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Megagoth1702

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Everything posted by Megagoth1702

  1. So I am not crazy for missing all my snap views and having to reset them...
  2. Jesus christ, we had a weekend and in Germany it's a holiday. And they are still pushing updates. Big thank you and lots of respect! :thumbup:
  3. Getting some errors... 00003.019 ERROR SOUND: can't load proto file "c:\users\mega\saved games\dcs\sounds\sdef\concreteslide.sdef" 00003.019 ERROR SOUND: can't load proto file "c:\users\mega\saved games\dcs\sounds\damage\hit.sdef" 00003.020 ERROR SOUND: can't load proto file "c:\users\mega\saved games\dcs\sounds\damage\hit1in.sdef" 00003.021 ERROR SOUND: can't load proto file "c:\users\mega\saved games\dcs\sounds\explosions\explodeground.sdef" 00003.029 ERROR SOUND: can't load proto file "c:\users\mega\saved games\dcs\sounds\weapons\cannon\125mmgun.sdef" 00003.030 ERROR SOUND: can't load proto file "c:\users\mega\saved games\dcs\sounds\weapons\missilelaunch.sdef" As reported in this thread: http://forums.eagle.ru/showthread.php?p=1752826
  4. Thank you a lot, I am aware of that post. I was just looking for an autoexec.cfg way.
  5. I know how to insert changes to graphics.lua, but I am not aware of comparable edits to sounds. @aussieboy: I am using this soundpack with some of my sound. I love the config framework. And ... It's not working for me, getting error in DCS.log 00000.460 ERROR Lua::Config: load error Config/main.cfg:[string "C:\Users\Andrej\Saved Games\DCS\Config/auto..."]:2: attempt to call global 'mount_vfs_sound_path' (a nil value).
  6. Thanks man, that's dedication! I am very thankful man, if we can make this work - another clean way of modding will be created. :)
  7. Go up very high, depressurize the cabin, oxygen off etc. Blow off the A-10 canopy if you want to. Accel time. enjoy. Works 100%, screen getting blurry, dark and at some point you won't be able to control the aircraft.
  8. Is there a way to override sounds with this? Putting a sound folder as an "addon" does not work for everything so I wonder if I can use autoexec.cfg to do that job for me.
  9. Thanks for the answers! Sorry, what is prop coarse? So extreme hot/cold environment does nothing to the engine? What about that QNH value in the mission editor? Sorry, I am very curious at the moment, I am only at my DCS PC on friday-sunday and can play DCS for about 4 hrs total, so that's not much heh. I get pumped on information during the week and then test stuff when I'm home. :-D
  10. Hey guys, rightly there is a LOT of talk about the engine in this sim. People can't get it to run, people blow up their engines and what not. I am new to the P51, have no idea of how the engine works and would love to hear some stories of "how to kill the engine". On one hand simply because I am interested in how the sim works under the hood and what factors are taken into account and secondly because I wanna try it myself and see what happens. On the other hand - let's test out how deep this sim goes! Give it all! Not creative but well known - cutting down fuel when engine is runnin -> kills it. I am speculating about going up very high so the engine does not have enough oxygen to run but I doubt that the P51 can even get that high... What are your most creative ways of killing the engine? Thanks in advance, Mega.
  11. I am shocked noone took a look at this reply. I do not think that people doubt your modeling of the engine. I think there is a problem of communicating it to the player, especially ingame which is VERY hard to do without OVERacting with extreme "damage" sounds and smoke, gauges going all crazy and the plane shaking. Simply because it's not realistic. The engine is designed to run, not to shut down all the time, there are mechanisms to keep it running. So obviously it is rather hard to kill it under "normal" conditions. You can of course kill it and the death will be sudden and quck because (and this is just a random thought of mine) the systems can't take EVERY shit you throw at it.
  12. Please note that DCS has 2 main programs. The "launcher", which is used to configure settings, create missions, select training & campaigns etc. and the main "dcs.exe" which is the simulation. When you select a mission from the launcher and hit "go" or "play" the launcher.exe gets killed and the DCS.exe is launched. This means that whatever alt-tabbing you have done in the launcher does NOT affect DCS.exe at all. Only if you start alt-tabbing while the sim is already running (you are in the plane etc.) it will affect the game. A way around that is disabling "fullscreen" in options. The game will then run in a fullscreen window, you get NO seams but you have no alt-tab issues whatsoever. No disconnects during multiplayer and something to do (browsing etc) while the game is loading. Give it a try. There is a small chance of the overall performance being a bit worse than fullscreen but I do not see 1 frame difference. Might be my good PC or maybe there IS no difference. But it's what I heard. Give it a try. And dont't blame alt-tab in launcher for bad dcs.exe performance.
  13. Any official input on this? I think my track provides a perfect example of the problem. See how OFTEN the little cloud particle is created when t he aircraft is hovering and how much more often they get spawned when the helo moves. Max. particle speed must be cut down!
  14. Thanks a lot for trying to fix this. :)
  15. Has anyone taken a look and confirmed? Half a year later? :p
  16. Mh, I tried it out and it seems to be very hard to hit targets that move from right to left or the other way around. Surely that is always a problem but within 5km I though the vikhr could lead a bit more. :-/ Oh well, gotta wait and hope to have helos dead on in the future then. Or maybe I am missing something?
  17. Is this still being tracked? Please check out this track I recorded. There are NO other buildings or objects to be rendered and for testing purposes disable "grass clutter" etc in your settings. Unlock your FPS as well if you have done so (maxFps = 30 or so, remove that). Watch from F2 view, you can go to 60 seconds with accellerate before watching the effect. You can see stationary ground effect is fine, moving ground effect happens way to often -> many draw calls I believe (since GPU is sitting at 40% usage) -> bad performance. Gotta reduce particle generation frequency. ka50 low fps.trk
  18. Thanks for the explanation and video man! :) BTW: Do you have any idea how the proximity fuse works in the vikhr missile? Is it a small radar? Or maybe a timer?
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