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Everything posted by SkateZilla
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for the record, if ED decided to pursue a solution, I wouldnt expect it to be a quick turn-around, as it would require a lot of re-writing viewport codes.
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Graphics Rendering is never ending, in the time it takes you to build the model and animated it, the technology has changed, and you have to go back and revise it, If the community had any idea how many times I had to go back and re-do the Super Hornet Model to confirm to new standards, they'd lose their minds. But that's me, my Level Of Detail / Standards are very high, to the point where, the source model I licensed is likely going to be augmented by laser scanned datapoints to correct the shape, and re-doing the UVW Maps and moving to higher resolutions etc.
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IMHO, Coming from someone that does Cinematic Rendering as well as Models for Games: Mesh Creation and UVW Unwrapping and Texture Template Creation is 90% of the work. So, not to sound like I'm belittling anyone's work, Licensing a Prebuilt/textured model is basically jumping to the finish line sort to speak, The standard 200 Arg Animations for DCS, I can do in a day, if the connectors and pivot points are already rigged in the model. if not it will likely be around a week, to properly align and rig all the controllers, connectors, and pivot points for each item that will be animated. now if I want to do damage and expanded animations (likely 500+) it would take even longer.
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Small Correction, The Community Modder's License Models and roughly convert them to DCS every week. (Mainly from TurboSquid), In Which case, most of those Models have a non-commercial license agreement which prevents it from being integrated into the sim commercially. and most of the time, when I say "rough" conversion, I mean textures adjusted, and main things (Gear, Canopy) animated, w/ zero to no damage modelling, or work put into a proper integration. That's not to say there are teams that build their own models, but at the Level of Detail needed for DCS< I highly doubt they build, separate, animate, and have it 100% in game in less than a few months.
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I'll look into it and likely add some more logging to the "Settings.Upgrade()" function to log if it was successful or had an exception. it's literally the first command executed, But you can access the settings folder and choose the previous versions folder and copy/paste the settings file to the new version's folder. Eventually I am going to separate it to it's own XML file outside of the /AppData/ folder.
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FC3 Aircraft aren't clickable and will not be expanded to such as FC3 is Feature complete and pretty much in long term support status.
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F-5EM / CF-5 Fuel Probe Mod by denissoliveira
SkateZilla replied to Melt-Down's topic in Flyable/Drivable Mods for DCS World
Because the fuel system in the DLL does not allow fuel transfer, as there is no code for it. Same for Wingtip Tanks, they can hold fuel, but the aircraft wont use it as there is no code to allow it to transfer fuel from those pylons. -
The Avionics Empty Line save is known (and once the new parser is fully integrated it will be fixed). I was still trying to pin point why the sliders are reporting incorrectly (removing decimals etc). I was looking at locale originally, I will look into it a little deeper now. of course parts have shipped for my rig, but it will take time for them to get here from AMD's warranty department, and I still have to re-build the rig and get everything updated.
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that is because the "3 Camera's" Lua left and right cameras are using Axis offset of 90 Degrees.
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The Easiest option would be would require decoupling of the players head/view controls and move the HMD to it's own axes controls (for trackIR at least). (Decoupling HMD Movement from Head Movement Axes) So Cockpit view would remain un affected while HMD would follow players Track IR Axis movements. This would work for players that want the cockpit view to remain static and only move the HMD with their head (Domes and Really wide View angles), This would not work for a player that wants to control both view and HMD with track IR. The problems with de-coupling and allowing the Tracking to control both Head/View and HMD at the same time would be Multiplier Values. Having TrackIR control both player's head and the HMD across ultra wide and 3 screen or dome setups would be extremely tricky as the Axes multiplier varies depending on screen size, orientation and resolution. So for one player a set value would equal player head and HMD movement in a 1:1 Ratio and the HMD stays centered in their view (w/ the head/eyes, not center on the screen/viewport), but for another player w/ larger displays and track IR view angles, that same value would only result in the HMD moving 50% off center etc. Despite the player looking over their shoulder the center of the rendered viewport is still going to be in front of them. Best case scenario if it could do both would be to have a "Ratio" setting to control the HMD Offset as the player turns his/her head (ie 45 degrees TrackIR Axis = 90 Degrees in DCS, Thus moving HMD at a 2:1 ratio, allowing it to move not only from the center of the screen but to the players physical viewpoint.) The issue after that would be vertical decoupling, most players run 3 screens wide or ultra wide, not 3 screens tall, or ultra tall displays, so looking up, the HMD would quickly shoot off the top of the screen, Full 180 / 360 Domes would likely be unaffected. So on top of "TIR Ratio" you'd also need Axis bounding limits so it does not render off the screen, or the option to only decouple specific axes. While X (Up / Down) and Z (Left / Right) would be the 2 axes to decouple, you can also decouple Y (Tilt L / R) Axis, and allow player to tilt his head and the HMD remain aligned to the player's head tilt, but again, the Multipliers would have to be set for each axis at that point, as TrackIR Head Tilt is pretty much 1:1 or close to it, vs Rotate L/R U/D being close to 2:1 At this point one can see the only real solution for TrackIR is to allow the Player to adjust HMD : Head Tracking Ratio for each Axis individually, As well as the option to De-Couple it entirely for someone in a Dome Setup and/or move the HMD to it's own Viewport like the HUD and allow them to render it through lens to display onto their own HMD Glass/Visor.
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A Switzerland Corporation = S.A.
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The company moved its official main base of operations to Lausanne, Switzerland in 2017
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Eagle is an SA Company now..
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IIRC We are getting a Tranche I Pre-Block V Upgrade, so no A2G/Surface.
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There's an Option to Change the App's Saved Games Path in App options (use Custom Saved Games Folder). I dont know how this would behave for the sim scan function though, you would also have to do manual path setting for those as well. Environment.SpecialFolder.UserProfile is supposed to return the windows setting being used.
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I believe that's a depreciated function, The move to the new UI does not allow application to restart as it did before, I just forgot to remove it. Could also been broken with the addition of Multi-threading and multi-forms. But I will check with MSKB and see if the command has changed for the new code base. If Saved Games Folder does not exist it will try to generate the file in a blank folder which causes the exception, it's been fixed internally to not crash but report file error.
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could've just opened it and changed the Liveries window position / size so it's back on the screen.