-
Posts
1749 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Everything posted by Highwayman-Ed
-
Third coalition and neutrals groups
Highwayman-Ed replied to paradox64's topic in DCS Core Wish List
+1, with some Airliners please! -
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.
-
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
-
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?
-
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
-
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.
-
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.
-
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
-
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
-
VR Users with stutters - Make sure V-Sync is OFF!!!
Highwayman-Ed replied to SW0RDF15H's topic in VR Bugs
Yep, should be mandatory to disable ASW in DCS, it's sooooo much smoother without it, somebody sticky this! -
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.
-
+1 oh please make this so...!
-
Thanks for the input Dave, Whilst I don't dispute that humans are effected by the flickering of the shadows cast by the rotors, we don't actually see a sharp edged distinct shadow in the cockpit of a rotor blade, more that we interpret the rapidly changing light conditions. It's the removal of these distinct sharp edged shadows that I'm suggesting.
-
I'd like to request that the way shadows are drawn for rotors and prop blades at high speed is changed so that rather than each blade generating an independent shadow that is cast, a blurred effect is cast instead. The human eye cannot see a distinct individual rotor shadow from a rotor blade or prop that is travelling at high speed, and it breaks the immersion somewhat to have a sharp dark shadow flickering across your view when in flight. Instead I'd like to request that a new effect is created for these items that has an umbrella type effect and casts a single circular shadow when the blades / rotors pass a certain threshold. To add to the immersion, maybe the effect could pulse slightly in how much shadow it casts to give an illusion of movement based on RPM or perhaps a single shadow is drawn and rotated with a blurred effect to represent the individual prop or rotor blades. This may even help with frame rates given that DCS will no longer be tracking individual objects and casting shadows for them at very high speeds?
-
I'd like to request a new lens effect that is basically a copy of the existing Flare effect, but without the sun spots that are generated when looking at bright lights called Glare. I enjoy the Flare effect as it creates a realistic behavior when looking at or near the sun with the glare, this is great for screenshots and videos, but for actually flying the human eye would not see the sunspots that are generated. In VR this is compounded as it generates an independent lens flare with sun spots for each eye at different angles which can be very distracting. If we were able to have an option for this same glare effect when looking at a bright light, but without the sun spots seen in camera lenses it would add to the immersion!
-
Problem Ground clutter is only drawn in the right eye of the Oculus Rift when Differed Shading is set to off. When it is on, the clutter is drawn in both eyes. Frequency 100% Version 2.5.0.15365.345 - Fresh install
-
With regard to the AI improvements, I’d like to see an advanced waypoint action of ‘formation flying’ or something similar that dampens or limits ther AI roll and pitch rates and angles. For example, in the KA-50 deployment campaign, the Mi-24 that you are required to form up upon makes minor heading changes when reaching waypoints like its trying to evade a man pad, and it’s nap of the earth flying makes it look like they’re on a roller coaster with all the pitching up and down about half way through the route.
-
Whilst I see benefit in that, the problem then crops up with using templates. that road block pictured above for example is a template that I have created in the ME, when I wish to create a checkpoint like the one above, I just have to place one object (the template) and rotate it to the desired heading. I do like the suggestions for triggered animations though, nice idea :) Here is a short video to illustrate the original issue. It doesn't matter if there are other units present or not, the AI convoy behaves in a very similar way
-
Updated.
-
Same here (Rift user), love the look of the terrain with DS on and Gamma at about 1.4, but the contrast between the terrain and the cockpit is way too much, even with global cockpit illumination on. For example, to my eye in Georgia at 8pm on June 1st with the Gamma set to 1.4 and global cockpit illumination on, the world outside is as bright as I would expect it to be at midday but the cockpit lighting in the KA-50 just light enough to make out most of the labeling over the switches.
-
Hey guys, minor request I know, but a lot of missions I build for helicopters use road outposts as checkpoints and as it stands vehicles cannot drive through the road outpost, they have to go around it, which can cause some funky behavior when convoys approach them. I'd like to request a simple change to this 3D object to allow vehicles to drive through the road outpost.
-
The more naval operations focused we're getting with the AV-8NA and the F-18C, it's always nice to include some tasks for our multiplayer helicopter pilots in the missions primarily focused on these aircraft. It would be a great addition to be able to pickup and deliver under-slung loads from the decks of the LHA's and CVN's
-
I’ve cleaned out everything, and reset all of the values then worked up. Best settings for me are High textures, high water, high vis range, MSAAa off, AF at 8x, all shadows on flat and pixel density at 2. Clutter at 750 Tree range at 80% Preload at 120000 Chimney smoke density at 1 Gamma at 1.4 Generally performance is great, it looks really good, but it has some issues with odd shadow behaviour at low altitude, and looking 60 degrees left or right creates occasional stutters. Up above 2000ft, these issues go away.
-
DCS 2.5 Beta VR ground shadow flickering (LOD radius).
Highwayman-Ed replied to Frusheen's topic in VR Bugs
Same here, sometimes they even grow from nowhere and seems to ‘swing’ into view