Jump to content

A.S

Members
  • Posts

    1914
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by A.S

  1. great, but you need a realy strong cpu to run THAT avionics suite. :D Payload management Fuel managenment Failures: comm, ew, nav, comp, tac, electrics, hydrolics, instruments << all that advanced unlike known sims ... Radar fidelity... >1000ms ..and and and....that pit is really sweet stuff as PC sim.
  2. try this: graphics.cfg } } Precaching { around_camera = 50000; around_objects = [color=Red]25000[/color]; around_types = {"world", "point"}; preload_types = {"map", "world", "mission"}; } TexturePaths { path = ".\\Bazar\\TempTextures\\"; path = ".\\Bazar\\Effects\\WaterNormals\\"; path = ".\\Bazar\\TestTextures\\"; path = ".\\FUI\\Common\\"; path = ".\\FUI\\Common\\Net\\"; } ModelDescriptions = ".\\Bazar\\ModelLOD.txt"; ModelPaths { path = ".\\Bazar\\World\\Shapes\\"; path = ".\\Bazar\\Terrain\\Structures\\High\\"; } Camera { current = "Low"; Low { [color=Red] near_clip = 0.2; middle_clip =3; far_clip = 60000;[/color] [color=Red] structures = {30, 2000}; trees = {1000, 6000}; dynamic = {300, 20000}; objects = {3000, 80000}; mirage = {3000, 20000}; surface = {5000, 15000}; lights = {100, 30000}; lodMult = 0.85; lodAdd = 0;[/color] } [color=Red] Medium { near_clip = 0.2; middle_clip = 3; far_clip = 60000;[/color] [color=Red] structures = {30, 2000}; trees = {1000, 6000}; dynamic = {300, 20000}; objects = {3000, 80000}; mirage = {3000, 20000}; surface = {5000, 15000}; lights = {100, 30000}; lodMult = 0.85; lodAdd = 0; }[/color] [color=Red] High { near_clip = 0.2; middle_clip = 3; far_clip = 60000; structures = {30, 2000}; trees = {1000, 6000}; dynamic = {300, 20000}; objects = {3000, 80000}; mirage = {3000, 20000}; surface = {5000, 15000}; lights = {100, 30000}; lodMult = 0.85; lodAdd = 0;[/color] } } [color=Red]ShadowLevel = 0; LightsLevel = 0; MirrorsLevel = 0; TextureLevel = 2; WaterQuality = 0; FogQuality = 1;[/color] SceneFile = "low"; TextureCollections } LandLodDistances { LandDay { [color=Red] L01 = 11111; L12 = 33333; } LandNight { L01 = 11111; L12 = 33333;[/color] } Map { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MapAlt { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MapTex { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MFD { [color=Red] L01 = 11111; L12 = 22222;[/color] } } LModelFiles { lmf = ".\\Bazar\\Terrain\\Structures\\model.lm"; lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm"; } LandTextureLighting = 1; LandSunFactor = 0.7; OldLandNoise { perSquare = 5; perSquare2 = 150; front = 1000; [color=Red] back = 20000;[/color] top = 2500; map_high = 20000; bottom = 2000; [color=Red] noisemax = 0.9; noisemin = 0.4;[/color] } NoiseStrip { min = 2095; max = 2505; } ScreenshotQuality = 100; ScreenshotName = "ScreenShots/ScreenShot_%03d.jpg"; ScreenshotExt = "jpg"; EffectOptions = 0; Exhaust = 0; ShadowDensity = 0.4; PilotName = "No"; [color=Red]FogParam1 = 8; FogParam2 = 0.9;[/color] CivilianRoutes = ""; AviFolder = "Movies/"; PilotNames = 0; MaxFPS = 0; AdvancedEffect = 0; [color=Red]TreesQuality = 2; TreeDistance = 300; RenderEffect = 0;[/color] ObjectTextureQuality = 1; LandScapeTextureQuality = 1; CloudAspectThreshold = 0.03; opitons.lua (X:\Eagle Dynamics\LockOn Flaming Cliffs 2\BlackShark\data\scripts ["graphics"] = { ["multiMonitorSetup"] = "1camera", ["color"] = "32", ["heatBlr"] = 0, ["scenes"] = "low", ["water"] = 1, ["fullScreen"] = true, ["visibRange"] = "Low", ["aspect"] = 1.7777777777778, ["textures"] = 1, [color=Red] ["shadows"] = 0, ["effects"] = 1,[/color] ["width"] = 1920, ["lights"] = 2, ["height"] = 1080, ["civTraffic"] = 0, ["resolution"] = "1920x1080", [color=Red] ["haze"] = 1,[/color] }, -- end of ["graphics"]
  3. The graphics in 2.0 are too much dependend on haze=1 in options.lua under LockOn Flaming Cliffs 2\BlackShark\data\scripts, and even compensations or re-adjustments with lod land night values, or OldLandNoise/back, or noisemin and noisemax or noisestrip settings in graphics.cfg wont get your graphics back, in other words, you cant get rid of the blury gfx in the terrain once haze=0, which was better possible in 1.12. Furthermore this time with 2.0 the fogparameters (1 and 2) have a different impact once changed. For example, if you make fogparam 1 and 2 =0 (like in 1.12) to get rid of transparency rendering, you will also completly loose all your haze, even though haze=1 in options.lua. (things are interconnected in "their own way") But the good news is, you can tune your haze (if you feel it as too much, what many expressed) by changing your fogpararmeters in graphics.cfg. Water=1, and effects=1 (options.lua) is a good choice imo. CloudAspectThreshold = 0.03 > to 1.0 is a good solution for low end gfx-card, but meaningless for for high end gfx-cards with multiple pipelines. Besides the "jiggling" clouds, you wont achieve anything changing this. Conclusion: with good settings and a bit of unnecessary wasting of time in your files, 2.0 runs on an average with better fps under slighty better gfx then 1.12, but the stock installation values are very optimistic, maybe good for presentations but doubtfull as a solution in multiplayer environment, lookig the fact, that even high-end PCs suffer without tweaks.
  4. besides few personal tests i made meanwhile...i can only say this: dude, this is the BEST description i have seen since long time..."do a bit of this....then do a bit of that one" ...just lovely and what really was cool, how you steer the jet like a ducktales vehicle....nice track:megalol::thumbup:
  5. Alright, thx. fair enough answer.
  6. What are those files supposed to mean? Eagle Dynamics\LockOn Flaming Cliffs 2\Scripts\X52Pro X52Pro_enum.lua X52Pro.lua ??? We have been told, that there are no new flightmodelphysics or weaponspyhsics implemented in 2.0. So, consequently this gave us to understand, that values and scripts had to be manupulated or tweaked or changed in order to grant a somewhat more reasonable outcome (may it be FM or WPhysics). We got that....alright, but can someone explain me what those files (above) are supposed to do? I remember back in LRM there was a "no barel-roll fix", basically meaning, by using lua-script your joyinputs were manupulated which didnt allow you to pull how the jet was designed or supposed to be in first place (fixing one issue (missiles) with screwing up another one (flightmodel)). Are those files something similar? If yes, its really getting hillarious slowly. And if someone is knowledged enough, can that someone explain me please WHY my 2.0 f-15 is behaving totally different with same curve settings as my 1.12 f-15? And im not talking about performance changes, im just talking about pure joystick response and sensitivtiy. Thx......
  7. my old 7800GTX card started puking in overcast clouds, the new 260GTX SCC isnt even noticing them ..processing them, as they wouldnt even excist (same cpu) ...4xAF 8xQAA ...overcast...np whatsover...strange
  8. a bit offtopic...but related anyways... http://www.megavideo.com/?v=V8MKO2O5
  9. Fully accepted ! ...so where are the datas provided in silence then? ;) You know, im not criticising, but referring to sources make things more relyable, and you avoid that "yoda does it one his own brain again" bla bla.... And it has also teaching value to read unclassified docs.
  10. http://news.sky.com/skynews/Home/World-News/Nato-Helicopter-Crashes-In-Afghanistan-Killing-Four-People-Taliban-Claim-To-Have-Shot-It-Down/Article/201004215597789 http://www.flightglobal.com/blogs/the-dewline/2010/04/cv-22-osprey-down-in-afghanist.html
  11. Oh boy, what are you doing. ...Wish you best, strong soul, and good recovery ......things like this s###
  12. spooky "i cant tell the source its classified" is really not satisfying or justifying. sorry. but then again, its a private project of yours...so :smilewink:
  13. @ Distiler: yupp, this is another reason why i started this post. To have a public common "voice" from all on this issue, nevertheless it concerns us all.
  14. Thx you Breakshot, yes those are few of the main things. btw, if you find a way to define "check" X:\Eagle Dynamics\LockOn Flaming Cliffs 2 (entire folder) "except" folder 1,2, 3 etc " in a code-way (command line)...let me know plz.
  15. No worries, all will be explained in detailed posts in TCL rules as soon as 2.0 is patched and ready for TCL.
  16. Offtopic: IL-2 community sovled this issue very smart. They also have inbuilt integrity check (crt=2) but many servers out there use various mods in different configurations. Which are really great btw meanwhile. But you have a modswitcher, in which you can drag all available mods from the "left side" to the "right side" and save each as Server 1 or Server 2. So, all you have to do is to read server forums and adjust you modswitcher, according to their mods, then just by one klick you enable all things required for desired servers. Pretty handy stuff.
  17. Correct, thats true. But here we also run into a "conflict" regards many mods out there. So server admins, really have to think twice what to check without making it to complicated for players to join their servers and without reading their forums first...or downloading extra files etc etc. (improved fps modellod.txt or scene files (fps) for example....) In terms of TCL this is a different and less complicated story....there you will have a "fair-play" (details later) mod which you easily can de- or activate via modman whenver you have a match.
  18. the inbuilt check is there, yes, but its definition file (what to check) in stock installation is almost NOTHING ..only one file ! "Config/Weapons" and nothing more. If you understand the importance of this. PS: thx Fahh
  19. It is difficult for TCL to observe the wide spreaded mod community and their frequently updates. Many mods will be injected it different folders etc etc...to keep up to date with all that...is just not possible. Surely certain classic mods can be used. Therefore we will make not a whitelist of mods, but a list of files or settings which are free. (will be described in the 2.0 ROEs) From there on its up to every player to ensure by himself that he matches the rules, which all have to respect in respect to all others (fair play).
  20. TCL as a league, can not respect and control all mods constantly and variously used out there. All we can do is, assuring a stock version as comparsion basis, and please players to be self-responsible about their changings. Surely there will be certain things "free to use" ..but crucial files defintily not (remain stock). Whatsoever, it should not be a big issue to en- or disable certain things quickly via modman if required. Anything, what can be tactically misused will be a NO.
  21. Roger, got it. No problem anyways, TCL will have a cross-cross-check procedure to ensure that not even hosts (which rotates anyways) has modified the TCL mod (which includes a common integ check definition and couple other things). Thx...just asking Good to know would also be coding instructions of that line... can it be made, that you say...Check ALL except this and this not?
  22. yes, host is checking client, but is client also checking host ? there are reasons, why i ask this.....saving details for now
×
×
  • Create New...