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Breakshot

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Everything posted by Breakshot

  1. Спасибо. Ето очень хорошая новость! :thumbup: Теперь вопрос, какие именно параметры будут там по умолчанию? Вы уже определились? И будет ли возможность добавки других, если понадобиться?
  2. Well, im still waiting on Fahhh's confirmation about this... surely he also has those mods installed too!
  3. ^^ Agreed... Also it can easily be seen on some Su-27 HUD footage, i beleive the recent one that was posted here from Lypetsk... so it is a realistic implementation...
  4. hmmm are u sure it wasnt just a false positive? If not, please post on exactly what settings remove the line... I will try myself later too
  5. Hi Ali! Im afraid this is due to the way the new v1.5 3GO model adds the gun plate as part of it... this cannot be fixed unfortunately and the gun plate will always be "shiny" As a result, it is recommended to use the 1.03 version of the 3GO model with our skins... this is what we are currently doing in our squad... :) If you want, i can post up the relevant files for v1.03... let me know! Cheers!
  6. Yes i had this once too just the other day... it was when i tried to lock someone in EOS...
  7. Interesting! I will give it a try later today... will report here if its fixed... Just a question Fahh... to confirm, you installed ON TOP of 10.3, so u didnt uninstall anything yes? just ran the new driver installation... is this correct? Also are u using CCC? or you installed just the driver...?
  8. Bug in EOS modeling! EOS is stabilized by the horizon just like radar, which is fine.... However when you go inverted you are still blocked in your downward scan ability, its as if you were still level (which is due to nose of AC blocking FOV for EOS). But this is wrong because in inverted position you SHOULD be able to scan down below as EOS FOV is not obstructed anymore! Oh and funny thing is if you actually acquire lock first from level flight in EOS, and then go inverted in a climb, you CAN maintain track through the EOS looking downward in this fashion... But the problem is that you somehow cant actually scan there when u are passive BVR searching mode!! this is obviously due to down scan parameter being "locked" to just a few notches... even in inverted flight This needs a fix!
  9. Have you tried doing this test inverted? Im pretty sure the radar is gyroscopically stabilized to the horizon, as it should be... try the same thing while flying inverted and u will see it immediately... ;) As for the lower target disappearing first there can be other factors at play such as ground clutter, thus its necessary to keep the correct azimuth settings and expected target range to "focus on" the target (usually u want to lead the target by 10km), otherwise u risk loosing lower target more easily... the high target on the other hand is silhoetted against the sky so there is more room for detection error... ========================================================== Btw one thing i noticed which makes no sense, IMO... and it looks to me like a bug! Its regarding EOS... EOS is also stabilized by the horizon just like radar, which is fine.... However when you go inverted you are still limited in your downward scan ability, its as if you were still level (which is due to nose of AC blocking FOV for EOS). But this is wrong because in inverted position you SHOULD be able to scan down below as EOS FOV is not obstruted anymore! Oh and funny thing is if you actually aquire lock first from level flight in EOS, and then go inverted in a climb, you CAN maintain track through the EOS looking downward in this fashion... the problem is that you somehow cant actually scan there when u are passive BVR searching mode!! this is obviosly due to down scan parameter being "locked" to just a few notches... even in inverted flight This needs a fix!
  10. Yeah! I can post my server.lua here so you guys can check it out! Will do so later when home...
  11. I have a feeling its due to the size of the new textures... Is it possible for you to make a slightly lower res version of the mod? Mabe call it "Ricardo HD Medium Res" pack or something like that... Tbh, i found the current one too high rez, and it would be nice to have something in a little smaller format... I guess its possible to extract the cdds and do it manually, but then im not sure how to pack it back into a new cdds file... It would also look alittle less "crisp" which IMO would make it more realistic... Anyone knows how to do this? Extract from cdds files, perhaps reduce the textures into half of what they are now, then make a new cdds archive for the new reduced textures.... I have a feeling that might fix the line bug!
  12. Possibly in the patch, we have no idea, lets keep our fingers crossed! but im thinking better safe than sorry since this is just an additional part of the mod that has nothing to do with cockpits at all... just a suggestion :) maybe include it as an "option"? But anyway, for me the "line bug" is the deciding factor on this mod... ive tried everything so far, drivers, gfx settings, etc etc... :( could it be because the textures are too high res? Ive seen such issues due to textures for other games... Is it possible to make a slightly lover res "Medium" pack of the pits? would also be great for lower end PC users! :) I know im asking too much to quickly but this is a great mod to give up on... looking forward to the next release!
  13. hmm are you sure? im positive it doesnt, not for me anyway... Oh and beware, the above tweak severely messes up the cloud animations (as already mentioned above). Makes them jiggle like clock arms as you fly over them... a big NO GO IMO... unless you really need frames... which btw i havent noticed a single frame boost with this tweak... id personally recommend to stay off it! or mabe set a value of 0.05-0.1
  14. Exactly! refer to my post above... I have already mentioned that LOWERING far_clip does the trick! Check my link to a thread where A.S describes the solution in detail... Actually i would recommend the same setting as BS at 80000 to actually notice the change... oh and on top of that you get an nice FPS boost... :)
  15. Good stuff Ricardo! Any news on the "Black Line Bug"? I certainly hope you can fix this as its by far the biggest issue with an otherwise great mod... Also about the new payload options, doesnt that modify "rearm.lua" Id say not a good idea to add to the mod as this can be a critical file for Integrity Checks on some servers such as ours for example... just a thought... Cheers!
  16. Neg! As X-Man and others stated, this seems to happen a lot in FC2 now... probably due to the changed fuses... etc. I also noticed that this is especially prominent for Russian missiles like ER... they seem to go off like firecrackers and you need a few to actually make the kill... meanwhile the burning or very damaged bandit is spamming missiles at you... :( kinda lame if u ask me... because it really sometimes feels like the ER/T type of missiles have very little "punch" if you know what i mean... funny but shouldnt they be the most powerful usable missiles in the sim, at least TNT charge wise? something just doesnt add up, IMO
  17. Perhaps someone "in the know" can clarify this? ED? :)
  18. Majesco look here this might help! http://forums.eagle.ru/showpost.php?p=865286&postcount=86 @Mustang... actually you should DECREASE "far_clip" to have better fog blend! OT: Installed Cat 10.3... works great fps wise (smoother)... but RICs HD black line still there... but thnx for the tip anyway!
  19. Ok, in FC2 the zipped mission file structure (.miz) offers some files, such as "server.lua", "view.lua" etc. to be associated with the mission, and in turn be forced on a client during MP games... So my question is, what are the names of all the possible files that can go here? is there a definitive list somewhere? Also, wouldn't it be great to have "rearm.lua" to also be enforced by the mission as one of the files?! Surely thats a must for the patch! :helpsmilie: That way mission makers can do alot more with variety of payload reload options and pilots will have more choices when reloading on the ground... because as it stands now, we cant do much, especially when "rearm.lua" is integrity checked to prevent "LOPE" style cheating... So for example, currently the Su-27 does NOT have the option to rearm with say 6x P27ERs, 2x 73s and ECM (which btw i reckon would be its primary payload in RL due to lower available numbers of ETs) Basically we are stuck with only ONE standard payload for A2A when we rearm, which is enough as its the best payload (4x ERs & 2x ETs, etc), but this is still limited as sometimes more ERs can be handy, especially depending on evolving mission conditions... Instead we have a list of quite useless A2A/A2G mixed options in there by default... :noexpression: which IMO are of not much use... Im sure this issue is even more magnified for strike AC given they have such a wide range of payloads! Anyone up to speed on this?
  20. Good stuff! perhaps someone can make a simple tool for doing this automatically... like LOTU was before for FC1?
  21. Correct! Also note that increasing the view angles significantly like in Gozr's mod will lead to some "not so nice" artifacts showing themselves here and there... So actually you can only go so far from the default values... I for instance increased my views too but only to the point where im still safe from seeing ugly things in my cockpit...
  22. I know id be punching out ASAP and not be dumb enough to die... and certainly "vengeance", as you put it would be the last thing on my mind... imagine yourself in that situation, the panic, the stress... this isnt a Rambo movie u know... All you'll think about is pulling on the ejection handle... ;) Besides, any "terminal" hit would most likely mean you wont be able to fire anything regardless... but in FC2 it is very scripted on what kind of damages you can sustain, and more often than not everything dies apart from your missiles, which makes no sense... so it just becomes a maddog shoot fest in anger, which is kinda silly, IMO I dont think anyone is whining, but rather pointing out the somewhat questionable way FC2 models this aspect, even as compared to FC1... And if nothing is done about it, everyone will learn to fly with this obviously!
  23. Exactly... i dont find this very realistic as im pretty sure that in RL once you are hit, the last thing on your mind will be is firing off your weapons... :lol: I think in FC any "terminal" hit should mean that you cant fire any of your weapons... otherwise its alittle bit arcadish, IMO... Dead should be dead!
  24. Ok i did some testing with the black line problem... With any gfx setting whereby AA is enabled (any level) the line is always there... If i force AA OFF then no line... but obviously that really looks like shit overall... :( So it looks like some texture mismatch issue when AA is on... perhaps someone knows how to fix this? I dont think its the drivers because as we saw, quite a few ppl reported the line and i bet we all have different drivers (I havent updated mine since a long long time ago)... any ideas guys?
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