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Everything posted by Highwayman-Ed
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Sorry, I should have been more elaborate. All of the stars in the current DCS sky are all of the same intensity. If you look up at the night sky on a clear night in DCS, there are thousands of pinpricks of stars but they're all the same, thus trying to identify constellations is all but impossible. If you step outside in the real world on a clear night, you'll notice that some stars are faint, whilst others that typically make up the visible constellations are very clear and bright. I'd like to see this in DCS.
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Now that we're getting better night time lighting, I'd like to make a request for the night sky to actually reflect the night sky. With the new lighting, the starts in the sky are much more noticeable, but it's also evident that they're just a lot of pin pricks in the sky. we already have the moon phases modeled correctly, it would be great to see the stars shown in the same way, and look up to see Orion, Ursa Major, or the North Star.
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Using the SSLR feature when in the cockpit of an aircraft, the light sources that reflect from glass surfaces are not blocked by obstacles. In this screenshot, I'm at the end of Runway 08 at Kutaisi at 1 AM. Behind the aircraft are the runway projector lights, but you can see that the DED is reflecting the light from these projectors at the aircrafts 7 O'Clock, despite being blocked by the ICP housing would be blocking this light source. Only glass surfaces are impacted in any way by these lights, the remainder of the cockpit has no lighting change. The issue is present in 2D as well as in VR, although some of the instruments do appear to be shielded from the light in 2D only, such as the Artificial Horizon indicator cluster on the pedestal. logfile attached [ATTACH]227785[/ATTACH]
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Duplicate post dcs 2.5.6 reflection log.zip
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Just an update to this that I went to the Nevada map this morning to see if the issue occurred there. It didn't, however, since having flown in the Nevada map, the issue is no longer present in the Persian Gulf map. I've since flushed my fxo and metashaders2 folders, as well as the Terrains\map\misc\metacache and shadercache folders, but have been unable to reproduce the issue... The lighting issues mentioned by Der Hirte are still present however.
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In both the Persian Gulf and The Black Sea maps, I have issues with light streaks across the terrain in one or the other eye in VR, and from the testing, it seems to be related to the left and right tilt of my head in relation to the horizon. Troubleshooting here was conducted in the Persian Gulf map. In the image below, from the left eye, you can see that my head is tilted to the right in comparison to the horizon. The towns above the clock are rendered as they should be with the night lighting textures for the towns. In the next image, again from the left eye, you can see that my head is tilted to the left in comparison with the horizon, but the lighting textures are not being rendered in the towns at all, but instead have a 'streak' across them and the surrounding terrain. This phenomenon is also repeated in the right eye, but in reverse. i.e. when my head is tilted to the left in comparison to the horizon, the right eye gets the streaks, but when tilted right, the night time textures are rendered correctly. This is repeated in exactly the same manner in the Black Sea map and occurs in the cockpit and in external views. DCS was cleaned, shaders cleared with no mods at all prior to these shots being taken. Please find the log file attached. dcs 2.5.6 lighting log.zip
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Same issues, lights, shadows, clouds, objects... however, I also have them disappear in the right eye depending on my heads orientation to the object. Especially lights and shadows. Pimax 5K XR @150 horizontal FOV
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Same performance loss here as well, although it was much more pronounced in the Persian Gulf map on an MP server than in SP. In single player, there are micro stutters every few minutes that start after about 10 to 15 minutes and get progressively worse. Edit: Adding here that this experience is in VR and there seems to be a commonality that those of us experiencing the FPS loss all seem to be for those of us using VR
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[Official] SimShaker for Aviators
Highwayman-Ed replied to f4l0's topic in PC Hardware and Related Software
I'll take a go at answering this. If I'm correct, what you're asking for is for the DCS sounds to come out of your computer speakers, whilst the DCS helmet sounds come out of your headphones, and you can use some more transducers as well as your jet seat to add additional sensation to your simulator setup. If this is the case, DCS now supports the ability to send different sounds to different audio devices natively That way you can tell it to send your audio from DCS to 2 separate devices. Next, for the additional transducers, sure, you could hook them up to the same output as your speakers, but they'd just mimic audio outputs, not the simulation events that the Jetseat provides. What would be good for your setup however is to find a way to connect multiple devices to the SimShaker for Aviators tool, and either purchase another Jetseat and connect its transducers to your simulator frame, or find a way to hook these other transducers up to the same outputs on your existing Jetseat, but I would doubt it has enough power for any additional transducers. -
[Official] SimShaker for Aviators
Highwayman-Ed replied to f4l0's topic in PC Hardware and Related Software
If you need a beta tester for it, I'm on the Alpha ;) -
Confirmed here for VAICOM too. As soon as it has been run, it stops DCS from getting past the 10% loading screen until a repair has been run. Log file linked for when launching after VAICOM.
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Redacted. The issue is with VAICOM, not VR specific dcs Log.zip
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Correct, it should say; "The moment when the landing gear should be extended and the 3rd turn should be performed."
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A minor error, but with the English version (not sure about the Russian) when the instructor is briefing you on the pattern and explains each step, he states 'Retract' the gear prior to the 3rd turn, not 'Extend' The point may be relevant, you should pay special attention to the moment when the landing gear should be retracted, but as the instructions are read out, the final 3 parts all seem to be related to the final stages of the pattern, so it sounds wrong to say it at that stage of the briefing.
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Mozdok NDB's don't change for runway heading
Highwayman-Ed replied to Highwayman-Ed's topic in Object Bugs
That’s what I thought, but it’s not happening. In the track attached, the aircraft starts on the runway into a 3 m/s wind and the active beacons are in front of the aircraft. The same is true, of Krasnodar, Anapa, Maykop. Regardless of the wind direction, the same NDB beacons are active. I set an aircraft on the runway in the ME, set the wind direction from the East and the beacons to the East of Mozdok are active. Edit the mission and change the wind direction by 180 degrees to come from the West, and the aircraft starts from the opposite end of the runway, but the same beacons on the East end of the runway are active. No mods, clean and repaired copy of the DCS Open Beta -
Whilst re-learning the L-39, I found that the ADF instructions for the landing pattern referenced the NDB bearing, but it was off by about 30 degrees during the pattern. On the next fly-through of the mission, I then took notice of the fact that I heard the NDB beacon warnings for the Inner and Outer markers as I was climbing out from the take-off from Runway 08. From my understanding, the NDB beacons are supposed to be automatically switched based on the current runway direction being used, but maybe I (and the training mission) am missing something and there is a simple switch to select it. The mission is the stock L39-Training-2-Circular Pattern mission, and a track file linked. For my own curiosity, following this post, I set up aircraft at all of the airfields in Russia with NDB's at both ends of the runway, and they all behaved the same way.
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L-39 Training missions voices in russian
Highwayman-Ed replied to Tarres's topic in DCS: L-39 Albatros
Here's the first mission; L39-Training-1-Start-Taxi-TO -
L-39 Training missions voices in russian
Highwayman-Ed replied to Tarres's topic in DCS: L-39 Albatros
The more I thought about it last night, the more it bugged me, so I've started recording voiceovers from a free TTS site for the training missions. I did try with my own voice, but I just can't handle listening to myself give me instructions in the third person! The first training mission has been uploaded to the user files section and is awaiting admin approval, and I've just finished recording the lines for the second mission. I'll work on them as time allows and update the thread when they're ready. -
Description: When an AI aircraft is set the refueling task with a stop condition, the stop condition does not stop the AI aircraft from re-fuelling and it continues to refuel until it's tanks are full, or the tanker runs out of gas. Track file is linked showing the problem Track File
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Militariy Aircraft Mod
Highwayman-Ed replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
KC-10 is back! Thanks guys, much appreciated -
I'd throw my money in the hat for the OctopusG guys to "Kick start" their An-2 for FSX being developed for DCS, especially if it could be designed to land on dirt roads!
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One of the annoying things about refuelling with AI is that they will fill their tanks completely, and the existing triggers and actions available are not able to prevent this. For example, I've set up a mission to demonstrate how an AI aircraft refuelling process could work to make it a little more realistic as part of a campaign. In the track attached, the AI will approach the tanker on the port wing, wait for clearance, proceed to the refuelling point, then connect and take fuel. This is where things fall flat though. In this mission, I've set a trigger that stops the Refuelling task after approximately 3 minutes. The AI should then back off of the tanker and take up a position on the right-wing, but it ignores the command to stop the refuelling task and continues to refuel until at 100%, then continues with the next commanded task. This isn't necessarily an issue with a single wingman, but when trying to script a full story type mission, it can make things a little tricky. The main issue occurs when you're tanking from a small tanker like the S-3B. In some missions that I've tried to design, a pair of Tomcats that hit the tanker before you do can easily drain everything an S-3B has and then some, and you and your wingman flapping in the breeze. The request is to add a few items like trigger conditions to make refuelling a little better with AI. The first is to add a Fuel state condition: "Units Fuel State Less / Greater than, Equals XX%" that can be used to detect how much fuel an aircraft has. This then obviously needs to be tied into the refuelling task so that it can be stopped, as setting a stop condition on it now doesn't work. The next is a triggered action stop command: "Stop condition: Fuel State greater than XX%" The final request would be to add radio menu commands to refuelling menus for the amount requested: "Request 2000lbs" where the tanker will cut you off after delivering 2000lbs, or your tanks are full. Player: "Texaco, approaching for refuel" Texaco: "Player, cleared to approach, X,000lbs available" Player: "Request 1000/2000/3000/etc. lbs" Texaco: "Player, cleared to pre-contact, X,000lbs" or "Player, unable, X,000lbs available" then repeat step3 Then continue as-is with a transfer complete when X,000lbs is delivered. With these options, you'd be able to approach a tanker yourself, request a certain amount of fuel and have it delivered before the tanker will initiate the disconnect call. You could then set triggers up for an AI wingman to refuel to a certain state based on the mission designers storyline and make for a much more immersive experience AI_Refuelling.trk
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Hey, thanks for the mod, it helps me a lot with my Pimax and using the binocular view. I have however noticed an issue that is occurring recently. I first noticed it after upgrading to version 3.0, but it could well have been a change in DCS too that triggered it. The issue is that ANY missile exhaust loses part of its texture and 3d effect: With the Mod Without the Mod Track File attached Missiles.trk
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My humble 2 cents? As has been stated, we've almost saturated the BLUE 4th gen, and given that RAZBAM are doing the F-15E, I don't think there would be a lot of appetite for a pair of Eagles... Logic says to me that ED wants to balance the stable, but I'm not sure if the contractual and licensing rubbish surrounding the Lock-On planes is done and dusted. That rules out the Su-25, Su-27, Su-33 and MiG-29A, G and S.... but it doesn't rule out the K and it's certainly a module that a lot of people have asked for, hence the "Eagerly awaited" comment. Add to that, we have the DCS Supercarrier (Not DCS Nimitz class) module around the corner with a new Kuznetsov too, and I'm sure ED would want people to have a study-level aircraft to fly off of her... Finally, it opens another market up. The JF-17 just provided another study-level aircraft for Pakistan and China, the MiG-29K would, of course, be great for the Russian market, but it also adds a modern jet for India other than the Mirage 2000, the second-most populous country in the world where I'm sure there are more than a few flight simulator fans, whose wallets ED would like access to, and of course, it would be very much at home flying off of the INS Vikramaditya (Kuznetsov class) carrier :)