sadly, the problem from 1.2 make its way to 1.5
there ARE shadows on colored part of windscreen (it is still NOT yellow too :()
there are NO shadows on transparent glass in real life((
thanks, thats great! i find default settings are way too bright and colourful so you can forget you driving a mighty machine of death :gun_smilie: i really like theme on this great picture
or this
or that
actually i was wrong and after some comparison with different HDR settings i found that 1.5 night even brighter!
non-1.5
1.5
excuse me and delete the topic please :blush:
all im saying is that 1.5 night is a lot DARKER than previous version, which i played at the same monitor with same calibration.
does screenshots provided by Bourrinopathe not seem too dark to you?))
i like your settings very much, could you do some more cold and realistic themes for me? maybe a little bit brighter but same COLD :thumbup: im also looking for something for a night sorties.
tree massives has a strong impact on FPS (Batumi area is a good example)
turning off AA, shadows (all shadows), texture filtering makes no effect
tested only in external moving view (ctrl+F11)
since today the app is not working and says "This beta version of UltraMFCD has expired. Please visit UltraMFCD.com to download the latest version." there is no new version on site.
so today is no-fly day?
or use clickable menu mod, it will allow you to change font size and make your menu clickable with mouse. im using it now and its working in latest version http://www.digitalcombatsimulator.com/en/files/84648/?sphrase_id=1822299
thats bad because we cant make glass yellow without making it less transparent (brighter texture\alpha - less transparent surface). seems like there is no workaround that logic
whoa! now we cooking, thank you very much!!
what about shadows on a glass? i was thinking about reflections on canopy - its there but there is no shadows on canopy because of it, it remains transparent, maybe we can use same method to paint the windscreen?
just wondering
ok, lets talk about flood texture, what determines the area of flood coverage?
all we need is to remove flood light from colored area of windscreen.
on the other hand, the problem with shadows still stands, i have no idea how can we handle that