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Everything posted by JayPee
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Click- and Customizable Radio Menu for DCS World
JayPee replied to PeterP's topic in Utility/Program Mods for DCS World
The mod renders large thick shadows under the fonts of the radio menus, is it possible to have the mod use the default font type without the shadows? -
Completed My First Instant Action Mission! Pro tip: be aure STP data is feeding the HSI via the NSMP and turn the needle in the direction of the runway number as per given ATC instructions. At the very least that will give you the heading of the rwy in relation to yourself so you'll know what to look for. If you spot a stretch in the distance which is at first sight more than 10 degrees off you can be sure it's not the rwy they want you to use. Also knowing the layout of the airports helps. If in doubt, see if you can cheat your way to F10. Lots of servers have it enabled. I have to admit, Microsoft had it covered. "Pilot is unfamiliar with airport, please provide taxi instructions". And poofffff, there was your magic purple TomTom line pointing it all out for you.
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I wonder...
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It does not impact FPS, neither do Toby's airfield textures.
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Anyone experienced this as well?
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no longer works The Ultimate DCS World JSGME Guide - If you use mods, you need this.
JayPee replied to Ebs's topic in DCS Modding
The Ultimate DCS World JSGME Guide - If you use mods, you need this. Read my example very carefully, and pay extra attention to the example file paths... And then read it once more for the heck of it. A mod's folder should directly contain that which should be placed IN the DCS World root. And since you don't want a DCS World folder inside the DCS World root, you should not make the extra layer. In your case, the mod as downloaded is not directly qualified to be put in your JSGME Mods folder. The file structure needs to be changed, you need to get the \DCS World\ part out of it. -
Quick and dirty Afghanistan style repint of DCS world.
JayPee replied to Stratos's topic in DCS Modding
Any idea what might cause these planes to show up within the trees? I do not have any other texture mods installed so far. -
I don't know if this is suppose to happen but the injector alone (with every setting set to 0) brings my FPS back from 55 to 20... So I do have the x64 SweetFX functioning it's just not an option for me in its current state I'm afraid.
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Also, as far as my experience goes, fuel flow is disrupted when really flying inverted for about 10 seconds, not just by pulling of some crazy aerobatic for the duration of a few seconds. Also regarding EGI, I've never had any trouble so far doing roll ins varying from 10 degrees dive to 60 degrees.
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DCS Enhanced Terrain Low'N'Slow Released From what I know... Enhanced terrain was Toby's first product. In time he made a new (better) product called Enhanced terrain low'n'slow. At first this might have been a seperate product but by now it is the replacement of Enhanced terrain as it includes all of it 'plus more'. To answer your question: if you want to most up to date product, install Enhanced terrain low'n'slow. PS: While you're at it you might install Toby's airfield textures as well. Better looks, no FPS hit.
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Next DCS (US) Fixed Wing Aircraft Wish List
JayPee replied to diecastbg's topic in DCS Core Wish List
I thought it was obvious I meant fighter/attack aircraft... -
Next DCS (US) Fixed Wing Aircraft Wish List
JayPee replied to diecastbg's topic in DCS Core Wish List
Next DCS (US) Fixed Wing Aircraft Wish List A question perhaps for the more knowledgeable, aside from what we want and do not want, which western fighter/attack aircraft block/version currently in operational use could be modeled with a level of fidelity equal to or higher than the 10C, without simplifying major systems? -
Well IIRC it is possible to export MFD screens to a seperate screen. So I imagine the easiest way would be to 'export' this feed to a seperate view although on the same physical monitor.
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Post API to Query Multiplayer Servers +1 I too would like to see a small external UI for this. E.g. in a simple web interface you can run locally. Some basic functions of which some are currently already available in-sim: - direct loading of the MP EXE and instantly getting connected - server filtering by name, PW Y/N, map name, number of players online&allowed, ping, public&manually added servers - storing of passwords - independent measuring of lag with a higher or manual update frequency - integrated list of manually (by IP) added servers and public query results - in-sim date/season and time of day for that map - time since map went live
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Modding zip files an easier way
JayPee replied to cichlidfan's topic in Utility/Program Mods for DCS World
Modding zip files an easier way Yes I did some measuring. Total size of all ZIPs unpacked grew by x2.75. I went from about 3.5 GB of ZIPs to about 9.7 GB of unpacked folders. I did not measure the total size of the DCS World root as we are only interested in the compressed files and their effect. I should note though that size ratios from ZIP to folder varied from roughly x2 to x3, x2.75 was the mean for all ZIPs. This would implicate that on average a compression ratio of 1:2.75 holds, or 36%. However, raw textures like bitmaps for instance can generally be compressed to a higher extent than plain data so I assume for textures it'll come closer to 1:3, or 33%. Even if my measurement is a bit sloppy (GB to MB to KB, rounding, etc.) we're talking at least 40% for sure. Regardless, it is a pretty large ratio so I find it odd I didn't notice a difference. The only explanation would be that due to the SDD the effective speed of unpacking is equal or higher than the effective speed at which my CPU, GPU, and the game engine process data. Hence unpacking is not the bottleneck. It would be interesting to know whether it differs for 5400 and 7200 disks as I imagine HDD users who have truckloads of GBs at their disposal anyway wouldn't mind spending 6 additional GBs if it'd speed up their loadtimes and/or reduced stuttering caused by on-the-fly loading. EDIT If you want to try it, I suggest that after you have unpacked all ZIPs, run a search for *.* inside the DCS World root and sort by creation date. The newly unzipped folders should show up first. Select them all > properties > customize tab > select a custom icon for the folders. Leave the 'old' ZIPs intact and in the DCS World root for future back-up restore, too bad about the wasted 3.5 GB I'd say. The game engine will give priority to the unpacked folders anyway (as per Chichlidfan's explanation). Should you want to undo the unpacking, simply search for *.* again and delete all folders with a custom icon. Shouldn't take more than a minute. Be sure to have file extensions for known file types visible. Searching for *.* basically is searching for every possible file name with all possible extensions; that is, searching for everything inside the DCS World root. -
Boba Fett's Slave One. Stark Industries powered exoskeleton.
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Modding zip files an easier way
JayPee replied to cichlidfan's topic in Utility/Program Mods for DCS World
I tested it. All ZIPs unpacked. No noticable change. But then I'm running on an SDD. YMMV when running on an HDD. -
Modding zip files an easier way
JayPee replied to cichlidfan's topic in Utility/Program Mods for DCS World
Modding zip files an easier way But hey, maybe it doesn't even help that much. Again, I think it depends heavily on the compression ratio and whether the engine is naturally slow at unpacking. -
Modding zip files an easier way
JayPee replied to cichlidfan's topic in Utility/Program Mods for DCS World
Yes but for those suffering from load lag it might offer a slight improvement. Doing it for all ZIPs at once is actually pretty easy. Make sure you have extensions for known file types visible via folder settings. Go to your DCS World root and search for *.ZIP including subfolders. Set your WinRAR/7Zip to include the context menu option of unpacking every single archive within a selection to its own folder. The folder will automatically have the name of the ZIP minus the extension. Select all returned search results and right click to unpack all at once. Finally, move the still selected ZIPs to the recycle bin so you can always put them back. -
[WIP] Mk-82 practice mission with spacing
JayPee replied to WildBillKelsoe's topic in User Created Missions General
Might come in handy to practice proper CCIP deployment. Still functional in 127? And does it include anything else besides targets, like offset points or other forms of cues? -
You sir, made my day.
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SweetFX for DCS ?? Guys I'm really getting a bit lost on the entire SweetFX/injectSMAA story and the last attempt failed... So let me ask, is there or is there not a SweetFX for DCS x64 using an Nvidia card with no further mods and alterations like HDR with a D and the like and no extra software like MSI AB and RP...? And what about the original injectSMAA, does anybody have that working for DCS x64?
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Modding zip files an easier way
JayPee replied to cichlidfan's topic in Utility/Program Mods for DCS World
Modding zip files an easier way Has anybody tested if loading files from uncompressed folders instead of ZIPs has a positive impact on loading times and performance? Theoretically this should save the engine the trouble of unzipping textures before they can be loaded. Could be viable unless textures are zipped in 'fast' mode or whatever other low compression ratio. -
Quick and dirty Afghanistan style repint of DCS world.
JayPee replied to Stratos's topic in DCS Modding
For some reason replacing FolderName.ZIP with an actual folder named FolderName did not work. I did however put Stratos' files in the vanilla ZIP and made a JSGME mod of it. I can upload it later on so the only thing people have to do is place it in their mods folder.