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camsr

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Everything posted by camsr

  1. If DCS wants to make a military trainer simulation, I am okay with that. God knows this game fails in so many ways, I can't see how threatening the idea of virtual war in a local area could be.
  2. Is there a way to get better angle out the front without pushing the HUD data off?
  3. The problem is assuredly the game, not the install. :thumbup:
  4. Testing my configuration, I had the FPS counter open my entire flight, and noticed a steady decline in FPS anywhere in the map after an hour. It was attributed to Scene: Parse and it was peaking around 35ms. I don't know what that is and searching the forum had nothing to say about it. My only guess is it relates to track recording, which also seems to be hardcoded into the game and is impossible to disable. I am going to take one last approach on fooling the game to not record tracks, I think it's possible if I disable write access to the Tracks/Multiplayer folder. Disabling read access prevented the game from booting. Please stop coding LUA and make your game work.
  5. Options menu
  6. It's the amount of scene objects that kills fps, even with good GFX card.
  7. 2 Questions that have been on my mind: 1) What do the near clip and middle clip variables do? I know what near clipping is in relation to far clipping, but I see in JayPee's config it is set to 0, which negates the known idea of near/far clipping being a ratio. 2) The distances things are drawn at vary with Field of View, so when zoomed in things further out are drawn. Where is the basis viewpoint for these distance values? Is it the default starting perspective, or the "normal" perspective after having used NumPad Enter?
  8. For such a high ping on my end, formation flying wasn't too tough. That's about all I got to do before constant CTD. Don't want to hijack the thread, but how do you guys set up your GFX so it doesn't CTD?
  9. The work they do is more a recording utility than a sound effect. But the audibility of a non-compressed VS compressed signal is appearant to the trained ear. Pushed to their limits, they do provide creative input in the form of "altered" dynamics, and that's become a growing trend (good and bad). The original form of compression was "riding the fader". Just making careful changes to volume by hand. Compressors do the same exact thing, just faster and more accurately. But they don't make everything sound good automatically :)
  10. What's the server IP and when will it be up?
  11. Compression is a difficult topic to grasp at first. A simple downward compressor (like most) will have 4 important controls: Attack time, Release time, Ratio, Threshold. It's a matter of practice how you approach dialing in each setting to get the best result. To simulate a radio amp compressor, I took a very simple approach and used an Attack time of 1ms, Release of 50ms, Ratio of 6dB, and adjusted the threshold to garner maximum 10dB of gain reduction. Then turn up the Output Gain roughly 6dB. You may need more gain reduction, but Yurgon's audio file was pretty stable in terms of average volume, and compressors like stable signals :thumbup: A great free compressor is ReaComp, it's a VST plugin. http://www.reaper.fm/reaplugs/ It should work in Audacity if you can load VSTs.
  12. What I did was the simple "telephone sound" thing. Apply a 12db/oct highpass filter at 400hz and 12db/oct lowpass at 4000hz. Then add some noise and use "dynamic range compression" :) Kinda like this http://www.larryjordan.biz/telephone-audio-effect/
  13. Yeah, thanks. Seems even with engines off the heat signature is enough to get locked.
  14. What about gliding into the DLZ?
  15. Played test missions to deduce how some things worked, like how many bombs it takes to crack an ammo bunker. It takes 4 GBU-10 and nothing else will do it, not even 14 GBU-12. AND, they must be dropped sequentially, or they blow each other up!
  16. I have noticed GBU-12 likes to miss in even slight crosswinds sometimes. What does help is keeping a stable attitude and veering into the wind slightly before pickle. Same could also be applied to the GBU-38
  17. NM, thanks :)
  18. Just found this thread googling for ways to increase throttle step granularity for keyboard flying, it's very interesting. The problem with your algorithm is that it's unaware of the lags (step response) involved with adjusting control surfaces (speedbrake) and throttle/thrust. Let's say for example it takes 1 second for a throttle change to affect thrust. Ignoring the difficult non-linearities with thrust/speed for the moment, your algorithm must know to adjust the throttle one second in advance, and it must also be able to account for inertia of the plane itself (again, non-linear). But if you can get those two things into your algorithm, it should help the yo-yo effect much better than simple differentiator.
  19. Hi I would like to fly a10c, either side.
  20. I don't know if you want a radio sound, but here's an example NOTE: File is actually .OGG format, not zip! Just rename it yurgon radio.zip
  21. I didn't think it could be the bind, so I just went back in and tried to recreate it. It's the arrow keys up/down I use for flight control. IF there could be a way to prevent that, that'd be great.
  22. I am almost afraid now to use the ESC key because sometimes it will switch my plane and ruin my entire game!! Known bug or just me?
  23. Rcokets are only good on large groups of infantry, otherwise they are just deadweight.
  24. Now there's a helluva idea UFO crash lands in Nevada desert, entire world converges on crash site in attempts to recover alien artifacts. Constant bomber threat to American airfields in the vicinity or something (some planes aren't in the game yet!) The battlelines between other nations would be on American soil outside the map. Somewhat random belligerence by random enemy nations. And only a limited stockpile of bombs!
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