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Nealius

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Everything posted by Nealius

  1. I ran one MP flight a couple days ago on Syria, with fog, and had no flickering. The only common denominators with the flights I've experienced flickers on have been scripts like MOOSE and AIRBOSS, and presence of the super carrier. The one time I did not have flickering, neither of those scripts or assets were in the mission.
  2. Say I want 4 mile visibility, that's 6076*4= 24304ft for the ME fog slider. However, placing two ships 4 miles apart, the second ship is completely obscured. To get 4 mile visiblity, I have to input around 50,000ft, which should actually be 8.2nm.
  3. Not the number, the actual meaning. Ft/s of what? Vertical wind? How fast your aircraft will rise/fall?
  4. I've had success with this deck setup. It's not stacked with eye candy, but it's not compeltely bare either.
  5. I have horrible stutters specifically when flying Channel in the Mosquito, at higher graphics settings, in 2D. Which is quite bizarre because the exact same flight in VR was smooth as butter, and the same high graphics settings in 2D do not cause stutters in any other maps or modules.
  6. No change on Extreme, unfortunately. Taken at 11,000ft and 20,000ft from the F11 free camera.
  7. Does it really not account for slip/skid? Even the old K-14 from the '40s could do that.
  8. Isn't this mostly an issue with the DCS code? I recall IronMike or one of the other HB devs mentioning that the friction values aren't granular enough to really perfect the ground roll.
  9. That map probably has the carrier steaming north. I discovered that the IFLOLS and carrier lighting is normal if I set up my carriers to go north, but if they go in any other direction the lighting is porked.
  10. Tried it, still no joy.
  11. @BIGNEWY View distance in these screenshots was "Ultra." Here's a dcs.log but I'm not sure if it's any help since I didn't fly any foggy missions on it. dcs.log
  12. There is at least one dude with a red shirt who's doing some directing, somewhere around Elev. 1 or 2 from what I recall.
  13. We've been asking for features like on/off switch for cats and choosing specific spawn slots since this module was released.
  14. All the blue Hornets. The four Sixpac slots only spawn if the player/client/AI slot is filled before the mission starts. If you delay AI start by 1 second, or if you join as spectator before selecting a slot, the Sixpac slots get skipped. Then you need to put a static where the blue jets on Elev 1, Elev 2, Elev 3, and the Patio are. This will effectively "lock out" CAT1 as no player/client/AI will be able to spawn on the 5 slots that correspond to CAT1.
  15. Use statics to block off all spawn points that correspond to CAT1. Problem is this will FUBAR Tomcats because the spawn logic thinks they're bigger than they actually are, causing a delay to start.
  16. Your spawn point determines which cat you go to.
  17. Yes, those. Teleport works, helpers and messages doesn't for me.
  18. I've been using the S-70B mod from here:
  19. Are the toggles even working? I've tried the toggle keybinds for the messages and visual indicators, both with special settings checked and unchecked, however they don't seem to work.
  20. @NineLine @BIGNEWY Why was this moved to wishlist? We had functioning cockpit illumination on the supercarrier deck. I distinctly remember it on the first mission of Reflected's Fear the Bones campaign, as well as on the Forrestal, as well as on the Tarawa with the Harrier (and the associated performance hit this lighting caused on my machine). This is a feature that was broken, thus a bug, not a wishlist item.
  21. The fog/dust only renders in a roughly 20nm bubble around the player. Once you get above 20,000ft, typical operational altitudes for combat, you can see this bubble. Beyond the bubble everything is clear. First picture is dust, second is fog. Both are from about 30,000ft.
  22. With some testing they seem to work okay in single player when there's stuff in the Junkyard, Patio, Elevator 3, and helos next to the island. It seems that multiplayer is where everything gets cocked up. Looks like the statics have to be placed more or less exactly as depicted in the manual, perhaps at the same angle too. Note, aircraft parked port of the island are clearly crossing the foul line in the manual. Directors wanted me to park on Elev. 2, close to the island, and I had a static not terribly far off from where they're depicted in the manual, but it is far enough away, and at sufficient orientation, to cause issues.
  23. Pretty much as per title.
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  24. Regarding the E-2s and tilly, carts etc. When I place those in the junkyard and between the Junkyard and the helo parking, the directors will park clients there, rotating them so that the tail is colliding with any statics in that location.
  25. Not fixed with directors update. Tomcat director waits for Hornet to launch before handing off the Tomcat to the cat, when there should be enough wing clearance for both to be on the bow cats simultaneously.
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