

Nealius
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Everything posted by Nealius
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Weapons and sometimes aircraft flicker or derender.
Nealius replied to Biggus's topic in Multiplayer Bugs
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. -
M01 - Channel - Extreme turbulence and Xwind?
Nealius replied to Nealius's topic in Spitfire LF Mk.IX The Big Show Campaign
Not the number, the actual meaning. Ft/s of what? Vertical wind? How fast your aircraft will rise/fall? -
Ground crew directors don't acknowledge static objects blocking cats
Nealius replied to Tom P's topic in DCS: Supercarrier
I've had success with this deck setup. It's not stacked with eye candy, but it's not compeltely bare either. -
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.
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Fog/Dust only renders in bubble around player
Nealius replied to Nealius's topic in Weather System Bugs & Problems
No change on Extreme, unfortunately. Taken at 11,000ft and 20,000ft from the F11 free camera. -
Does it really not account for slip/skid? Even the old K-14 from the '40s could do that.
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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.
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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.
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Tried it, still no joy.
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Fog/Dust only renders in bubble around player
Nealius replied to Nealius's topic in Weather System Bugs & Problems
@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 -
New deck crew on Super Carrier and salute not working
Nealius replied to Blinde's topic in Bugs and Problems
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. -
Is it possible to remove some of the flight directors?
Nealius replied to markturner1960's topic in Wish List
We've been asking for features like on/off switch for cats and choosing specific spawn slots since this module was released. -
Ground crew directors don't acknowledge static objects blocking cats
Nealius replied to Tom P's topic in DCS: Supercarrier
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. -
Ground crew directors don't acknowledge static objects blocking cats
Nealius replied to Tom P's topic in DCS: Supercarrier
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. -
Is it possible to remove some of the flight directors?
Nealius replied to markturner1960's topic in Wish List
Your spawn point determines which cat you go to. -
Yes, those. Teleport works, helpers and messages doesn't for me.
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Looking for best quality statics for deck
Nealius replied to markturner1960's topic in DCS: Supercarrier
I've been using the S-70B mod from here: -
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.
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@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.
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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.