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Sethos

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Everything posted by Sethos

  1. Hey, I'm trying to get back into DCS after a long hiatus but I'm having some problems getting a POV hat set up to my liking. I'm currently using a Gladiator NXT (though issue is not related to the stick itself I believe, so I'm posting it here as a general request) and I want to use the top left hat as a POV hat. Problem is, I can't seem to find an axis setting for view control that allows me to do gradual movement of the view, i.e move the hat a little, your view move slow, push it all the way to one side, moves fast etc. like you find in other simulators. I can only find the directional button presses under 'view', where you center click the hat, effectively turning them into buttons but this has zero fine grained control, just one speed that is too fast. Under axis assignments, there is the "Camera Horizontal View" etc. but only the mouse can be bound to this, even though is sounds like what I'd want? Is it not possible to assign an axis to cockpit view control that allows for gradual control or am I completely overlooking a setting here? Thanks
  2. Just downloaded the public release, same problem unfortunately. I'll create a ticket. Thanks for helping, Bignewy.
  3. Yeah, that's what I've been using exclusively. Still throws up an 'incorrect login or password'. So I assume I have to contact support? or isn't this an eligible issue as it's the Beta client?
  4. Hey, I do apologize if this isn't the correct section, as I'm not quite sure where this goes, due to some overlapping. Thing is, I heard 1.5 was on the doorsteps and decided it was time to return to DCS. So I reset my password as I had forgotten it. Downloaded the Beta client, I log into my account on the website and buy the Nevada map. I finally get the game installed and try to log into the module manager.; "Incorrect login or password". I tried multiple times. I copy & paste my password, so I know I'm not mistyping it. Tried manually typing it in as well. Tried resetting my password again, just in case. Still nothing. Figured it might take some time for the data to migrate to the module server and wait around 12 hours. This morning, I still can't log in. Do you need a separate login for the module manager compared to the official website? Can't you log into the Beta copy? What am I missing here? Thanks :)
  5. Hey, Wasn't sure exactly where to put it but as I consider it a problem, I'd have to put it here. Recently purchased Flaming Cliffs 3 and I love it. I then picked up a pair of Saitek Combat Rudder Pedals so I could avoid the constant keyboard tapping. The rudder function works fine in the F-15C however the braking does not. I was told it's not possible to use the toe brake feature because there's no wheel brake assignment option for the FC planes under Axis settings - Only the standard keybind setting, which won't work. Would it be possible to add this, so you can make full use of the rudder pedals? Would be much appreciated.
  6. I have never seen people ready so much into stuff you didn't even say and people like Gisen spew so much bullshit, holy hell :| Give me a call when you armchair developers get to work with the CryEngine, then we can discuss this further :)
  7. No, that wasn't the point of my argument at all - Just trying to debunk the usual CryEngine misconceptions based on people playing Crysis and that's it. Also on stupid blanket statements like it can't do realistic games ( However this keeps turning into whichever direction people can to be 'right' - First it was realistic games, now it needs to be a flight sim that beats every other flight sim and in a minute it needs to cure cancer as well to not be a bad engine ) How about a map 458 times larger than the earth's surface? http://www.overclock3d.net/news/software/the_true_power_of_cryengine_2/1 Only problem would be the draw distance but that's one of the things that could easily be changed with said TLC.
  8. Why would you need to draw anything in detail at over large distances? No engine does that, it's called LOD switching and / or streaming, and pretty much every engine employs it today. Gisen was refering to the CryEngine in realistic games and drawing enemies, i.e not limited to flight simulators as he didn't mention that whatsoever. The CryEngine is perfectly capable of a lot of the feats required for a milsim game based around ground movement. No engine today draws ground clutter at large distances anyway, the RV engine in ArmA / ToH will kill a modern CPU when you crank up the sliders and there is no vegetation rendering beyond 100m of the character zoned view. So the CryEngine can easily be modified to accommodate a lot of the required features in a game engine for a milsim game, it all comes down to the developer, just like every other engine. So that odd perception of the engine only being good at looking pretty is so hollow, especially when someone has already build an army specific game around it - CryEngine is a great, versatile engine and I suggest people read up on it and not judge it based on playing Crysis. I'd even bet with some TLC the engine could easily be a flight simulator, as it's also perfectly capable of large environments. Like it or not, the CryEngine is one of the most powerful, scaleable and versatile engines in the industry right now.
  9. Because we're arguing grass and you put forth a stupid argument that it "looks pretty but can't be used in realistic games" which I peeled down in a second linking to an Army destined game built on it, no backtracking now. And you can go check out the CryEngine 3 SDK and even its FAQ / Guide, you'll see plenty of options for object draw distances - I don't have the evidence burden here.
  10. Actually it's very much possible to create large draw distance for objects in the CryEngine, all down to settings / the developer choice / coding. So it can easily be used for a 'realistic game', as I also just showed you. No, it's not a flight simulator capable engine but that wasn't the point either. Even the upcoming Sniper Ghost Warrior 2 which will be using the engine has large vistas. When they do add small draw distances for objects and enemies it's a performance decision. The engine is fully capable of being used for realistic ground based games.
  11. You sure about that http://www.rt-immersive.com/ http://www.youtube.com/watch?v=TkDKjQr2ea8 Draw distances and whatnot aren't engine limitations in this case, they are developer made performance limitations.
  12. Not any more, that was fixed a long time ago. Now you can also properly hide while going prone in grass etc.
  13. They should just remove it, you know someone will smoke it all and then we have a huge controversy on our hands.
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