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zaelu

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Everything posted by zaelu

  1. You can't see the difference if you are not using maximum FOV through keys at least. Otherwise the game defaults to Normal FOV which is the same 90° This is how the new max FOV looks to me on a single 1920x1080 monitor I feel like in a sledge playing NFS. Edit Because some (like me) use an axis for zooming that axis can be tweaked in controls settings to discard part of the FOV angle like this: The result is the FOV max will be capped at around this: If you want you can tweak it to 60% or 65% (instead of 55% like I did) and you will have a bit wider FOV (almost like the old default). For the people that use keys... I don't think there is a solution other than wait for an implementation of a feature like Mi-8 has.
  2. We need to know how that special page is setup in luas so we could alter it there and maybe it will not fail IC since the actual view06.lua file will remain untouched. Although a setting like Mi-8 has would be perfect for Mig21 and satisfy everyone I keep wondering why BST didn't set up 3 sliders for Mi8 since it has 3 pilots and each view is kinda needing a bit of different FOV, especially the engineer can use a much larger one and also why the other BST planes and helicopters don't have this great setting?
  3. edited! It works!!!!! After some more testing and tweaking I will make a tutorial for the whole thing! :thumbup:
  4. you can use this mod made by sedenion perhaps? https://forums.eagle.ru/showthread.php?t=170524
  5. You need to add mipmaps (normally they are available already even in vanilla but also in mod packs by Sarway etc) if you moded them yourself. This is done with plugins from nvidia for photoshop... I am not aware of them being available for other software. Secondly... if you have mipmaps and see shimmering go to your nvidia 3d settings (if you have an nvidia card) and enable transparency antialiasing to multisample 2x (at least... little performance loss might appear) Also to stop tearing enable vsync.
  6. Hello and welcome! I don't know how to solve your problem... maybe f you use a virtual joystick remapper to make your joystick emulate an older variant with that name? However... Why not upgrade to DCS World and its Su27?
  7. This time it worked with 64bit version. :thumbup:
  8. The 32bit version has that feature off? Because the 32bit version worked flawlessly! :thumbup:
  9. I reached the point where the program sometimes crashes sometimes don't by just repeating the generate xml list process on same mods same address etc. like this :( PS Is the 32bit still susceptible of problems with big archives? I'm thnking to test 32bit also PS 2 I tested with 32bit version. All 61 main archived mods. No Problemo!! It looks like something happens with 64bit version.
  10. finally I'm on to something :D step 2 it seems its from some mods... testing further by adding them more mods
  11. It's strange but is the same. Either I do something wrong and I brake it or the files are not updated. is this helpful? I use 64 bit
  12. Sorry for the bump. I am afraid it's still not working. I redownloaded, I reinstalled from scratch, copied just the new binary and nothing... instant crash as soon as I hit the button Generate XML Source. :joystick:
  13. Lol... I discovered a bug... I shall call it "Seggy" :) Downloading it now and then I need to find how to write files in the www folder while I have remote access only on user folder on the server and then the big test should start... after I upload all the 8gb of mods :D . I think I need to do some weird chmod magic with my dcs_mods folder located there... But that after I return from work... again...
  14. Many Thanks! edit. finally my web server is up. still learning the basics but is up. so I started to play with repositories but when I try to create my xml file I get this without anything placed in the log. I tried also with default directory of Mods but same crash so I tried with a "new folder" with just one archive... tried with another single archive and the same.
  15. No, the program itself is in Program Files (x32) folder. The program Data contains only saved data in current install. Like what mods were installed, backups for them, profiles... Maybe at un-installation would be a good thing to have a prompt to delete or not the OvGME folder from "Program Data" in case of reinstall? I am sure you will receive then questions about how to create a second game profile. Maybe if you just add "(or config)" after Game profile? Or "Game/Config Profile"?
  16. I think this is permited as sedenion says. Create your normal DCS World 1.5 profile Create a second one named DCS World Saved Games (for example) but for it point as "game root folder" the DCS World folder from saved games. Then point as mods directory a folder with "mods" for Saved games folder. And that's all. Let me make a screenshot EXAMPLE
  17. You can create 2 profiles but be careful not to heave overlapping mods.
  18. Got it now :thumbup: . They are making also a Mirage 3 but how about something "simple" and fun... like an AFM pilot after ejecting and after deploying chute? Would work with Mirage too :smartass: . Just joking... have a nice Sunday and good rest after your awesome job with OvGME!
  19. Yes! F-5E acquired! :beer:
  20. Thanks for new features sedenion! Have a good rest! :D OvGME as is now is hands down superior to old JSGME on all categories and is also Open Source. What is the new ugly bug? Something we should worry about? And a question.... have you ever thought to code mods? Like... a plane or something for DCS? Sure... they are 73 in total but the ones with -Y or -Z in front of their names are either "alternatives" to other mods or old or for testing. the -Z and -Y ones I don't activate normally. The first wod says which category the mod fits. The last part says author version and date was created. Now that I am archiving them I can move date and version to info page. I made the list in spoiler tags so it will not clutter.
  21. You are right about this problem with huge zip files. Even winrar, winzip, etc do the same and takes forever to update a single small file. Maybe if the file would have some way to append some info in its properties but it doesn't seem possible for zip.
  22. Yes! Thank you again for the more humane An-2!! I kept your texture from ground texture mod to another... like a precious thing :beer::beer::beer:
  23. Many thanks!
  24. Which might be possible in a parallel Universe only... It's good people have enthusiasm but it should be also a realist one. There are simpler planes that had competent team and took many years to complete (or almost complete)... Starting to dream at a nth generation fighter only as a GTA mod is not gonna have much chances. How about a An-2? Or a skydiver? :pilotfly:
  25. Let's get serious again, people might confuse the thread with a ET convention :) So... I was wondering if you have time to add yet another feature (I think it will be annoying for you because you hate GUI stuff) . I was thinking since I have 50+ mods (and maybe others have the same) and it is a good thing to add them to archives... an option in the right click menu on a mod in the list that offers directly the "make archive of this mod" function. Basically right click... select "make archive of this mod"... then the normal make mod archive window appear with the fields for "Mod Directory" already entered and maybe even destination set either into same directory or a Temporary Desktop directory (so the doubling of the mod archived and in folder will not confuse people). Or maybe the folder mod be moved in a (ignored) Backup folder inside Mods folder at the end of archive creation process. (later the user can delete them or move them from there) I think this will also facilitate the new users to embrace OvGME easier as it will do the process of archiving a very very simple process. Oh... and another small feature that just pop up in my head... ability to add/change mod description after the archive was created? With such feature the archiving of every mod could be made automatically via a single command after selecting multiple folder mods. Because the info can be added later. Don't hate me :D.
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