

stray cat
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Everything posted by stray cat
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Not sure if it is a feature or a bug, the pod variant switch, it gets stuck at RS when I keep dialing it in one direction using hotkeys and cant be moved back Example, if it starts at 1 (roman letters) I can dial it to 6 and then guv and back, but if I go one further it gets stuck at RS (on the ingame weapon info HUD)
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thanks
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Where to switch on the radar altimeter? The manual says to rotate the left knob but that wont do it. The hotkey is RSHIFT +R but where is the switch in the cockpit?
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Completely wrong. Using too much wear on a texture is a sign of a less experienced artist trying to push the used look so it looks more real. It takes much more skill to make something look realistic and clean at the same time. As is the case in all of belsimtek modules, their stuff looks 100% convincing and new at the same time. If something looks "fake" its usually the texture artist failing to paint it properly. Using too much wear is a stupid extreme.
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It is a common cliche which is unintentionally enforced by movie and arts. For example: Mexico or Iraq get yellow tint in movies, Anything WW2 is in degraded colors, we cant see a single vietnam themed movie or game that does not jam 60s rock music into every scene, and russian aircraft cockpits look beat up all the time. I like clean cockpits, and for my taste the DCS mig21 looks too beat up on the inside. I will still buy that thing on day one without any hesitation, but it would really enhance the experience for me and other players that enjoy cleaner cockpits if there was an option for a cleaner cockpit.
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This makes no sense. If DCS would follow the standard of every aircraft being available in 2014 and not "moving back in time" then you sure as hell would not find working ammo for certain planes or spare parts because they have not been produced for 60-30 years. You really think there is a fully working F-86 that is 100% working as it was in 1949? With original HVAR and GAR missiles? So by your age logic, we would have to deal with firing weapons that (if you could find them in some museum) have their internal parts rusted for 60 years? If the guns weapon,s spare parts and ammo are in working condition in the game it is reasonable to expect the plane to be in a similar pristine state. Would it be possible to simply remove some wear layers on the original texture and release it on the forums so players can use it as a mod? The original artist simply removing the layers would be a much better mod than a modder could do by painting over the wear again. Also about immersion. I think overly worn soviet made aircraft are less immersive because they just repeat the cliche of everything east of the berlin wall being rusted all over. But I think it is a bit not smart to make a blanket statement by modeling every soviet aircraft like it was towed off a scrapyard because the countries using them were broke as hell during the 1980s-1990s. BELSIMTEK showed that you can have a convincing looking Mi-8 that looks in near pristine condition and look soviet at the same time with red stars and cyrillics all over it. The game should be consisten in wear (or offer 2 different options) and not base it on wether the country using that aircraft is broke or not.
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Draw distance and pop-in of objects
stray cat replied to stray cat's topic in DCS World 1.x (read only)
If I want to keep these settings, should I make the file read only or will it overwrite everytime I changed ingame gfx options? Camera = { Low = { near_clip = 0.2; middle_clip = 4; far_clip = 150000; structures = {30, 2000}; trees = {1000, 1500}; dynamic = {300, 20000}; dynamic2 = {300, 20000,0.5}; objects = {3000, 80000}; mirage = {3000, 20000}; surface = {10000, 50000}; lights = {50, 10000}; districtobjects = {100, 100}; districts = {2000, 2000}; lodMult = 1; lodAdd = 100; }; Medium = { near_clip = 0.2; middle_clip = 4; far_clip = 150000; structures = {35, 10000}; trees = {1000, 6000}; dynamic = {300, 20000}; dynamic2 = {300, 20000,0.5}; objects = {3000, 80000}; mirage = {3000, 20000}; surface = {14000, 80000}; lights = {100, 30000}; districtobjects = {300, 300}; districts = {6000, 6000}; lodMult = 1.5; lodAdd = 0; }; High = { near_clip = 0.2; middle_clip = 4; far_clip = 150000; structures = {40, 20000}; trees = {1000, 12000}; dynamic = {300, 20000}; dynamic2 = {300, 20000,0.5}; objects = {5000, 80000}; mirage = {3000, 20000}; surface = {20000, 80000}; lights = {200, 80000}; districtobjects = {400, 400}; districts = {12000, 12000}; lodMult = 1.0; lodAdd = 0; }; }Also why does the high setting have lower lodmult values? EDIT 1: Tried setting lodmult to 2 on high, flatout got stuck loading when the game loads in -
Are you referring to me or badger? I based my suggestion for a clean cockpit option on the following: 1. It would be possible to add an option in the menu (under special) for the MIG21 to switch to a different cockpit texture set. 2. It would be possible for the texture artist to simply reduce the wear of some texture areas assuming his textures are a gigantic PSD file with many layers, so I think it should be easy to do. But then I am not a professional texture artist so I am assuming stuff out of the blue. The reason I got to this opinion is that I noticed how calm and peaceful the F-86 felt, and I identified because it was the calm and relaxing colors and the mimimal wear in it. it just so comfortable being in that cockpit. After that in the same game I hop into the KA50 and it was like climbing into a trashcan from hell. The tragedy here is that all DCS modules are so convincing in model and textures that if it is representing a dirty uncomfortable place, you atually dont want be in it. The texture on the Mig21 is so convincing I went "this place is a dump" because it so accurately conveys the look of an aged aircraft. The F-86 and all BELSIMTEK products are on the same level of quality in texture I think and that is why I would have liked a clean MIG21 like BST does it.
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I just think it is a bit too cliche to have too much wear because people associate mig21 > soviet > rundown. It would be a similar problem to remove 60% saturation out of a mission flying the P-51 because saving private ryan taught us that the world had no color before the 1940s. But as cobra said, its preference, the quality of the textures is great. I just noticed I find myself avoiding flying the Ka50 because its that depressing dirty box.
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You both are not making much sense. The F-86 looks clean, and the last of these was probably produced 50+ years ago, yet we get a clean looking plane which is great. I dont want every soviet made aircraft to look like it came from a scrapyard just because most of the planes currently in DCS are from days long gone. The wear level of a plane or helicopter should represent the timeframe is was used and the wear should be minimal because I am sure soviet or states using soviet hardware had the technology to keep aircraft clean. It is a good thing that BELSIMTEK does not enforce the cliche of every russian piece of hardware having to look like a 500 year old warhorse that was used in the siege of constaninople. Funny how no one objects the A10C or or any western aircraft in DCS looking pristinely ultra clean while all russian things look like scrap metal (except for BELSIMTEKS, Mi-8) and that is because the company is from belarus (?) and they know that not everything east of the berlin wall is covered in a thick layer of rust and decay. If all modules would realistically represent a currently existing aircraft that is fully operational in 2014 it would not be realistic. Because I am sure it would be hard to find an F-86 today where all spare parts are readily available. The DORA would probably not have any ammo, some of the F-86 ordnance was probably not produced for decades etc. So about the Mig21 for example, if the model respresented would be from 1970, it should look like a plane that was used in 1970 with a few weeks of use, and not like a thing grabbed from a museum in 2014
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I think the Mig21 interior cockpit looks a bit too "used". Especially the dirt in the lower area of cockpit and the wear on the exposed metal left and right of the pilot and the paper age. The textures look absoutely convincing so the quality of the model and texture is great, I just think it should look a bit less used. For example I noticed there is a considerable differenence in wear level between the KA50 cockpit (made by ED?) and the cockpits made by BELSIMTEK. FOr example, their stuff has minimal wear, which shows the aircraft is not just off the assembly line instead only has a minimal amount of wear. The Mig21 cockpit however looks like it was towed off a scrapyard. Again, not critizizing the quality of the developer work, I just would have a preferred a less used, more "minimal wear look" like on the BELSIMTEK modules. I feel this contrast every time after flying the f86 or Mi-8 when I take the KA50, feels like climbing into a dirty trashcan. With the pedals looking like they were pulled out of the tchernobyl reactor ruins and sold for profit for its magical properties. Suggestions: Is it possible to offer 2 texture settings? One in the current worn state and one in a more pristine condition? I know modders will probably offer that, but I vaguely assume reducing the wear on the existing textures done by the actual texture artist would be of higher quality.
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The AIM 120 missile is listed as having a range of 55km. Does that mean the average range or is that the absolute max range under best firing conditions? I fired them at practice targets, me moving at 600km/h and my target fleeing from me at around the same speed. No matter wether the distance between me and the target increased during the chase, the missile appears to run out of speed at around 25km and starts to slow down, tumble and fall out of the sky. Missile was fired with me and the target being at roghly the same altitude. I get that firing from a greater altitude increases range but how does a missile work in terms of speed management? Does it go full throttle until it runs out and then ballistically tries to steer itself to the target?
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The game runs and looks very nice for what it does. Considering the amount of physics simulated the game has at some point prioritize between making stuff look nice and having realistic physics. And it does it really well. The game looks great, amazing and it is up there with other high end games in terms of visuals where it matters, which is detailed cockpits, realistic clouds. Close to the ground objects look a bit less detailed and the ground itself is not as smooth up close but that is something I dont need so much. I prefer photorealistic clouds when flying into a sunset with a jet and flappy rotor blades when taking off with a helicopter. Also people mistake the term "engine" for something it is not. And engine is just a pile of code that is or is not maintained and or updated. It is not a piece ot programming that fell from the sky at some point in time and cant be changed. So when people complain about the current "engine" being too "old" they are getting it all wrong. I dont get all the complaining either, the game looks and feels amazing (feel is where all the CPU power is going btw) So your statement is wrong, the game does actually offer very efficient graphics for what it demands from CPU and GPU. Consider all the systems on the aircraft you are flying which are simulated in real time. BF4, which is a nice game in its own right, is not a simulator of this depth so it can afford using extra horsepower on making the game look nicer.
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How to set this up in a mission? What is a realistic range to spot another plane of this size visually? Ingame objects do not seem to draw very far unless I zoom in really far. The issue is posted here: http://forums.eagle.ru/showthread.php?t=129061
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How to find the enemy in a F-86. What options are there to play "hardcore" without looking at the F10 map? How would a real pilot have done it? Get led to the area by some ground radar showing the way? Can a F86 use AWACS? I put an AWACS plane into the mission editor but I cant call it.
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I have some questions about navigation and map settings. 1. What do I need to set to block players from seeing anything on the map but at the same time allow it to spectate other players with F2 camera mode? 2. What is the kneeboard for? I pressed the key for it on several aircraft and all I see is a map cutout of the airport I start on. Is there more to this?
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Does the P-51 (and TF-51) have working adf equipment in DCS?
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I still cant get it to find 123MHZ, which is an airport 20km away from my airfield, does terrain block signals? There is a hill in between. And I am on the ground. However dialing in otherairports works. edit: the above was typed before seeing cibits reply. Thanks that fixed it.
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So how do I correctly use the ADF? I have set the selector to compass, and then dialed in 123MHZ (novorossiyk) and tried dialing it in on both the main and backup dialers, but the signal strength needle does not respond. However it does get a signal from other random frequencies during search.
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I cant find the safety switch in the keymappings that switches between off, sigh, guns, missile.
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Can we have a centralized topic that lists the latest development news and screenshots of new modules? Also can someone list what is actually officially being developed for DCS? I heard rumors about cobras, F18s, Albatros, Mi24, 2 player flying in the same helicopter/plane. As you can see it is hard to discern what is rumor and what is real. Therefore a central place to look for the latest news would be nice.
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Thanks that video was very helpful
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I wonder if it is possible to fix the pop-in of objects. Example: I am above the water in a KA-50 and there is a cargo ship I want to target which is 9km away. If I look at it from the F2 camera, it is visible. But if looking at the same location from my cockpit it is not, unless I zoom in very far. I am speculating here, but does the game cut down on drawn objects depending on how much detail is drawn on screen already? That would explain while in cockpit many objects dont draw (cockpit having a lot of polygons). Also this is a bit annoying when approaching airfields for landing. The terrain features can be easily identified but even large downs appear flat without drawn objects unless zoomed in. Is it possible to tune the game settings to draw objects further away and make smaller objects less likely to disappear? I have the ingame draw distance settings on max
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How to drop bombs? I have set the required mode switch to bombs but they never release.