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Everything posted by SkateZilla
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Outside of the Marketplace back end, Steam's distribution is the exact same files.
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Changing to Vulkan doesnt change the fact that the core of DCS itself still runs on Microsoft's Libraries.
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Triple Monitor Display no longer works with latest update
SkateZilla replied to sragsd0416's topic in Multi-Display Support
Single Threaded Mode is depreciated, users should be using MT Mode as a primary and ST mode as a backup/bug check. -
EDGE 2.0 took upwards of 6+ years, and that was before multi-threading and other expanded system environments, DX9 to DX11 likely wasnt fully from scratch either, Vulkan is a completely different programming API than M.S. Dx, so everything is likely from scratch.
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Or a lighting engine that does Atmophere light correctly, if done correctly, you dont need 2 separate lighting engines for different views.
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It's been discussed previously, The code for the Auto update was disabled, and the auto updater *( similar style app as DCS_Updater itself), hasnt been updated since, I've had previous issues with multiple webhost providers, which led to the function being disabled. I'm currently busy with other projects, But later this year, if worse comes to worse, I update the code and add the program in zipped form to my own server rack and host it myself.
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I have not looked at it yet, nor been able to replicate the issue on any of the test benches. I can summarize that it has to do with threading, but thread settings are global and should effect everyone. At the moment I have other tasks that are a higher priority, so I can only devote a minimal amount of time to attempting to re-produce.
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Global fix for all FC3 Dependent Mods
SkateZilla replied to SkateZilla's topic in Flyable/Drivable Mods for DCS World
if the Entry is properly coded, the ASM Systems and SFM Arguments are loaded w/o issue. The only thing that DCS has changed, is FC3 Aircraft binaries do not load automatically w/ old = x variable in the flyable declaration, which causes the module to not load and if you try to force control it says it cannot. adding that line loads the binaries at launch of DCS, allowing users to continue to load into aircraft as it was before 2.9.6. If you're getting the cockpit and no FM, then the entry.lua flyable declaration is wrong, and it's pointing to a null SFM/PFM. Likely from ill-advised edits done after the patch to try and restore the mod. Who do you think helped most of these teams find solutions? -
regardless of CPU Power, it introduces Latency.
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Gaming Drives should Typically be whitelisted already as a whole. Unless you want to keep the performance hit of every file accessed scanned by the AV Suite.
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Not too much longer guys, I have a few other projects with tighter deadlines ahead of this one, but it's getting there:
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I'd go with Su-25,Su-27, and Su-33 since they switch avionics depending on the aircraft variant.
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Please if you have the problem again, zip and attach or paste log text here, The issue is related to Drag/Drop, which isnt a function I have coded or enabled for the App, or Invoke/Threading, which I do use. The only Threading change is moving BuildScan Functions to a separate thread, which removes the lock from the UI after closing DCS etc. It's Possible you're changing builds during a scan causing an exception?, I'll do some testing in a closed environment to see If I can re-produce. But I need more info that a screenshot, I need to know what settings you have set and what's being done for the error to prompt.
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Your best bet is to ask Hawkeye60. He has a reputation for bringing anything and everything to DCS flight sim related or not.
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Yeah I've sorted it, was half a messup on my end, and half 3DS '24 not showing texture maps in curve editor. Went back to '16 to test, and export and it worked correctly, Had to remove the old Arg Controller off the Visibility Channel, then assign ArgFloat controller to the Self Illumination Amount, and set that up as reverse -1.0 to 0, since my default value for Self Illumination was 100. Now I have to dig through Max '24 Settings and find out why the curve editor isnt showing anything. Pretty sure it's a default filter, cause it doesnt make sense for AutoDesk to delete a feature that 99% of their clients use.
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Any 3D Guys around? Working on remastering some of my Models,and during the transistion between Max '16, '20 and '24 plus the dance of plugin installations. Seems I've borked the Gradual On/off Fade of Self Illuminated textures *(Formation and Position Lights), IIRC, Assign Controller, Arg Based Visibility, Then Set track to Linear Float instead of On/Off. However it's still behaving like on/off, that or 3DS Crashes during export. Shouldn't I be allowed to apply a modifier to the DIFFUSE or SELF_ILLUMINATION Amount? Dis-regard I've fixed it.
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When released, this mod will run 100% from the SG folder as a different Aircraft, So You'd have: F-5E (Non Flyable) F-5E-3 (The CoreFiles Flyable) F-5C Skoshi (Non Flyable) F-5E Export (Non Flyable) F-5E Modified (Player Flyable, w/o Modifying the Core F-5E Files, thus no IC Hit on the Module).
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thanks guys for the feed back I will move forward with the plans to add that to the loadout, if I get time, I will record a video in the next few days.
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F-5E has used PFM landing gear physics since launch.
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Apologies fellow pilots, I was not trying to take this long w/ an update. So, Here's my question to you guys. I can Mount 4 AIM-9s to the Aircraft, (via the Wingtip Hardpoint /w a 2nd element offset to the outboard pylon, and Forcing the Outboard to load a rail). However, when firing them, the 2nd missile teleports to the outboard rail position before firing. *( Ie, when loading 2x, 1 Tip, 1 Ouboard. Outboard Fires first, then when you fire the 2nd time, Tip Teleports to outboard and fires. ) Due to the Pylons in the PFM/Systems not recognizing Rail Adapters, I had to get creative with mounting additional Missiles. So, Question, should I remove the Wingtip/Outboard Missile Declaration because it teleports from one rail to another when launching? or leave it? I'm pretty close to a package release, a lot of cleaning up to do from trial/error experiments.
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I've discovered last night, sounders are linked via "UserName = " in the Data Lua. ie, F/A-18C Sounders require "Username = "FA-18C_Hornet".
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The large Dorsal is VHF. There's also 3 smaller under nose pitot antennas, more details on the LAU7, more details on several rear panels. Not to mention the textures appear to be proper PBR Composite materials instead of JSON conversions w/ a separate DECAL mesh., the Bort decals are smoothly blended instead of hard edged as well.
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ok so I'm working w/ a few mod teams, and we are now snagged at sounds, Right now the modules use the default engine sounds, instead of for example the Hornet sounds, I've looked through some LUAs and seen the sound_name = "Aircraft/Engines/xxxxxx" declarations in a few aircraft, as well as SounderName = "/Aircraft/Planes/xxxx" However there isn't one for the hornet, and the AI hornets use the Correct Engine sounds, so there must be a sounder or declaration for the engine sounds elsewhere.