Jump to content

Mnemonic

Members
  • Posts

    3786
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by Mnemonic

  1. When at night - lights of the other ships (for example on Gulf map) are visible from many many miles away.

    Supercarrier deck, albeit illuminated is pitch black, and only visible within 1 mile from the ship.

    Should this be increased?

    At least is there any parameter in lua that can be tweaked?

    PS: this is in VR

  2. DCS now have good support of hand tracking, for example with Quest3. With hands tracked close to perfect it is now fully usable to interact with your hands in VR to do simple inputs into UFC, or work with MFDs on a pretty common VR headsets (Quest3 and Quest2).

    Unfortunately F-15E module doesn't support this, buttons can be clicked with the mouse, but virtual hands just go through the buttons without activating. This feature works great on ED modules (F/A-18, Ah-64), and I would love to see it implemented in F-15E as well.

    Please Razbam, this will be so cool! Can you fix this?

     

    Here is a demo how the hand tracking and interaction should work with DCS F/A-18:

     

  3. One (small) issue, just figured, for this mod to work properly ground textures should be on "High", when on "Low" ground works incorrectly, with some textures taken from the mod, and some default. Would be cool to also include in the mod ability to use "Low" setting, for higher performance in VR or for lower end machines.

    Mod looks great btw! Thanks a lot Bartek!

    • Like 1
  4. I can concur, repeater HUD implementation has to be fixed for VR, it's eye straining and incorrect when used in VR headset.

    It doesn't work like on the videos posted here, it's rendered at the wrong stereoscopic depth, and reacts to the head movements.

    I hope devs can check this issue, would be pretty sweet to have it fixed.

    • Like 1
  5. Хотелка - для отсутсвующих сегментов карты, вместо черной подложки по умолчанию - использовать подложку с текстурой (или цветом) бумажной или картонной вкладки, не белый а такой вот желтоватый цвет состаренной бумаги.

     

    Сомневаюсь что карточки с топографическими картами будут заготовлены для двух масштабов для всех возможных сегментов всех закоулков карт в ДКС (Кавказ, Сирия, Невада, Марианские острова, Персидский Залив, а в будущем еще много чего другого).

    А исправление просто черного цвета на светло-бумажный сразу сделает кабину опрятнее и устройство применимее.

     

    Таким образом те сегменты которые частично содержат карту будут не так странно смотреться (с черными зонами). А те части где карты совсем нет - будет хотя бы виден начерченый маршрут, а то сейчас получается что маршрут чертится но черным по черному, и такая карта перестает нести любую полезную или даже эстетическую роль.

     

    image.png

    • Like 3
  6. Rocker buttons are good substitute, or, as an option use modifier (paddle lever on the stick) + the “last” button in the row as an additional button.

    don’t see it as much of a trouble, we’ll see how the general flow will be 🙂

  7. This is a post to cover two distinct issues with using Mi-24P on a multi-monitor system.

     

    1. Glitch with 9K113_CAM_base_page.lua

    Due to a little glitch in 9K113_CAM_base_page.lua 9K113 sight is not drawn in "CENTER" viewpoint by default, but instead positions in the middle of "LockOn_Options.screen.width / height", which is incorrect as it's drawn all over the monitors. 4 lines of code in to fix it, 2 in the beginning and 2 closer to the end:

     

    HUD_OnlyX	   = SZX / 100.0
    HUD_OnlyY 	   = SZY / 100.0
    -- HUD_OnlyX	   = LockOn_Options.screen.width / 100.0 -- 6.0
    -- HUD_OnlyY 	   = LockOn_Options.screen.height / 100.0 --6.0

    SZX and SZY are already pre-calculated, but then not used in script

     

    later following lines need to be fixed:

    if LockOn_Options.screen.oculus_rift then
    	screen_aspect = aspect
    	kX = 2/SZX*screen_aspect;
    	kY = 2/SZY;
    else
    	screen_aspect = SZX/SZY
    	kX = 2/SZX*screen_aspect;
    	kY = 2/SZY;
    end

     

    I have made a fix to 9K113_CAM_base_page.lua and now it works as intended, you can check the script yourself:

    https://www.digitalcombatsimulator.com/en/files/3317185/

     

    raduga_sight1.jpg

     

    ***

    2. Petrovich UI

    Additionally, there are also problems with Petrovich UI, the compass and crosshair are not positioned properly by default if user has more than 1 monitor. Crosshair for example is moved to the middle of "LockOn_Options.screen.width / height" as well, so can be on a side monitor or elsewhere. There probably should be a more elegant solution, but I just moved all the positional variables to the top of the file, so it's easier to adjust it manually:

    https://www.digitalcombatsimulator.com/en/files/3317186/

     

    Example of how script allow you to position Petrovich compass, and fixed crosshair which is now in the middle of the screen, and not at the border as by default with such config:

    photo_2021-06-26_20-38-08.jpg

     

    Would be nice to see a centralized solution to such issues in upcoming patches!

     

    Thank you guys for an awesome new module! Mi-24P Rocks!!!

    • Like 2
  8. 5 hours ago, Ron said:

    А надписи на панелях приборов не смущают на русском или их тоже?  

     

    Quote

    Тогда уж заодно и любимые политические лозунги 

     

    На реальных бортах надписи в кабине на русском, но снаружи на украинском

    никакой политики, чисто реализм.

     

    На Иракском же борту снаружи надписи переписали.

    • Like 3
  9. I have 3 MFDs with monitors, I export VDI, HSD and RWR, as F-14 Pilot,

    is there a trick that I can export to the same locations as VDI / HSD (same screens) DDD, TID, when I'm occupying F-14 RIO seat?

     

    If I put all of them in my multimonitor lua - I get overlapping graphics, DDD renders on top of VDI etc.

    Is there a way to put "if" condition there, so that only proper screens export when proper seat occupied?

     

    Many Thanks in advance!

    Good topic!

×
×
  • Create New...