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Highwayman-Ed

ED Closed Beta Testers Team
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Everything posted by Highwayman-Ed

  1. Hey guys, Whilst flying around in the Hornet this morning with a buddy in multiplayer, we found that after we'd trapped and taxi'd to the cats again, after hooking up the blast deflector for the clients appeared where the players had originally spawned on the deck, and not where they now were. This was more than a little disconcerting after my wingman hooked up to the starboard bow cat whilst I was in the grove!
  2. Nah, it's all good, I'm just watching the hype train leave the station and heading to bed!
  3. Aaaaaaand it's officially May 31st in Australia :(
  4. I’m on the fence, I do like it in my Rift, however I will also state that they’re too much in low light conditions, and still seem to be as bright then as in the images above in bright sunshine.
  5. Thanks for your help Franky. My problem seems to be an issue with the name of the skin in the script... With CAM 0.77, in game the skin for me is called "American Airlines Retro" the folder in the mod is "American_Airlines" and if I use either of those names in my RAT script, it fails. --Declare local Variables local b737=RAT:New("RAT_B737") local b737skins={"Aero Mexico","American_Airlines","SouthWest Lone Star","UPS"} -- Set Departure Airfields b737:SetDeparture({"Henderson Executive Airport", "Laughlin Airport", "McCarran International Airport","Tonopah Airport"}) -- Set Destinations b737:SetDestination({"RAT_AIRLINER_EAST","RAT_AIRLINER_WEST","Henderson Executive Airport", "Laughlin Airport", "McCarran International Airport","Tonopah Airport"}) -- Set Skins b737:Livery(b737skins) -- Spawn Aircraft b737:Spawn(math.random(4, 8)) -- Set Commands RAT.ATC.messages=false b737:SetClimbRate(1000) b737:SetDescentAngle(0.6) RAT Test.miz
  6. Just a heads up for the masses about an issue I found when using the Civil Aircraft Mod 737 with RAT. For some reason if your 737 in the ME has the American Airlines Retro skin set, it caused the 737s to stop spawning entirely for me.m in 2.5. Changing the skin to anything else fixed it. To go along with that, I can’t get RAT generated aircraft to spawn with that skin either.
  7. Yes, and it’s great, but I’d still prefer to see it built in :)
  8. Great background to the campaign!
  9. +1 for toning them down, they’re excessive in VR and glow bright white in sunlight, even at sunset.
  10. +1, with some Airliners please!
  11. When sun light shines on the canopy of an aircraft, the scratches show with white highlights, regardless of the time of day. In the very early morning or late evening as the sun is on the horizon and the sunlight cast is a deep orange, the scratches still show in bright white. I noticed this in the AV-8B today, but have seen the same effect with other aircraft as well.
  12. Would it be possible to add a scaling effect to the existing Smoke Marker trigger action? It would be great if we could simulate smaller smoke markers for infantry type smoke grenades as the existing effect is very large for this. For example; Small = Infantry Smoke Grenade Medium = Smoke marker rocket Large = Vehicle Smoke Protection System
  13. Vive Pro native resolution is equivalent to a Rift at 1.3. A question for the OP, how is the screen door effect in the Vive Pro in comparison to your Rift?
  14. When fine placing objects in the Mission Editor, it can be really frustrating to try and move an object 1 pixel to the left only to have it jump to the right and down for example. I'd like to request some additional mappings be implemented for the ME so that we could use these to move objects in a finely tuned manner. For example; Numpad 4 key: Move object 1 pixel left Numpad 6 key: Move object 1 pixel right Numpad 8 key: Move object 1 pixel up Numpad 2 key: Move object 1 pixel down Tab Key: Cycle to next object in group CTRL + Z: Undo last action CTRL + Y: Redo last action This would help Mission designers no end when trying to create living environments
  15. Simple request to implement the option for a helicopter to spawn on the ground and be uncontrolled, as can be set for if it spawns on a parking spot. This would mean that when setting up ad-hoc mission starting locations, that the other helicopters setup as scenery for the mission could be configured with stores and carry configurable tail numbers helping mission makers build more immersive story line missions.
  16. Experienced a problem today in the UH-1 where when the cockpit is in shadow and moving your head around, the shadows on the periphery of your vision don't render along the very edge of the outside of each eye. For example, with the sunlight off my right side, the very left side of my left eye has a very narrow vertical band that has no shadows at all and the section of cockpit appears in full sunlight. It's not always present, it seems to flicker in and out as you rotate your view. Edit: Got it! In both of these images the band on the left side of the image should be in full shadow. In both cases, it was a very specific area where I had to look at the exact right angle for the issue to appear and as I moved my head around, it ONLY appeared in this location looking at this small area. If I moved my head in only a degree or so in any direction, up, down, left or right, it rendered the shadow correctly. Excuse the rudimentary sketch, but the image below may explain the angles and method involved in seeing the problem. It seems to be when the light source itself is 180 degrees behind the viewpoint at the edge of the FOV for the VR headset where it is generated.
  17. Found some odd behavior this morning on the way back from Mission 2 in the Huey UN Campaign (by the way, this is amazing since 2.5 was released!) With the sun low in the morning sky and my back around to it as I flew to the West, the light from the sun varied on the terrain as I rotated my head. See the two screenshots below for a clearer explanation. In this image the highlighted area is a lot darker, when the sun was DIRECTLY behind my viewing angle. Notice however that it's not just the trees which stand out, which is what I originally noticed, but the whole scene In this second image, you can see that EVERYTHING is lighter. With the sunlight behind me, everything was darker, as I rotated my head (left or right) toward the sun light everything became brighter! Textures set to Medium Terrain Textures set to High Deferred Lighting is On Lens Effects set to Flare Shadows are set to Medium Terrain Shadows are set to Default
  18. It's not just Flat Shadows that do this though. Flying with Shadows set to Medium and Terrain Shadows set to Default, I get the same effect with Shadows rendered at long range. When flying in the early morning or late at night, it's especially noticeable as the shadow LOD kicks in. Short range, higher quality shadows DO render correctly with the terrain, so you get the impression of the shadows rotating as you fly along a ridge line for example. See the two images below. The difference is around 30 degrees which on a flat and static image doesn't seem like much, but in VR flying along it's massive and incredibly distracting Here the highlighted area is just over 2 Km's away Here it is just under 2 Km's away
  19. Yep, should be mandatory to disable ASW in DCS, it's sooooo much smoother without it, somebody sticky this!
  20. Thanks Dave, it's interesting to hear how you've experienced rotor shadows, which differs from my own. In my personal experience flying Gazelle's, I never experienced a sharp edged distinct rotor shadow in the cockpit once the rotors were up to speed, it's not something that my eye could discern, same with props over cowlings of the fixed wing aircraft that I have flown, but we're taking this off on a tangent here. The request is purely that rather than a sharp distinct solid shadow being drawn, could there be an alternative that is more fps friendly and less distracting in DCS.
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