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Everything posted by Breakshot
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rgr, thanx!
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Guys just to get back on topic here.... Because id like to know myself too... Is the "Master Arm" command still present in FC2? Because none of the replies answered this simple question... :music_whistling:
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Who in the Lomac Community uses radar Automization?
Breakshot replied to 3Sqn_TomAce's topic in DCS Modding
Sorry if i came across like that, im not here to start a fight or anyting... I have reworded my previous post above... Now lets get back on the ECM range thing... question is, can it be removed from the mod? And if so wouldnt it be a good compromise, for those who still want the TWS autoslew... -
Who in the Lomac Community uses radar Automization?
Breakshot replied to 3Sqn_TomAce's topic in DCS Modding
Quite frankly even the TDC auto-slew IMO has more detrimental effects when flying F15... And i have been flying F15 extensively for a long long period of time with both options, only to find that the default manual way is still more reliable in keeping track (providing one knows how to work it properly) due to automation sometimes interfering with manual input and 'snapping' in a wrong manner thus breaking track... very annoying to say the least As for RUFOR radar automatization that was done in some LRM version for FC1, id go as far as calling it a total nightmare which liturally broke the Rus radar from being operated properly... i have no idea how anyone could have flown with that one... ========================================================== Now regarding the ECM ranging.... well that is just overboard, IMO... The most annoying thing to me about this is that it seems whenever some of us dont agree on the validity of such implementations, we just get the same answers that just go round and round in circles... Its as if both Yoda and GG feel they must always defend their implementations at any cost, and of course can never be proven wrong.... Wouldnt it just be easier to release a more simplified version and give users the choice to use the more 'questionable' aspects such as ECM range only if they want to? Because from the tone i hear reverberating here is.... "Do it our way or the highway, because we know these things better than you"... which is quite sad i must add... I say make a clean version without the range stuff first, and then mabe the community can take a look at it at a more objective angle... ========================================================== What worries me most is what 'other' scripts are possible... Lest face it, when these things get developed they stay internal and can be misused, even if there is no bad intentions present... im guilty of doing this myself too... so my point is, how would one trust it to be different and 'fair' this time as its claimed to be? Afterall doesnt the ECM ranging give the F15 quite an unfair capability (which in RL would be questionable to be nearly as effective, not to mention the fact that we are dealing with older F15 models in FC environment) I say default export.lua is the ONLY way to go for public day to day servers, hand in hand with appropriate integrity checks, just like we used to to before (take the old 504 server for example which ran all exports OFF and worked great, with stats great missions etc etc)... This is the only way to ensure trust in the community... afterall 90% of all online pilots dont go that far as installing intricate lua mods for their alter 'figher pilot' ego needs anyway... Now as far as events and special missions are concerned, we should use these tools as needed to simulate different combat environments... Now there is where Datalinks, ATC software, whatever else would be great to have! just my two cents on this... Cheers! -
Im not sure if its been mentioned already but ED, please take a look at the 'MP Chat' getting all controls stuck... its something to do with the modifiers that mess this up... I cant beleive that was missed by the beta testers! a MUST FIX!
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Low fps while using MFD with Mavericks etc need tips
Breakshot replied to Kaptein_Damli's topic in Bugs and Problems
Btw, this problem also persists in Black Shark... However due to the lower nature of flight in BS, you rarely pan your TV into the full scope of horizon... thus the issue is less noticeable, but still there I think ED should take a look at this and optimize whats drawn on those displays, just like it was previously in FC1 (where there was NO problems of such!) Because the way it is now = complete unplayability for strike pilots! Even with very good machines is a no go, as we saw on all reporting above... ED please note this down for a patch or something! -
Anyone tried this?
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Low fps while using MFD with Mavericks etc need tips
Breakshot replied to Kaptein_Damli's topic in Bugs and Problems
Agreed! In comparison with FC1 it is absolutely HORRIBLE in terms of FPS.... Its obviously related to the fact that the whole horizon is rendered in high detail... Even setting the far clip to a low value doesnt seem to affect the Shkval much... There needs to be some sort of "Optimization Patch" for this! -
hmmm i sure hope you backed up those files as it might be a dangerous solution... I checked the sizes for terrain CDDS files, and FC2 files are of DIFFERENT size than Black Shark... so there is a difference in those files for some reason or another... So be careful before simply replacing those files!
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Good idea! Let me know if you find out something...
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I think the server controlled pre-set payloads are a good thing in a way... You can balance missions and allow more realistic payload options, instead of all F15s running around with 8 actives for example as we saw in FC1.... But the fact that you cant change tailnubmers now... thats a BIG letdown, IMO... :(
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Can you elaborate more? Did you set the value from 0.03 to 1.0? or to 2.0? Also any visual differences with the clouds?
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Will FC1 soundpacks still work in this "new engine"? Sorry we are going abit OT here..
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Is FC 2 really runs faster than FC 1.1?
Breakshot replied to FBW's topic in Lock On: Flaming Cliffs 1 & 2
Id say on average it runs about the same... If you could run FC1 on medium, you should be able to run FC2 just about the same... Also most of the FC1 mods/fps tweaks still apply to FC2 so you can use them, just make sure you backup files before messing around... -
Can you elaborate? Mabe a link to where it was mentioned? So as far as i understand you are saying that FC2 assigns sound to run on separate core? Sounds pretty cool if its true and i would say it should benefit any OS as long as its multicore...
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Good post Cougar... Sounds like all the LRM features we had to use previously (in FC1) were implemented, and then some!
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Yeah its not that simple, there are way to many factors to even think of when it comes to stutters... But anyhow my precatching is always set to: 100000 (100km) for ground and 10000 for units respectively, which should be consistent with "High" settings, AFAIK What exactly do you imply by "changing them". Lower or raise them? On the other hand Im quite positive that my modellod was causing stutters in FC 1.12 as once i dropped it to default it was noticably much better...
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Agree completely! I know for one that 51st Dedi will be enforcing this file as default, among with relevant LOM related mod files once the community has standardized a set of 'new AC models'. We should all strive best to close the "visibility loophole" that we all know can be exploited. Lets end the "dot hunting" nubfest of 1.1 once and for all... Also everyone note that modellod fps tweaks listed above have a caveat. Yes, they improve FPS (only very slightly on OLD rigs). BUT they create stuttering (personal experience on a decent rig) due to objects loading/unloading at shorter ranges. The value of 1000000 is there for a REASON!! It makes the objects load in immediately and cover the whole map so that one does not get "unit pop up stutters" Do you all remember the ED stutter fix patch for 1.1? AFAIK they raised the number in that patch, and added the LD_Tec model for that exact reason. So please be careful before starting to mess around with modellod... Of course i might be wrong, but for these two reasons alone its best to keep it DEFAULT.
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Indeed! Perhaps we can do the next one on a more suitable server (located in US?)... Because those located in Asia, such as myself had terrible pings to RAF (500++)... thus were unable to fly... :( But being a GCI i could say that RED did a much better job regardless of more numbers present... so congrats! See you next time!
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Sounds good, the 51st high command will be willing to participate in such meetings with either Me (CO) or X-Man (XO) when available... Looking forward to the updates on this...
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HB Poko! All the best wishes from 51st PVO! Have a good one!
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I can only add to that! Without the shared knowledge of my teammates we could never have done so good... This race was about smart flying, not necessarily the fastest flying, and thats where that shared knowledge really played a part! Big thanx to the organizers of the event! S!
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TCR 2010 - Less than 11 yours left
Breakshot replied to golfsierra2's topic in Lock On: Flaming Cliffs 1 & 2
Same! Now the long wait begins... :music_whistling: -
I have a few questions... Will there be a version with realistic Red cockpit lights? Please if possible can someone take a look at this? Su-25 Vanilla looks terrible because half the gauges are blue, half are red! This issue in itself is enough not to run the mod as Vanilla pilots will not enjoy such anomalies in their pits... and just generally blue lights look silly because of red needles still there, sticking out like a sore thumb... Oh and another thing... a version without the NATO looking pilot? :) reflecting from the MFD (Shkval for 25t) would be better, IMO It really feels odd looking at a static reflection in your MFD, especially when using TIR... not to mention that the pilot sure looks like hes wearing NATO gear... hehe Is it possible to just get rid of that reflection altogether? Apart from that the textures look amazing! GJ
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Truly great mod! I agree with what Mnemonic posted above... Red lights are far more better looking and realistic as compared to modded blue... not to mention the needle issues which make it look alittle strange when blue lights are used... so a version with red lights would be awesome... as it would be nice to have the most realistic setup, IMO. Thank you for your hard work in making this mod possible! Cheers!