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Everything posted by SkateZilla
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I'll do ya one better, if you want them off off, I've attached the adjusted roughmet for you. Just place in /Mods/aircraft/F-15E/textures/F-15E-CPT/ I recommend backing up original first, as I don't know if this will trip the Integrity Check. Default On/Off: Modded On/Off: F-15E_T15_RoughMet.dds
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Easiest fix for the guys that want no reflection (whether they are mirrors or just general environment color): Open the Cockpit roughmet texture and make it so the Mirror is not polished / metal. the "Low Resolution" Mirror Effect your seeing is the Roughness/Metallic Material settings in the texture, that's it, this effect maybe better/worse depending on SSLR enabled or not. But it's not the normal Mirror viewport rendering, it's the same general lighting/reflection you'd see on the externals of some metallic aircraft. General Environment reflection based on texture roughness/metallic setting doesnt effect Fr/PS, but still provide a visual representation that a mirror is there, instead of a black or dark plate of metal, which IMHO is preferred vs having mirrors that have no environment interaction, since there is no way to stow them. So if you want it to be a simple "grey" texture, remove the metallic properties and make the material rough in the cockpit roughmet texture. it would likely break IC though.
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Also, Provide the coordinates.
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This ^ VR ON is the only Launch Button that Sends the Arguments, VR OFF sends force_disable_VR and LAUNCH by itself is default setting launch, no VR arguments either. If youre selecting "Oculus VR API" from the Drop Down it will not Run Any OpenXR Commands, You Need to Select OpenXR for OpenXR Libraries. It will default to OpenXR if the only Argument is "--force_oculus_VR", the Specific API Arguments Require "--force_enable_VR". I literally switch back and forth between ST/MT and Oculus/OpenXR a 100+ times a week testing w/ DCS Testers. The command functions are correct. Launch VR ON: The Arguments are Automatically added to the Process.String when launching, no need to add Arguments to the Launch Arguments Box. These Arguments are Automatic when Choosing VR On, ST or MT. If Selection is Default Windows API: --force_enable_VR if Selection is Oculus API --force_enable_VR --force_oculus_VR If selection is OpenXR API --force_enable_VR --force_OpenXR If Selection is SteamVR API --force_enable_VR --force_steam_VR
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I actually just found a null bug in those functions. Originally, Copy would to Copy from Source to Destination Backup would backup in the same SG Folder so it would create a /Config_MMDDYYYY_HHMMSS/ Folder. Delete would make a backup w/ Same format then Delete the /Config Folder. But there's a null value so it's not copying folders correctly, if at all, I will have to fix that. Force Oculus Launches using Oculus Runtimes (no OpenXR). Force OpenXR Launches using OpenXR Runtimes (OpenXR Menu should be visible) The reason that command is launching w/ OpenXR for you is the Argument for Oculus is wrong, should be: --force_oculus_VR
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07.03.2023.32 - Fixed VR Selection Box Staying Blank on First Run (Should Default to "Windows Default") - Adjusted Build Scan Functions Order (Moved Module Version Check and Module Scan to the End.) - Adjusted Startup Functions Order, Removed depreciated Function. - Revised Sim Scan Engine / Saved Games Scan, Fixed Error that Resulted in Folders Being Detected even though it was not set or existing. - Adjusted Startup Logging for Better Information. - Adjusted Startup Order for User Profile Options (will Load Custom UserP Folder prior to App's Folder Creation) - Re-enabled Hidden "ULTRA" Shadows Selection. - Increased Scripts Textbox to 5,000 Characters. - Increased Autoexec Textbox to 1,000 Characters. - Fixed CrossLink resulting in Command for "Install" being sent for Uninstall functions on 75% of the Module IDs. - Splash Screen Revision G. - Added "Classic USNF" Theme - Fixed Stuck Filter/Parameters on Open File Dialog and Open Directory Dialog. - Added More Exception Catches around Build Scan (trying to determine where the thread hangs). - Added Exception Catch around UI Command / Memory Address (Attempt to Fix Hanging Build Scan Thread).
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Okay, worth a shot, Scan / Calculate is an entirely different thread, which is odd that it would force another thread to finish. I've been re-ordering some startup calls, hopefully it was just a errant call stopping it, As the logs indicate: -The Interposer Build Scan Function was Executed, -The Thread was Created/Started, -The Multithreaded function never got past the 1st line of the Function after the thread was created and started. The 1st Line was to Change UI to Show Build Scan Active, So I'm Assuming it's hanging on waiting for memory address for the command on the 2nd line. Which helps narrow down some, and the specific command is also used in Scan/Calculate Build Thread along with a few others as it's a General UI Command, but since it's being run on another thread, it has to access the UI / Main App Thread's Memory Space to Execute. So it's likely that the Build Scan Thread is not able to Access the Memory address to run the command sometimes at startup (either because it's locked/in use by another thread, or simply not created yet) Clicking the Scan Calculate Button Runs the same command 4 lines down it's multithreaded function, While the Build Scan tried and got stuck trying to access the memory address and was waiting for the command to run before proceeding, The Scan Build Details Thread was able to access the command/memory address successfully, which releases the wait on the Build Scanner Function to complete it's function/routine. The Joy's of Multi-Threading :-). It's likely the Build Scan Thread is started and launched before the UI Generates the Memory Address for the function. Depending on how fast the app UI is generated vs how fast the system processes the other threads is likely what's causing the Successful / Unsuccessful Launches. I've put exception catches around that function, hopefully if the memory address isn't accessible, it catches as an exception, logs it and proceeds. if that doesn't work, I will have to look into it further. it could be something else entirely, But the fact that it stops on that line, and that line is executed by the other function/thread as well, leads me to believe it's that command.
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Winkey + R, ENTER "%APPDATA%", Go back one folder level, Choose /Local/, then /Skate Zilla Simulations/, then Find the folder for 2.0.0.31 open the user.config in Notepad++, Find Setting String for OpenXRTOOLKITUSERPATH And change it to: <setting name="OpenXRTOOLKITUSERPATH" serializeAs="String"> <value /> </setting> Also, OpenXR Toolkit path should be: C:\Program Files\OpenXR-Toolkit\ C:\Windows\Installer\{HASH FOLDER}\Binary Name\ is usually a binary cache that gets cleared. But also reminds me to change a few things with external apps and their checking of paths to avoid this issue altogether and having to do a manual setting clear.
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was already done internally.. forgot to re-enable before first public release The option was there to set, but I cannot keep DCS from reverting it when accessing the options menu. with my app, you wouldn't need to go into the options menu to change graphics settings.