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Lixma 06

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Everything posted by Lixma 06

  1. Here's a video of it... Light from the ground is illuminating the cockpit and how bright depends on the type of terrain you're flying over (which is why a broken coastline is a good place to see it). What makes it even more noticeable is the transition between light and dark is not smooth - hence Len62's term 'jumpy gamma'. This happens regardless of 'cockpit illumination' settings.
  2. Try flying low over broken coastline to really see it.
  3. Su-27 also has a green 'floater'. The Su-25A has something that looks like a dead pixel on the front canopy.
  4. OK, my bad - it's working better than it did (e.g. slewing on the ground is fine) but it's still a nightmare during flight. I was expecting the fix to result in something similar to the 25T laser's behaviour but if this is how it's meant to be then that's OK.
  5. Still goosed in 2.5
  6. The colour saturation too still needs tweaking along with the gamma. 2.5 seems a touch better than 2.2 but it's still eye-bleedingly intense. I'm pretty sure the Sabre's cockpit shouldn't be powder blue.
  7. You do realise this will lead to all manner of perverted airborne centipede antics? +1
  8. (Raises hand) I have a worry. Currently it's possible to muck about landing helicopters on moving trains, but after watching Wags' latest 2.5 Huey video it appears that the train tracks are now equipped with power lines - which means no more heli fun.
  9. The first two shots are of the car park next to the Sphinx - first one is regular rendering, the second one is deferred. Compare those vehicles with these from 2015.
  10. It's awfully rivety.
  11. See now all the riffraff will be having a go. Any news on the CCRP or cockpit frame?
  12. Hit R-CTRL+Num0 to activate sticky snap views and then press Win + whatever. (I think)
  13. I'd like to see this as a native option for all users so +1 from me. I've been experimenting with supersampling and the results are very encouraging. I have a 1080p monitor and I can run 2160p with great fps (which is helped enormously by not having to use AA with the deferred renderer) and the in-game image is very sharp. Couple of questions though.... Is supersampling 2160p onto a 1080p monitor taxing the GPU more/less/same than if I just ran 2160p natively on a 2160p monitor? Is there any way to run DCS's ME/menus at native res while supersampling the 3D part? Currently they look rather blurry, even with 'scale GUI' ticked in the options.
  14. Throw him in the river; if he floats he's a witch!
  15. Less stutters, bugs etc. 80gb of freed up SSD space. Revamped WW2 aircraft. MiG 19, maybe Tomcat.
  16. Thanks, Orso! Why isn't this stuff already in there? The Mustang's over 5 years old.
  17. According to Tiborr's tests there doesn't appear to be any appreciable difference between 1080 and 1440 (assuming your GFX has enough VRAM)... https://forums.eagle.ru/showthread.php?t=157374 ...but these tests were done 2 years ago and I'm unsure whether they still hold up what with v2.x coming into maturity. Has anyone made the step up recently? What kind of performance hit (if any) was there?
  18. 'Ground-stabilised' mouse pointer. +1 One potential problem - imagine you've just clicked a switch behind you and you then look forward, presumably the pointer remains behind you - how do you drag the pointer back into view? Will the edge of the screen drag the pointer with it?
  19. Please! :) e: and mirror toggle
  20. Also, if head-trackers aren't a possibility I'm sure there will be a snap view dedicated to the centre MFD.
  21. Just wanted to second this advice - although even today I still see comical clips of people who use a head-tracker and they are doing owl impressions, almost breaking their neck looking left & right.
  22. The F-86's wings go mental at transonic speeds.
  23. Probably more relevant to the older aircraft in DCS but it would be great to see something like this....(8:10 etc) Distorted transparency effects are pretty old in FPS games but I don't know how feasible they are with a 3D canopy?
  24. On the Normandy map the trees (and their shadows) jump from a lower detail model to their highest when the player is very close. It's jarring and rough looking. Is there a file somewhere we can edit to force the trees & shadows to stay fixed on their highest detail setting, performance hit be damned?
  25. Thanks for the help, Mav. Everything good again.
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