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Highwayman-Ed

ED Closed Beta Testers Team
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Everything posted by Highwayman-Ed

  1. +1 oh please make this so...!
  2. 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.
  3. 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?
  4. 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!
  5. 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
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. 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
  11. +1 although I'm sure they're working on it based on the 2.5 release interview with Wags
  12. 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.
  13. Same here, sometimes they even grow from nowhere and seems to ‘swing’ into view
  14. +1 for re-introducing a KC-10. A lot of the tanker ops over Afghanistan that I’m reading about with the AV-8B NA Harriers out of Bagram we’re KC-10’s because of the flexibility to refuel any receiver.
  15. Correct, currently it seems that turning the switch on gives the engine RPM boost regardless as to whether the water injection is active or not. The indicator light is working as expected however. I also have no real life expertise as to exactly if I should hear the pump noise or not without the water flowing, I'm simply stating the difference in the experience in DCS and that stated in the NATOPs documentation about the difference between Wet and Dry operation. Regardless, I LOVE the DCS Harrier, I just want it to be as great as it can be.
  16. +1 THE best module yet. Really looking forward to seeing her develop over the coming weeks!
  17. From what I’ve read in the NATOPs documentation for the AV-8B NA the H2O system is armed with the switch, but only runs when criteria are met. See the below excerpt from this document; "Take Off setting; Water flows when the throttle is set above 95 percent rpm for the -406 engine and 105 percent rpm for the -408 engine. After takeoff, water continues to flow until airspeed exceeds 250 knots, water is depleted, OFF is selected, or the throttle is moved below 95 percent rpm for the -406 engine or below 103 percent rpm for the -408 engine." In DCS, the pump noise is heard as well as an increase in engine RPM and JPT whenever the switch is moved into either the TO or LDG position, but the water flow indicator and decrease in water volume functions correctly when the above parameters are met.
  18. No detailed explanation necessary, but the KC-130 starting positions when placing them in the Mission Editor can be placed in Hardened Aircraft Shelters.
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  19. Thank You! And damn it, I was staring right at it. I just couldn't read it in the rift :music_whistling:
  20. OK, I'm going nuts and I'm probably staring right at it, but where is the Warning panel test button!
  21. I decided to map the nozzles to the grey slider on the side, but set an X saturation of 63. That way the center detent is the vertical hover stop.
  22. What's the Tarawa's Tacan frequency, I can't find where to set it in the ME
  23. Absooutey. I’m really hoping to get a full pattern in with proper ATC and LSO.
  24. Very very nice mate, you can tell that you've poured a lot of love into that one.
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