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Everything posted by Jeesus
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I couldn't agree more :) The problem was that some of the people found this very offensive for some unclear reason and these threads often turned out to be a "Word War" :P
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Patience is an important skill to have and the community is pretty well equipped with that skill, not to cut out 20 seconds from the 24 hours of a day to communicate that there will be a delay on the updates (even without stating the particular reason) is IMO doesn't look too good and leads to threads like this one.
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Update on every Tuesday and Friday...
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#17140 Billund, Denmark
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Normandy Development Update - October 16, 2013
Jeesus replied to luthier1's topic in Western Europe 1944-1945
Well, mazex I guess was thinking about the edges/banks of the artifical lakes to be more blended with the surrounding terrain so instead of a dry surface/terrain line stg. like dry surface/soaked surface/mud/deep mud/water. This is reasonable if you look at it, but I hardly ever seen water blending done right in realtime rendered graphics. It's not an easy thing to do I guess... -
Normandy Development Update - October 16, 2013
Jeesus replied to luthier1's topic in Western Europe 1944-1945
Very, very Nice! :thumbup: -
Well, we used to say "A lepény hal megy elöl, a remény hal meg utoljára" which means "The flatfish goes in the front, hope dies last" which absolutely doesn't make sense in english :lol: Apart from the bad jokes, I hope so too, this game could be the first game changer in many years...
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Well Guys I hust wanted to share a small sorry here! I am a part of the Flight sim community for quite a while but not so long ago starting in small steps with DCS climbed the learning curve, started building a custom home rig for sims, which is just about to get finished and looks like this now: To Us it's nothing really out of ordinary, Warthog, trackIR and of course a Nuclear Powerplant what is able to fight with the flaws of the current game engine. Also I have to add that I'm working in a small place withsmall amount of people where everybody knows everything, so firstly I started to be mentioned everywhere as the "Flight Sim Guy". Sometimes I met with collegues: "Hello, how is the flying going?" :) Then, one of them actually came and tried the rig and DCS and it was amazing to see how stunned he was about the gear and the fidelity of the Sim itself and how they loved it after the first shock. The word kept on spreading and more and more of them is coming, and I guess a few of them eventually could become a valuable part of the community. To us these are just familiar things and we are whining the small flaws, but for the outsider we are "The League of Extraordinary Gentlemen" and this is just COOL :D Cheers
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Hi Woog! The solution you are searching for is a program called Helios, I myself not completely aware of it's current state of development and compatibility with the current version of DCSW. Also you should some research on aircraft model availability. Anyway all you need is look into it on this link: http://gadrocsworkshop.com/helios/ And check it on youtube as well to see it action Hope that helps :) Cheers
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That is indeed very strange...I wonder what could be the reason for that. Doesn't seem to have ny logical explanation. :huh:
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Be careful, when you enter the online world of DCS there's no way back :D
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The answer is yes/no and yes :) This is a new map but not for DCS, for a commercial flight simulation platform from eagle dynamics. However this map I guess never will be a part of the DCS universe, it is a perfect example showcasing the capabilities of ED's EDGE engine which is going to be implemented into DCSW together with the Neveda map. :smartass: :P Cheers
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Well, my friend, DCS is the beast that can knock every system to it's knees regardless of it's specs and power, my rig is to be considered as a pretty decent one (specs below). And what I have in the multiplayer: sometimes 16 fps without any hardware bottlenecking. The engine itself cannot manage to output the proper stuff. E.g. I think that in multiplayer the client loads every single players viewing distance lod. And that is why you have massive lag even if you are 10kms out watching towards the airport. Let' s say there are 6 aircrafts there every one of them see each other so every model is fully with full poly +the airport structures + physics + textures etc. You cannot even see them but DCS still draw the models and calculate as well... voila the whole stuff is overloaded and DX9 is not too good to manage all that it slows down like hell. Disclaimer: the above mentioned example is just an assumption based on observation and logic I have no factual evidence so might be completely wrong.
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Spider man, Spider Man...:D
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Hey guys I don't know if any of you experienced this problem before me, seems like my DCS installation during online play likes to sometimes switch between Multisampling AA and Supersampling AA for no reason. I always use MSAA because I hate how SS kills performance and washes/blurs out the picture. I know it's a kind of "deeply nerdy" problem :D but any ideas? Pictures below. First Looks MSAA second looks Supersampling, same day different server, no changes...
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Friday Development Update - October 11, 2013
Jeesus replied to luthier1's topic in Western Europe 1944-1945
Ilya mentioned earlier that at some point it will come, but not with the initial release :noexpression: -
And the best thing is, 3D models probably have more polygons and texture layers in DCS :lol:
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Very well said, we already have games fo a red dawn scenario: https://www.youtube.com/watch?v=K-oUOlNySY0&feature=youtube_gdata_player I should learn one day how to embed youtube videos properly :D
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Agreed! The problem with Nevada IMO is that there is going to be a little bit difficult (God forgive me for my lack of imagination) to set up a story around a proper war scenario in the middle of the USA, and we cannot make Red Flags only for the next X years. To be honest I could live with the current Caucasus map as it is, designwise. We got used to it, and we can stick with it for war scenarios IF it is going to be driven by the new game engine, so multicore, multiGPU, no stutters, some additional eye candy effects like reflections etc.
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Inspired by logothread - Custom Nosearts
Jeesus replied to Jeesus's topic in Western Europe 1944-1945
Well said :thumbup: -
After watching the posts in the logo thread (absolutely superb logos, kudos!) I thought, Wouldn't it be cool to have a custom noseart option for the individual players and squadrons, like a real in-game avatar? It could be done by like having a small interchangeable, fixed dimension texture layer on every aircraft's fuselage. There is a "kind of" impletmentation in DCSW but it has just too much hassle to have it set up.
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Do you have any info, how will they be optimized in the new game engine? If I can have a guess the unit models wil remain the same...