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some1

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Everything posted by some1

  1. There was always a glass effect, but now it has been dialled to 11.
  2. Apart from multitude other issues reported with the lighting in the latest open beta, the glass effect on the instruments is broken in most of the aircraft. They glass is now either smoked white, or has very strong blue reflections at random angles (not from the sun, the sun is in front of the cockpit).
  3. Looks like a global problem with lighting in the latest DCS, most cockpits have issues.
  4. Not quite true. The game does not simulate the prop spinning at 2000 RPM, at least not the visual part. What you see is a dedicated blurred disc that rotates slowly. It is relatively clear in older DCS WWII aircraft, but the recent ones have this strong painted shadow. It has been deliberately added by 3d aritsts, probably because it looks cool on screenshots. Hey! I spent at least 10 minutest googling through tons of pictures until I found one which at least somewhat resembles the reality. :P The smart photographer used longer exposure than usual, or was just lucky with that shot.
  5. Even with re-projection off, it's simply unrealistic. It's a camera effect, like lens flares, not what the human pilot sees with his own eyes. A spinning propeller should look more like that: https://rwphotos.photoshelter.com/gallery-image/G0000QmYw8ei0GuA/I000047pfBgwiG0E/4 No flickering, just a faint disc, reflecting sun at certain angles.
  6. Yeah, the "half the missile range" notification for the AI is rather nonsensical.
  7. That is not true, according to Tacview the AI starts dropping chaff at 12 nm, which is immediately after launch. It won't be hard to test again at higher altitude and closure speeds to check how it behaves when launched further away. In case of Tomcat it was a launch from above 30 nm. Again, AI chaffing immediately.
  8. Will it have VR friendly propeller, like the Mustang and Dora, or a flickering, unrealistic thing like the Anton & Spitfire? The videos so far show the latter...
  9. I managed to finish the mission without crashes in the latest DCS version. Seems fixed.
  10. In all of the attached tracks, the AI is reacting to missile launches well above 10nm. In TWS!
  11. It happened to me at least several times, that the gun symbology is drawn in the wrong place on the HUD, causing bullets to fly above the target. Unfortunately it seems that during track playback everything looks fine, but I managed to capture the issue on screenshot. Note that on the first screenshot, the funnel is way below the fixed gun cross and the bullets fly where the cross is. The second screenshot shows the correct funnel position after aircraft reload. Same happens to LCOS sight. sightError.trk
  12. Getting PTRK to track a moving target is now very tricky. Is that supposed to be that way?
  13. Well, since according to Nineline, ED is not aware of any problems in this area, here's a little summary of the current state of AI: -AI immediately starts dropping chaff and evasive maneouvers even if attacked BVR with an active missile in TWS (AIM-54, LD-10, AIM-120) -AI knows exactly which of them is being fired upon, even if flying close formation. -It knows immediately if it's attacked with heater or radar missile and starts releasing correct countermeasures in the exact moment the missile leaves the rail. -It immediately reacts even to IR missiles fired from behind Attached are a few tracks that show the issues. F14.trk JF17.trk F18_3.trk
  14. Nowhere near realistic though. If I had seen so intense radiation glow in the middle of the day, I would be seriously concerned about having kids in the future. Or, actually, living longer than a few months. Besides, that's how the cockpit looks on the ramp after almost an hour (with time compression). Doesn't look like it dims at all.
  15. My guess is that it won't change unless we get a new PBR cockpit retexture (like WWII airplanes or F-5 got in the recent years).
  16. All other switches in Hornet's cockpit can be flipped with LMB or RMB. But after LTD/R has been converted to 2-pos, only Left Mouse Button works on it.
  17. It doesn't matter, they got your money. There was a similar thread not so long ago: https://forums.eagle.ru/showthread.php?t=267957
  18. It's the one I already reported and hopefully fixed for the next beta.
  19. The fixed campaign missions are available on the beta only, so I played that version. And the mission 12 bug is more than a year old, so it's equally broken on the stable. Maybe you were just lucky and your wingman did not get close enough to blow the convoy. The only beta-related issue seem to be the crash in the last mission. So the stable is not much of an improvement.
  20. Thanks, will check the next update. After all, I want that "campaign completed" badge :)
  21. I'm not saying the CPU checks on GPU, it's just that your analogy with teacher is nonsensical. We have no idea what's tied to display resolution in DCS. Could be additional effects calculated by CPU, postprocessing based on previous frames, heck, even the way the game performs cursor-clickspots interaction in 3D space. Many things in the game engine may still depend on display resolution, not just the basic DirectX pipeline.
  22. https://forums.eagle.ru/showthread.php?t=253277
  23. Only if the teacher does not check the student's work. Bad analogy.
  24. Nothing from your overcomplicated list of things is related to Steam VR. And nothing there that ED will help you with if they add native WMR support. I don't have any reason to put the headset on before launching DCS, so half of your list is already not applicable in my case. Recenter view I have mapped to voice attack command, so that's another step less. And never had any mouse issues, neither with Oculus or WMR, so can't help with that.
  25. I may be wrong about the whole PD/SS relation, but the way I understand it, it is to be expected. PD controls the resolution at which the game renders the image. Steam then takes that image and resizes it according it to supersampling settings. Obviously, the process of paining the image is more resource intensive than just upscaling. You can offset the reduced size of the rendered image (lower PD) with higher upscaling (higher SS), but some quality will be lost in the process. SS won't bring the detail that is not there in the first place. But it's hard to compare subtle image quality differences in VR headset, so despite this, the net result may be worth it.
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