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xXstubbifiedXx

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Everything posted by xXstubbifiedXx

  1. big big smile on my face, you sneaky rascal! Thanks for the info.
  2. So much for doing new terrain then :'( You guys should really update the tools. Max 2012 is far superior in every way to Max 8/2008. Way better tools and viewport performance (6million+ tri meshes run over 60fps).
  3. Sorry to sound like a broken record here guys, but I'd really like to get an official word on whether or not the terrain tools/plugins/scripts are going to be updated to Max 2012. I really would like to start on a new theatre in the near future ;D Any info would be great!
  4. @ majapahit - Thanks! Looks like a I missed something on my end. That worked great.
  5. I got the RWR working through other means, but I can't for the life of me get the small SMSC readout working. This program doesn't work if you have the steam version of the game. Would anyone be able to post their lua/config scripts for the SMSC and CDU? Thanks!
  6. Yeah it makes things so much easier than having to lean/squash about with TrackIR, holding still to push buttons. Plus removing the cockpit is a nice boost to FPS, too :)
  7. Got Helios configured, finally. What a difference that makes.
  8. Does the Helios software work like Hawgtouch, where you can click with your mouse? Or does it only work with touchscreens? I couldn't find any solid info on their site about it. Your setup looks great btw! :thumbup:
  9. Have you tried tweaking your setup at all? I mean, yours is far better than mine (check sig), but I get a solid 45fps even in the largest city with these settings: (MFD's split to second monitor) In my Nvidia Control panel I create the game profile then leave everything default except these values: - anisotropic filtering: 8x - Gamma correction anti-aliasing: On - Anti-aliasing mode: enhance application setting - Anti-aliasing setting: 2x - Maximum pre-rendered frames: 1 - Power management: Max performance - SLI Mode: Alternate Frame Rendering 2 - Anisotropic optimization: On - Negative LOD Bias: Clamp - Texture Quality: High performance - Trilinear optimization: On - Threaded optimization: On If you get MFD flicker from using Alternate frame rendering 2, use the setting of 512 or 1024 every frame, that gets rid of it. What OS are you using? If you have Vista/Win7, try running in windowed both with the Aero interface turned on and off. Sometimes one performs much better than the other.
  10. That's awesome, thanks! :D **edit** Spoke too soon it seems, hah. Doesn't seem to work at all. I changed all three just in case, to full blue. but it was still green in the game.
  11. My first: http://en.wikipedia.org/wiki/Jane's_WWII_Fighters
  12. Awesome :) The patch comes out a few days before my bday as well.
  13. I'm waiting to see if the tools get updated for Max 2012. If they do, I'd like to start a map project as well.
  14. It's not a problem with the hardware, that's the way the engine is actually simulated. They said it maxes out at like 85% thrust or something like that. Do a quick forum search, I believe it's been mentioned several times.
  15. Sweeeeeet. That's the only real issue I had with the sim. ;)
  16. Yeah I'm with Spad. I accidentally stepped on my LockOn Gold disks so it's toast. I'd love to see Lomac/FC/FC2 on Steam as well.
  17. I didn't see that in the 1.8 patch notes. I know they're subject to change, but it's still not listed =\ I usually just tweak the gain/levels/brightness/contrast to get something that spots targets easily. This is default for me, targets clearly visible, but a little hard at double this distance: This is what I normally use. Levels: 0, Gain: 6, Brightness: 0, Contrast: 30 Works equally well in BHOT if the target blends into a field. It seems to work reasonably well - I don't ever really have problems trying to find targets, even in dense cities. The secondary texture set is still wonky though. Right now it's just an exact duplicate of the diffuse. If the terrain FLIR textures had their native contrast reduced by 50% and brightness by 25%, I'm sure it would look far more accurate to most FLIR images we've seen.
  18. I didn't really have many issues other than two of the three campaigns being completely hosed. I was hoping there would have been fixes done to those that would allow me to play through them (as I don't really play it online). I'll keep my fingers crossed and hope they'll work after the patch. Other than that, being an artist, I could only complain about graphical features. I'd like better looking explosions and some additional post effects (like screen shake, motion blur and white-out from explosions, rain FX on the canopy, et cetera). Things I can most definitely live without, but would be nice to have.
  19. Yeah the game just came out, heh. I think $59 is a bit steep as a base price, considering most AAA games cost $49 these days. But I personally find ED's work to be worth it regardless.
  20. I attached the profile I use. It's a modified version of Wag's profile. DCS.zip
  21. I would suggest using a faster speed conventional (7200 or 10k rpm) drive over SSD, unless you have ridiculous amounts of extra money to blow. In general, the performance gains you'll get from games on SSD do not outweigh the cost. I understand you're trying to solve the stuttering issue from audio loads, but I'd suggest looking at cheaper solutions first.
  22. Your Helios setup uses broken out panels in the game, they're not going to move when you move your head with TrackIR so that's one problem solved. You can configure your TrackIR profile to be as sensitive as you want and there's also the bonus of "precise" mode. Basically it lowers all of the sensitivity with the push of a button. So lets say you have your profile working how you want normally, but if you zoom in on objects you find that it's too jittery. You can assign the "precise" mode button to your Hotas so that you can press that and instantly lowers the sensitivity and keeps your view stable. Then you can just press it again to return to normal mode, once zoomed out. It's really a great piece of hardware. It might take a few days to get used to, but once you do there's no going back.
  23. PNG's are different beasts than TGA's. There's no real alpha channel in the classic sense. Basically everything needs to be masked to a transparent base layer background. Then when you save it out, the alpha is created based on masking from color to transparent. It's pretty wonky, but not that bad. If you put everything into a single "group" layer, you can just mask that parent group and you'll be golden.
  24. So I take it this is a clickable setup like Hawgtouch that works on non-touch monitors as well? Does it support the Steam version of A-10?
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