very welcome feature. I tried for example to set one of my free axis on my X52 to control my zoom level but as the axis jitter a little the zoom keep flicking in and out slightly which makes it unusable for this purpose. I noticed that even my throttle axis jitter a little but "luckily" due to the engine lag it's not a problem in this particular case. It would be nice if there was additional slider in the axis option for smoothing. It could probably do it by a simple average value of X milliseconds (set by the slider) from the input axis or something similar.
  9. Yeah same here. I couldn't draw if my life depended on it. :lol: But on the other hand I'm pretty good at programming/scripting. I will later release some of my missions once I polish them up to celebrate the 1.5 release :-) Thanks, I noticed this in the user files as well. Nice work :thumbup:, although it is a bit flamboyant for my personal taste :)
  10. Hello, Since Czech Republic is now added as a nation can we please be able to add our beloved Mig21 under this nation ? Also, can we pretty please have a proper livery for it ? :)
  11. GOOD JOB and THANK YOU! Gentleman, I'd like to say to all involved - GOOD JOB and THANK YOU! I have to admit that I was afraid of another delay but you showed all the snarky buggers like me how it's done! My apologies for doubting you. I just flew a quick mission in the Su25 (killing evil enemy trucks, got all of them bastards:-)) and it is wonderful! Even on my aging PC with all details maxed it was smooth as silk. The new effects are beautiful, the water and especially the beaches are lovely, the hires terrain textures make incredible difference,flying over cities is amazing. I could go on a on about it. The bottom line is - well done! DCS again proved to be the true king of flight sims and I don't see anything that comes even close! :thumbup:
  12. I have clean beta 1.5 install in a dedicated beta folder. Today I did a fresh 1.2.6 beta install + update to 1.5.
  13. Quick question - is the L39 going to be released later ? As I dont see it in module manager or the icon on the main page.
  14. Aaaaand it's home! Awesome! Well, see you all in 3 months, I have some flying to do now! :-D
  15. Great news! Well done! Nice 4 MB/s too!
  16. Huh ? When did they ever confirmed any of this ? I never noticed any official comments on the carrier stuff.
  17. I don't think so. I think it's going to be a "regular" auto-update. Although if there was a torrent release I would gladly keep it seeding on my server for couple of weeks.
  18. Yeah, sure. That's why I wrote "if it's not too much trouble" and that "I would welcome it". And I guess that's enough OT for me for one day :music_whistling:;)
  19. True, but I think I read somewhere that everything is subject to change :music_whistling:;)
  20. I don't get this whole 'responsible pilot' argument. It popped up in the thread in wishlist section as well. I don't understand why to limit that option at all if there is a possibility of having it in game. The engine limitation is that the sim needs to be paused to change keys, fine, but if it's not too much trouble to implement I would for sure welcome the option to allow my friends to change their keys on my private server. Not that I personally need it as I have everything pretty much setup but it has happened to me many times that I started a game for my friends with a simple training mission to teach them DCS and it would be very useful if they were able to change keys, I wouldn't mind at all. That's the whole point of our MP session, to teach them and to help them set everything up. The thing is that new player does not know which keys he needs to map to his joystick and so on and I also don't remember everything to tell them in advance. So in the end it's more distracting to both of us when he needs to quit in order to change keys. I don't really see any other than a technical reason to not allow this.
  21. I think the main thing is that it will offload much more of the work to the GPU. They stated several times that they do not pursuit multi core support as they concluded that it will provide little or no benefit, which is surprising but that's the status currently. PS: So I guess it's not coming out today so I can stop pressing F5 every minute, riiight ? :music_whistling:
  22. If you purchased the update version you need to have installed BS1 first I think (not sure if that changed since I used to have it). I used to have the BS1 on Steam and then purchased BS2 update from ED store but the update requires BS1 to be installed and activated on Steam first to work. Eventually I got tired of this and purchased full BS2 directly from ED and don't have to worry about this anymore :-)
  23. I'm sorry to be so blunt but I no longer accept this. I heard this all before. The difference is that now actual product that customers paid for is dependent on this. No matter which way you look at it missing deadlines is unprofessional. So unless you want to start discussing the status of project management at ED I suggest we wait and see. I don't really want to go further into my thought on this matter as I don't want to be banned from here.
  24. Not anymore. Now a release of a product that has already been put on sale and that many people already ordered is dependent on this release. It clearly states on the store page "will be available in September 2015". That is the primary reason why another delay would be highly unprofessional.
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