

geert
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Everything posted by geert
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Well, the good news is indeed quite good...but I'm still having the major issue with the corrupt left screen. It only happens when activating stereo3d and is even there during the debriefing, showing no text in the left screen and nothing wrong with the right screen. I had already removed the DCS: black shark profile with nvidia inspector and yesterday also removed the new profile (from DCS.exe) that is automatically created it seems after the first time when going 3d. I was expecting this was some kind of error and was surprised you have no issues. Any suggestions left? Also, if anynody else is reading this who also has the Mi8, could you please check this new version and shout "OK" if everything works for you? Thanks.
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I attached 2 short tracks showing the problem, one in the Heuy and one in the Mi8. As shown, the HUD in the Mi8 is corrected by the mod, so that´s the good news. But the bug is in both the Mi8 and the Heuy. The bug is visible even after you exit the mission, you have to leave full screen mode in order to get rid of it. Cheers. Heuy 3dmigoto bug.trk Mi8 3dmigoto bug.trk
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Thanks for the work, but unfortunately, there's a serious error in this version! When you go to full screen mode, the left side screen is extremely corrupted, seems like a bunch of textures or shaders or something are gone, resulting in a lot of blackness. I also tried it with the unmodified version you posted here with the same results.
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I tried to do some copy-paste trick from my old d3dx.ini file (using my arrow up/down/left/right settings) to the one you posted yesterday and also using those shaders you posted yesterday, but it still didn´t work (or I did something wrong), so I probably still don´t understand exactly, but I´ll happily just wait for the new mod. That´s great! See attachment! While doing the testing today, I also found that by turning on the search light, the problem was gone, just as with firing the gun! So, well, that´s a fix...kind off. With the adjustment you made it got a lot better and you pushed the sun and those horizon effects further back, but it´s still too close and there might be some other problem..hard to see for me. So I don´t know if you can push the sun and horizon back some more or if that´s not so easy. I don´t know if there´s still anything that can be done about it. Heuy light reflections bug.trk
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It works! I used both the d3dx file and the shaders you just posted. Should I also still try with other shaders? And which exactly do you mean with "previous shaders"? It worked with both up and left keys. I wonder if this whole stuff has something to do with my own d3dx file, I use down, left, right and up keys for lots of different settings, although that works perfectly with the other shaders (well I use those other MODS for Mig15 and F86). Hope you now know what the problem is. Ouch, really hope you can get some fix somehow. Also really hoping that the horizon and sun problem can (someday) be fixed. And then there ALSO this problem with the lights I mentioned earlier. I tested a bit today with the Huey, Mi8, Sabre and Mig21 and well, I guess some tracks might me more usefull to you, so you can see for yourself. I´ll explain briefly: The problem is only pretty small with the Mig21, in all others the reflection of light sources on the ground (from headlights from cars, from lamps etc) is on the wrong spot and seems to "dance around" when you fly around. In the Huey, Mi8 and the Sabre everything turns to normal ONLY when you fire the gun. When you let go of the trigger, it goes bad again :huh: With the Mig21, it seems independent of the gun, and is good most of the time, but still, can also flip from good to bad. It´s a really anoying and extremely distracting problem. Again, just tell me if you need some tracks or something. Cheers.
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I´m affraid to say it...but it doesn´t work :( I was having doubts about whether I might be doing something wrong here, so I tested version 1.0 of your 3dmigoto MOD which worked for the Mi8 in DCS 1.5. And that one still works for the Mi8 in DCS 2.0. I then replaced the shaderfixes folder of the 1.0 3dmigotoMOD with the latest shaderfixes folder you posted here, and the Mi8 didn´t work then. I have no clue what I´m really doing here, but I hope it might give you some valuable info. Hope you can find the problem. Great. Really hope you can get that one fixed someday. Cheers.
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I tried that yesterday actually, and it didn't work. Pretty strange: when I play the sample I made (I thought it was around 40ms long) in any audio player or audacity, you hear the loud bass sound which you expect. However, when I use the soundmodule of simshaker to play the sound, you just hear a very silent "click" sound or something like that. And in game it is the same: no bass sound, just small tiny barely audible clicks. So something is happening in the soundmodule it seems.
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I took the sample and made it as short as possible by simply removing the long silence in the end. That made it 90-100ms long. When the rotor RPM is on full power now, it seems that the sample is still too long, resulting in much less "effects per second" than was the case without the error. Am I making any sense? :) Great!
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Just that when an effect / sample is being played, simshaker won´t play that sample (or another one probably) until the sample that is playing is completely finished. That´s what the "already playing" error means I guess :doh: I guess you already knew that. What´s strange is that simshaker didn´t do that previously. it would just start the sample again without waiting for it to finish. Even if you manually play the sample with the soundmodule now, it only plays the sample again when the current sample is finished.
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I adjusted the 2 rotor samples to make them shorter (Olaf´s samples are very long) to below 100ms. The sound wave was actually not completely flat yet, but that still didn´t solve it since 100ms is way to long for this particular effect. But that experiment showed to me clearly what the problem is. Hope you can get it back to what it was, because this problem isn´t there with previous version or non-beta version.
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I have 2 installations of DCS 2.0, the one I usually use was copy-pasted to a new SSD. I tested beta simshaker on the other DCS 2.0 version (the one which was properly installed) and then it works much better: Sabre effects work and probably a lot more modules work, but tested only superficially. But the problem with the enhanced motor whirl persists. Even when I switch to those old samples, there still is this mentioning of "already playing" bug in the LOG. Like I already mentioned, somehow the normal enhanced motor whirl just works very bad for me and I only like that custom sample from Olaf. Would it be possible for me to overwrite the normal enhanced motor whirl with the custom one so that I can also use the new effects? Cheers.
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I tried this new file with Mi8 in DCS 2.0 and it still didn´t seem to work, I saw no change. I did copy my separation, convergence and "Y values" from the old file to the new, but that was basically what you were suggesting anyway. Any ideas? I just made a track in the Huey with some sling loading to show you the smoke problem. I hope you have dcs 2.0...didn´t think about that. There´s also another quite big problem with lights in 2.0 and stereo, it´s pretty strange, they sometimes seem to be in the wrong spot, like all the headlight reflections of cars on the road for instance, but probably almost all lights. Only seen it when all the lights over the city are on. However, it seems to be plane/helo and or performance dependant so will have to look a bit further. Maybe other people have the same issue? Flying around with the mig15 just now didn´t show that issue. Cheers. sling load Heuy corrupt smoke.trk
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Chief, I noticed that too in the A-10C, but just one "bumb" would be no problem, what happens in my case in the Sabre (maybe other planes too, haven´t tested them all) is that this "bumb" comes every few seconds, then a few seconds quiet and then...well, that´s what I meant with no pattern. I was wondering, am I the only one having these issues? Is this beta version working perfectly for others? Just some confirmation would be appreciated.
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Just tested again. No effects in the Sabre, however, after I've taken off, there´s just sometimes a "bumb". Seems to be no logic or patern in that whatsoever. I also noted now, that I got this message about a conflict in the LOG in the Huey with full RPM only when I use those custom samples (those posted by Olaf that I have been using for months now). When I don´t use those samples, there´s no mention of "already playing". I must also note that I was never satisfied with the standard enhanced motor whirl effect and always used those custom samples, so I'm not sure whether it´s really that different now, might have been something wrong with that effect for a longer time. I copied some bits and pieces from the log of the sound module to some text files in case you might give you some more relevant info. See atachment. Thanks. Simshaker beta LOG Huey custom samples.txt Simshaker beta LOG Huey.txt Simshaker beta LOG Sabre.txt
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Mi8 shaders Thanks for the help with this. Attached are the 3 files you need. I had to compress the shaderusage.txt file to a RAR file because it was a bit larger than the apparently maximum allowed 500kB. There were 2 shaders for the sight. 2b83090b7feaa999-vs_replace.txt 0015dc5ba3778d8b-vs_replace.txt ShaderUsage.rar
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Can't test right now, but I'm pretty sure not a single effect works right now for the Sabre. In the non-beta version of Simshaker everything seems to work (effects that are implemented of course). I also looked at the sound module window when the UH-1H was standing on ground with full rotor rpm and it continuously showed some error about that some effect was already playing. Don't know exactly and the text was flashing around fast, but something like that was going on. Some kind of conflict?
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Yes I tried. Also deactivated all active MODS and the problem is also with DCS 1.5 and 1.2. I´m not sure when it stopped working (v2 or v3 of the 3dMigoto MOD) but it worked with v1. Hope you can get it fixed. Hope you can fix it eventually. Can I just open a bunch of random LUA files in some text editor and search for "new dialog" as if searching a WORD file? Is that how this works? Just wondering if I can be of some help. I didn´t know I had to remove that 3dvision profile! I just did and now I can really see a difference, much better indeed! But still somewhat visible...I´m also pretty sure that in the Nevada map, the "horizon rendered at wrong depth issue" is different when you tilt left or right. In one direction it´s very hard to see, while turning the opposite direction (forgot which side) it´s much stronger. I´m pretty sure I didn´t see that in the black sea map. Also, the power line issue with the black sea map (yellow color under some angles) seems to be gone with the nevada map, however, smoke is still a huge problem. Normal smoke like from engines/flares/smoke pods seem to work just fine, but smoke on the ground (as markers or after explosion) is heavily corrupted under some angles, turning into all kinds of colors and showing other artefacts. This is really an anyoing bug right now, and when doing sling loading over cargo which is marked with smoke is just pretty much impossible. Thanks.
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Oh, sorry about that, thanks for those samples Olaf :) I have been using them all the time! Not a single Sabre effect is working now, and I believe lots of other effects don't work too, but of course I haven't tried them all.The "Enhanced Main Rotor Whirl (RPM > 42%)" effect is particularly important to me, so I was concentrating on that one. Could it be that it has to do with that error I got? (about that kneeboard lau file). Also, how can I manually overwrite that file? I don't even know where the simshaker files are located! Thanks.
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I always used the reworked samples that someone else provided some months ago (I believe it was Kuky or smthing). These sample gave a nice strong and regular feeling with the engine running and just flying around. When I use the non-beta version, this still works fine. Now, with the new beta version even when I use these samples (from Kuky) the feeling is completely gone. It just feels very irregular (on-off sounds, sometimes I feel "something" just a tiny kick, then nothing, just very soft and, well, it just feels completely wrong). Strange thing is that the sounds of the mini gun on the UH-1H feels very good, so it's not like it's completely broken. When I start the engine of the UH-1H, it feels good (good sounds somewhat in sync. with the increasing rotor rmp), but when I increase to full speed rpm, that's when it becomes bad. Hope this is clear enough, otherwise just ask.
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Some troubles with latest beta-simshaker Hi, Happy to see some new effects for the F-86 and especially guns/rockets for the UH-1H. However, the F-86 effects don´t seem to work for me and the rotor effects for the heli´s don´t work well anymore. I´m also getting an error message when it starts up, see screenshot so maybe that has something to do with it? I´m getting this error message for all 3 versions of DCS currently installed and I checked and the lau file it needs is just there. thanks