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Everything posted by JayPee
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As far as I know the nvd3d was specifically for older Nvidia cards and you might as well delete it. It isn't even intended for a modern yet low-end chipset like mine. I tried chaning it in the past just for the heck of it but it didn't make a difference. Also I'm using the alternative pre-compiled effects setting to get the modded NVGs work, if you use stock NVGs you don't need to set it.
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As promised earlier. Confirmed to be working flawlessly with 1.2.7. Credit goes mainly to Msalama as he got me think(er)ing and tuning further. Config\Terrain\High.LUA distance = { distance10x10 = 30000.0; -- org 1.21=60000, 1.20=30000 distanceLevel0 = 10000.0; -- org 1.21=38000, 1.20=18000 -- uniqueSceneFarDistance = 0; -- uniqueSceneFarDistance = 5000; uniqueSceneFarDistance = 10000.0; smokesSceneFarDistance = 10000.0; minimalSquareOnScreen = 50; minimalSquareOnScreenFull = 100; mapLodDistance0 = 1000; -- org 2000 mapLodDistance1 = 2000; -- org 4000 mapLodDistance2 = 3000; -- org 6000 mapLodDistance3 = 4000; -- org 8000 smallShitDimention = 400; -- org 400 } distanceBlend = { townNearDistance = 100.0; -- org 1.21=20000, 1.20=10000 townFarDistance = 15000.0; -- org 1.21=60000, 1.20=25000 fieldNearDistance = 100.0; -- org 1.21=10000 fieldFarDistance = 15000.0; -- org 1.21=60000, 1.20=13000 waterNearDistance = 100.0; -- org 1.21=6000 waterFarDistance = 10000.0; -- 15000.0; -- org 1.21=12000 townLightNearDistance = 100.0; -- org 1.21=9000, 1.20=9000 townLightFarDistance = 10000.0; -- org 1.21=60000, 1.20=10000 subforest = {100, 5000}; -- org 1.21=8000,13000 beach = {100, 5000}; -- org 1.21=8000,13000 road = {100, 5000}; -- org 1.21=8000,13000 } --Old Noise land_noise = { noisemin = 0.0; --0.1 -- the weight of a noise texture in a distance shot (âåñ òåêñòóðû øóìà íà äàëüíåì ïëàíå) noisemax = 0.4; --0.5 -- the weight of a noise texture in a close shot (âåñ òåêñòóðû øóìà íà áëèæíåì ïëàíå) noise1front = 1000.0; --1000 -- the range of close shot for noise (äàëüíîñòü áëèæíåãî ïëàíà äëÿ øóìà) noise1back = 20000.0; --18000 -- the range of distance shot for noise (äàëüíîñòü äàëüíåãî ïëàíà äëÿ øóìà) noise1top = 2500.0; noise1bottom = 2000.0; noise1PerSquare = 5.0; noise2PerSquare = 150.0; } land_detailNoise= { Height = 150.0; -- 300.0; Slope = 0.0; } district = { maxDistrictsAround = 100000; farDistance = 10000.0; -- 20000.0; -- org 1.21=20000, bs2=10000 Show all districts up to this range farFullRenderDistance = 2000.0; -- org 1.21=15000, bs2=6000 Render Full detail upto this range nearFullRenderDistance = 800.0; -- 1000.0; -- org 1.21=500, bs2=800 Render Full detail from this range nearDistance = 560.0; -- 1000.0; -- org 1.21=250 bs2=560 Render Districts from this range treesFarDistance = 1500.0; treesFarFullBlendRenderDistance = 1200.0; treesFarFullRenderDistance = 1000.0; treeslodDistance = 600.0; heightFactor = 0; heightRandomFactor = 0; ajastfactor = 1; lampFarDistance = 10000.0; splineBlockFarDistance = 500.0; -- renderType = "texture"; -- simple, texture, instance renderType = "simple"; -- simple, texture, instance lamp = { lampOn = 1; maxSize = 8.4; staticSize = 4.0; spriteScale = 0.001; minDistance = 150.0; maxDistance = 10000.0; maxAlphaDistance = 400.0; minAlphaDistance = 0.0; minAlpha = 0.0; maxAlpha = 1.0; minBrightnessDistance = 0.0; maxBrightnessDistance = 8000.0; -- must be <= lampFarDistance dsLightRadius = 60; dsLightBrightness = 4; }; } flat_shadow = { farDistance = 1500.0; --8000 fullFarDistance = 0.0; --6000 } fog = { front = 1000.0; back = 70000.0; } layerfog = { fog_begin = 0.0; fog_end = 1000.0; fog_strength = 10000.0; fog_color = {1.0, 1.0, 1.0}; } infrared = { landDetail = 0.8; landDarkness = 1.0; riverDarkness = 0.7; roadDarkness = 1.5; runwayDarkness = 1.7; } noise = { noiseStartDistance = 3000.0; noiseEndDistance = 200.0; noiseMaxBlend = 0.7; noiseScale = 15.0; rampNoisePower = 0.8; rampNoiseScale = 17.0; smallNoiseStartDistance = 80.0; smallNoiseEndDistance = 1.0; smallNoiseMaxBlend = 0.6; smallNoiseScale = 450.0; } lamp31 = { lampOn = 1; maxSize = 8.4; staticSize = 4.0; spriteScale = 0.001; minDistance = 150.0; maxDistance = 10000.0; maxAlphaDistance = 400.0; minAlphaDistance = 0.0; minAlpha = 0.0; maxAlpha = 1.0; minBrightnessDistance = 0.0; maxBrightnessDistance = 10000.0; dsLightRadius = 60; dsLightBrightness = 4; } lamp = { lampOn = 1; maxSize = 5.4; staticSize = 2.9; spriteScale = 0.0012; --0.0025 minDistance = 100.0; maxDistance = 3385.0; maxAlphaDistance = 1300.0; minAlphaDistance = 250.0; minAlpha = 0.0; --0.36 maxAlpha = 1.0; --0.26 minBrightnessDistance = 0.0; maxBrightnessDistance =24000.0; --15000 } fan = { read = 0; -- ÷èòàòü íàñòðîéêè èç ýòîãî êîíôèãà (äëÿ îòëàäêè) pos = {-117, 0.3, 120}; dir = {0, -1, 0}; power = 8000; radius = 30; oscillator = 0.2; frequency = 15; }; --hiddensemantics={0, 2, 5, 7, 9, 23, 26}; hiddensemantics={ -- "Sea", -- "Lake", -- "Island", -- "Land", -- "Field", -- "Beach", -- "Plant", -- "Town", -- "River", -- "Channel", -- "Road", -- "Rail", -- "Runway", -- "Building", -- "ELT", -- "SmallShit", -- "Trees", -- "Lamp", }; hiddenlayer={ -- 0, -- 1, -- 2, -- 3, -- 4, -- 5, -- 6, -- 18, -- 19, -- flat_shadows -- 20, -- houses -- 21, -- trees -- 22, -- pole -- 23, -- lights -- 24 }; hiddenlevels={ -- 0, -- 1, -- 2 }; hiddencameras={ -- 0, --near, -- 1, --far }; debug = { switchoffDrawRoutine = 0; switchoffEdm = 0; switchoffFetchSurface = 0; switchoffFetchUniqueScenes = 0; switchoffFetchDistricts = 0; switchoffFetchSmokes = 0; switchoffFetchLights = 0; switchoffRenderLights = 0; } function UpdateCamera( height, civillights) if civillights>0 then -- district.treesFarDistance = 900; -- district.treesFarFullBlendRenderDistance = 850.0; -- district.treesFarFullRenderDistance = 800.0; -- district.treeslodDistance = 0.0; else -- district.treesFarDistance = 1500; -- district.treesFarFullBlendRenderDistance = 1200.0; -- district.treesFarFullRenderDistance = 1000.0; -- district.treeslodDistance = 600.0; end -- distance.uniqueSceneFarDistance = distance.uniqueSceneFarDistance - 1 end Config\Graphics.LUA -- available through options.graphics Plugins = { "DXRenderer.dll", -- "nvd3dumx.dll", "ZweiBlau.dll", "AVIMaker.dll", "Weather.dll", "NGModel.dll", "edterraingraphics3.dll", "Effects.dll", } Precaching = { around_camera = 200000; around_objects = 50000; around_types = {"world", "point"}; preload_types = {"map", "world", "mission"}; } PrecompiledEffects = { mode = "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES"; --mode = "USE_PRECOMPILED_EFFECTS_ONLY"; } VFSTexturePaths = { "./Bazar/TempTextures", "./Bazar/Textures/c-130", "./Bazar/Textures/Batumi_buildings", "./Bazar/Effects/EffectTextures", "./Bazar/Effects/EffectRiverTGA", "./Bazar/Effects/WaterEffects", "./Bazar/Textures/old_textures", "./Bazar/Textures/f-15", "./Bazar/Textures/e-2d", "./Bazar/Textures/f-15e", "./Bazar/Textures/An-26B", "./Bazar/Textures/An-30M", "./Bazar/Textures/Patriot", "./Bazar/Textures/kc-135", "./Bazar/Textures/e-3", "./Bazar/Textures/il-76md", "./Bazar/Textures/a-50", "./Bazar/Textures/il-78m", "./Bazar/Textures/uh-1", "./Bazar/Textures/Su-27", "./Bazar/World/textures/TexturesBMP_weapons", "./Bazar/World/textures/WorldTexturesBMP3", "./Bazar/World/textures/WorldTexturesTGA3", "./Bazar/World/textures/WorldTexturesTGA2", "./Bazar/World/textures/WorldTexturesTGA", "./Bazar/World/textures/WorldTexturesBMP2", "./Bazar/World/textures/WorldTexturesBMP", "./Bazar/World/textures/WorldTexturesBMP1", "./Bazar/World/textures/ShipTexturesBMP", "./Bazar/World/textures/Y_FInal_Texture", "./Bazar/World/textures/Y2_FInal_Texture", "./Bazar/World/textures/Y3_FInal_Texture", "./Bazar/World/textures/Y4_FInal_Texture", "./Bazar/World/textures/Y4_FIame", "./Bazar/World/textures/Y5_FInal_Texture", "./Bazar/World/textures/Y6_FInal_Texture", "./Bazar/World/textures/Vehicles_misc", "./Bazar/World/textures/A-10_Weapons", "./Bazar/World/textures/AH-64_Apache", "./Bazar/World/textures/gunners", "./Bazar/World/textures/KA-27textures", "./Bazar/World/textures/MI26_textures", "./Bazar/World/textures/UH_60_textures", "./Bazar/World/textures/T_Textures", "./Bazar/World/textures/Ka-50_general", "./Bazar/World/textures/A-10", "./Bazar/World/textures/L-39", "./Bazar/World/textures/yak-40_tex", "./Bazar/World/textures/NAVY_Textures", "./Bazar/World/textures/Railroad_trains_texture", "./Bazar/World/textures/Su-25_common_textures", "./Bazar/World/textures/Su-25_Georgian_Skins", "./Bazar/World/textures/Su-25_Russian_Skins", "./Bazar/World/textures/Su-25_Ukrainian_Skins", "./Bazar/World/textures/MI-8MT", "./Bazar/World/textures/Mig-31", "./Bazar/World/textures/F-18C", "./Bazar/World/textures/P-51D", "./FUI/Common/", "./FUI/Common/Net/", "./Bazar/ParticleEffects/textures/", "./Bazar/Effects/ParticleSystem2/", } ModelPaths = { "./Bazar/World/Shapes/", "./Bazar/Terrain/Structures/High/EDM/", } Camera = { Low = { near_clip = 0.0; middle_clip = 4; far_clip = 100000; structures = {10, 10000}; trees = {3000, 15000}; dynamic = {3000, 15000}; dynamic2 = {3000, 15000,0.5}; objects = {3000, 80000}; mirage = {3000, 15000}; surface = {3000, 15000}; lights = {3000, 15000}; districtobjects = {200, 200}; districts = {5000, 5000}; lodMult = 1.0; lodAdd = 100; -- 0; }; Medium = { near_clip = 0.0; middle_clip = 4; far_clip = 100000; structures = {10, 10000}; trees = {3000, 15000}; dynamic = {3000, 15000}; dynamic2 = {3000, 15000,0.5}; objects = {3000, 80000}; mirage = {3000, 15000}; surface = {3000, 15000}; lights = {3000, 15000}; districtobjects = {200, 200}; districts = {5000, 5000}; lodMult = 1.0; lodAdd = 100; -- 0; }; High = { near_clip = 0.0; middle_clip = 4; far_clip = 100000; structures = {10, 10000}; trees = {3000, 15000}; dynamic = {3000, 15000}; dynamic2 = {3000, 15000,0.5}; objects = {3000, 80000}; mirage = {3000, 15000}; surface = {3000, 15000}; lights = {3000, 15000}; districtobjects = {200, 200}; districts = {5000, 5000}; lodMult = 1.0; lodAdd = 100; -- 0; }; } --[[ -- these params are set via options shadows = 1; lights = 0; mirrors = 0; textures = 2; water = 4; scenes = "medium"; effects = 0; heatBlr = 0; MSAA = 2; HDR = 0; TranspSSAA = 1; environmentMap = 1; ambientMap = false; ]]-- DebugColoredTexture = 0; ScreenshotQuality = 100; ScreenshotExt = "jpg"; FogParam1 = 6; FogParam2 = 1.1; PilotNames = false; maxfps = 200; RenderEffect = 0; render3D = true; cockpitOnly = false; treesVisibility = 1500; sync = true; MFD_render_params = { two_pass_always = true; dist_multiplier_fov_base = 0.3; second_pass_start_fov = 0.1; second_pass_far_clip = 100; single_pass_near_clip = 10; } -- íàñòðîéêè Ëóíû Moon = { Ktex = 1.7355; -- êîýôôèöèåíò, ó÷èòûâàþùèé ðàçìåð ëóíû íà òåêñòóðå 512.0/295.0; Smax = 3; -- êîýôôèöèåíò ðàçìåðà ëóíû ïðè óãëå ìåñòà ðàâíîì íóëþ Smin = 2.5; -- êîýôôèöèåíò ðàçìåðà ëóíû ïðè óãëå ìåñòà >= Hmax Hmax = 45; -- ìàêñ. óãîë ìåñòà â ãðàäóñàõ â ïðåäåëàõ êîòîðîãî ëóíà èçìåíÿåò ñâîé ðàçìåð moonLightColor = {63.75, 71.4, 89.25}; -- öâåò ñâåòà îò ëóíû } Stars = { c0 = 0; c1 = 2; c2 = 9; c3 = 10; flickerEnabled = true; tau = 15; period = 20; } For me it's on average +20 FPS vs vanilla settings but I do admit I've got a shitty bit of hardware. YMMV.
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Quick and dirty Afghanistan style repint of DCS world.
JayPee replied to Stratos's topic in DCS Modding
Stratos, you made a .RAR instead of a .ZIP. First of all it won't overwrite the vanilla .ZIP because it's a different file(name) and second, the game doesn't have an unRAR engine so even if you do manually change the extension, the game can't open it and will show orange 'no texture' textures. EDIT - I see what went wrong... I think you meant to say to copy it inside the DCSWorld/Bazar/Terrain/vsftextures/LandTexturesAutumnOther.ZIP, not in the DCSWorld/Bazar/Terrain/vsftextures/ folder? Because that helps. Now for the review part: it looks pretty good! Precisely what I wished for. This is certainly not my decision to make but if you want to go down this road of re-texturing and stuff like that.. Maybe at some point you could join forces with Toby23? I know he did some great things as well. Who knows what will come out the two of you working together. :) -
Quick and dirty Afghanistan style repint of DCS world.
JayPee replied to Stratos's topic in DCS Modding
Great! First thing tonight will be testing your textures! -
Performance Guide For DCS World There are defrag applications which allow you to manually select folders and reallocate them to regions on your hard disk where effective read speed is at its highest. Simple defraggers normally do this only to certain system folders/files. Google it. I can't do it for you right now but I'll take a look later. I've used it in the past for MMOs when I still had a hard disk as OS disk. If memory serves me well, either Auslogics Defrag or Piriform Defraggler offers this functionality.
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Performance Guide For DCS World I have quite some changes in my graphics.lua and high.lua and 1.2.7 runs slightly smoother than previous versions for a change. I will attach my files later when home but for now you can change LodAdd to 100.0 and LodMult to 1.0. These have the biggest impact for me at least. Both settings are in the graphics.lua. Oh and Gozr, concerning load times, defrag your HDD with whatever app you prefer to use but make sure you give all DCS files priority and move them to faster disk areas. Slow load times can have dozens of reasons: fragmentation, updates/changes to background processes, antivirus not yet having whitelisted new files and thus scanning them thoroughly, indexing services scanning new files, auto updaters and other monitoring services, etc....
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Looking for comprehensive dumb bombing guides
JayPee replied to JayPee's topic in DCS: A-10C Warthog
Yep, I know how to technically drop a JDAM but I was actually asking for the real life procedure as in: the instructed do's and don'ts. -
Looking for comprehensive dumb bombing guides
JayPee replied to JayPee's topic in DCS: A-10C Warthog
Slightly off topic: Somewhere, here or in another topic, Eddie mentioned that for JDAMs the procedure is to create a WP first. Is a markpoint enough of a WP for this or does it explicitly have to be a WP? -
Z87 motherboards: from 80 bucks to 350?
JayPee replied to JayPee's topic in PC Hardware and Related Software
Thanks, I will take the information in here into account when I'll be buying/building a new rig. -
Thanks, I'll be watching them during the evenings.
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You know when it's time to take a break from DCS A10-C when..
JayPee replied to HAVOC131's topic in DCS: A-10C Warthog
Don't tell me you'll eventually notice her of the fact that she "is recieving fuel"... -
You know when it's time to take a break from DCS A10-C when..
JayPee replied to HAVOC131's topic in DCS: A-10C Warthog
When you're thinking of managing your energy when overtaking other cars on the highway. -
Quick and dirty Afghanistan style repint of DCS world.
JayPee replied to Stratos's topic in DCS Modding
Stratos, if you're not actively developing anymore, could you share what you have so far? I've come across some missions which would make for a great Iraq-ish setting in combination with your landscape! -
Z87 motherboards: from 80 bucks to 350?
JayPee replied to JayPee's topic in PC Hardware and Related Software
Nice! Show me... Oh and, what do I make of these Intel coolers that come with a CPU? I know for example that a local supplier sells 4770Ks including a cooler, and 4820Ks without one. But since the difference in price is 10 bucks I assume the cooler is worthless? Even though it comes with a CPU which is aimed at overclockers... -
More of an interview setting compared to the ones I mentioned but worth it nevertheless! By Youtubing it I also stumbled across Royal Marines: Mission Afghanistan.
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Quite a while ago Flex stated that besides the technical part Combat Helo and DCS is an unlikely combination. Besides the obvious fact that Flex does not use officially undisclosed material like the -251-10 to name one thing, he also does not work with people who could act as consultants and provide him with inside information. Instead his work is based on public information, Discovery Ch./Nat Geo documentaries, FAS DoD 101 sheets, stuff like that. This would give his -64D an FC3 Light fidelity at best. The way Combat Helo was once summarised was as an 'applied' sim, not a study sim. Systems, avionics, procedures, etc. might look like reality, but what happens under the hood is heavily gamified. Although this last part did not come from Flex directly. Perhaps this has changed, but I seriously doubt it. I'll try and see if I can find the original. EDIT Ah, if I'd spent a closer look, I'd have seen that EagleEye quoted about everything that has already been mentioned by Flex on this topic.
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Z87 motherboards: from 80 bucks to 350?
JayPee replied to JayPee's topic in PC Hardware and Related Software
FSX + REX2 + ORBX + High quality custom ACFT? -
Z87 motherboards: from 80 bucks to 350?
JayPee replied to JayPee's topic in PC Hardware and Related Software
By the way, is there any reason why I should hurry to get a pre-Haswell i7 and accompanying MB? Again, not that I'm buying as we speak but should I.. Also, about the costs of overclocking versus buying higher end components, I wouldn't know of a 4.4 GHz CPU which costs less than a regular i7 + some overclocking overhead costs. Not that pure GHz is the sole measurement unit, but just to make a comparison. -
Do you know of any? Feel free to share... I'm looking for stuff like: Restrepo Armadillo Ross Kemp in Afghanistan (3 series) Bomb Patrol Afghanistan (2 series) Surviving the Cut (I recall one on EOD and one on USMC Scout Snipers)
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These indeed. And: Posted by JetlinerX, actual videos are done by a crew chief going by the nickname of Rettick. Gerry 'Fish' Abott's vids are imho the best to start with. He keeps it simple and in plain English.
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Z87 motherboards: from 80 bucks to 350?
JayPee replied to JayPee's topic in PC Hardware and Related Software
Thanks, I've taken note of all that is said above. And ENO, yes I have experience with overclocking, though I have to admit that goes back to an age where it wasn't done so frequently and extremely as it is now. I'm talking about pushing a 1.8 GHz Athlon XP to 2.1 GHz, and a Turion Mobile 1.6 GHz to 1.933 GHz with an ATI IGP from its standard 300 MHz core to 450 MHz. All without overheating or instabilities. I'm fairly sure that I'll manage to pick up the basics on overclocking i7s after a few evenings of browsing through overclockers.net, tomshw.com, guru3d.com, etc. -
Z87 motherboards: from 80 bucks to 350?
JayPee replied to JayPee's topic in PC Hardware and Related Software
Are you guys somehow trying to get me away from the idea? Given the sigs here one'd assume it's almost standard practice to get a CPU to 4.0 at least... -
Z87 motherboards: from 80 bucks to 350?
JayPee replied to JayPee's topic in PC Hardware and Related Software
Well, should I decide to go shopping, I was thinking of squeezing 5 GHz out of an i7 xxxxK somehow. -
You know when it's time to take a break from DCS A10-C when..
JayPee replied to HAVOC131's topic in DCS: A-10C Warthog
When you tell her to go and stay at her mom for the evening so they can watch Hugh Grant/Julia Roberts movies with a half a litre of Ben 'n' Jerry's while you practice IFR flights/landings at night with no NVGs, no HUD, no MFDs, no CDU, and no LAAP. For the sake of practicing. Kill box, probably. -
Z87 motherboards: from 80 bucks to 350?
JayPee replied to JayPee's topic in PC Hardware and Related Software
So basically a Z87 is as good as any Z87, and the only thing that matters beyond this is the quality of the brand and the sum of all features mentioned above? Why exactly? As this is a bit in contrast with ENO's reply?