-
Posts
240 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Everything posted by T. Jacob
-
New Afterburner by Starway
T. Jacob replied to Starway's topic in Utility/Program Mods for DCS World
Hello Mustang. I gave texture to Starway. But it seems that he could not upload it yet. Perhaps Starway can not upload it right now, then you can download the mod with the new texture of this link, but remember Starway is the author, I just made a change in texture. :) http://www.mediafire.com/download/0zvxcmzzzx8z6ob/Enhanced_Afterbnurner_by_Starway.rar :) -
New Afterburner by Starway
T. Jacob replied to Starway's topic in Utility/Program Mods for DCS World
Take off with afterburner ... I know that during the day should be less visible, but for now do not know how to achieve the change in visibility during the day and night. If you want the texture is less visible, simply edit the alpha channel. While more dark is the alpha channel will be less visible flame, and the more clearer the channel will be more visible. -
New Afterburner by Starway
T. Jacob replied to Starway's topic in Utility/Program Mods for DCS World
I have already given the texture to Stairway. I would like that he rise after the approval. :) -
New Afterburner by Starway
T. Jacob replied to Starway's topic in Utility/Program Mods for DCS World
Afterburner daylight ... -
New Afterburner by Starway
T. Jacob replied to Starway's topic in Utility/Program Mods for DCS World
flanker1 I just edited the texture, because in my case was not very visible flame in close view. For some unknown reason, it did not look as bright as your screenshots or Starway. Then I had to edit the texture. If Starway will allow me, I could load the texture edited. -
New Afterburner by Starway
T. Jacob replied to Starway's topic in Utility/Program Mods for DCS World
Fixed .... And improved flame. A mod wonderful! Sorry for having taken the audacity to edit the texture, but in my case was not very visible flame. -
New Afterburner by Starway
T. Jacob replied to Starway's topic in Utility/Program Mods for DCS World
In my case it is not very visible, but perhaps by the luminance of the day. I like the mod. Thank You! -
Enhanced and detailed grass mod
T. Jacob replied to T. Jacob's topic in Utility/Program Mods for DCS World
You're welcome. :thumbup: I'll wait for response Devrim -
HungaroJet mod is already included in this mod. Everything is ready in the mod for easy and complete installation. Greetings Skull. :)
-
Enhanced Reflection Glass
T. Jacob replied to T. Jacob's topic in Utility/Program Mods for DCS World
Hello friends. I've seen pictures of example in the first post did not display, now I've fixed. I also added a list of the modules affected by the Mod.:smilewink: -
A small correction in post. The images of the first post are now corrected. :)
-
Enhanced and detailed grass mod
T. Jacob replied to T. Jacob's topic in Utility/Program Mods for DCS World
Hi Guys, have problems downloading the files? My account Mediafire working properly. But if you want I can upload the mod to another server: 4Share - Oboom - Google Drive. Greetings To You. -
Gracias X-stounds por la sugerencia. Te escribo en español (mi idioma) para que lo traduzcas a tu idioma. La simulación de la cámara pretende ser lo mas parecido a una cámara sostenida por un espectador que está usando zoom todo el tiempo, lo cual la sacudida de la cámara será mayor. Cuando filmas un objetivo en movimiento con mucho zoom es muy difícil seguirlo y si no usas un trípode o algún dispositivo que te ayude a estabilizar, entonces siempre tendrás sacudidas incluso hasta podrías perder a tu objetivo, lo cual necesitarás quitar el zoom para volver a enfocar. Al aumentar el zoom el campo visual ( en ángulos ) se reduce, eso hace más difícil mantener el objetivo en el centro, por lo tanto debes hacer más correcciones y al final sólo obtienes mas sacudidas. La sacudida que le he generado a la cámara está simulada dependiendo del zoom, mientras mas zoom hay mas sacudida en la cámara (puedes notarlo en el video). Me he basado en mis conocimientos de fotografía y en mi experiencia en un show aéreo. Y no olvidemos que también la sacudida depende del pulso de quien sostiene la cámara. Gracias. Saludos :)
-
Shagrat Thanks !. Time is estandart, level clouds 8, 2200 mts base. Glad you like the video, it's not perfect but it is an attempt to make a good video. :thumbup:
-
For lovers of air show WWII. The TF-51 making music to our ears. I hope you enjoy this edition. :)
-
Excellent! Excellent movie. Fantastic, and music very well chosen.
-
A little dramatic video of a fight between two Su-27 vs 2 F-18. The video is recorded directly from the same flight. As currently I have no joystick, the flight is not very good because I use the keyboard and mouse. I used SweetFx, and then added some filters in After Effects. Well I hope you like it, I'm not an expert making videos. :smilewink: In case you do not see the video, I leave the link: Greetings. T. Jacob
-
Enhanced and detailed grass mod
T. Jacob replied to T. Jacob's topic in Utility/Program Mods for DCS World
noise1PerSquare: The ground is covered as a checkerboard, where each square is applied texture "noise". If the value is greater than 1 means that in each square of the ground, is applied several times texture. If the value is 1, it means that each square only once texture "noise" applies, therefore, less value you get larger scale texture "noise" that produces two effects: On the one side, you get less repetition of the texture, but on the other side lose texture detail to be larger than normal. The positive or purpose, is getting less repetition. To do that we should have a very big texture (8k or higher). Currently my terrain textures are 4k (double the original) and the original value is 5, so if you use a value of 3 would not lose too much detail and get less repetition at a time. According to my calculation, to use a value of 1, the texture should be 5 times greater than the original, that is: 10k smallNoiseStartDistance: At first I thought that value regulated altitude visibility texture detail, but in my tests was not exactly what I got. I think it's value corresponds to the melting between texture "noise" and texture "noise_small" but does not influence the height. height: This value did give me results in terms of visibility texture "noise_small". The larger the value the texture becomes visible at higher alititud, but if the value is very high fps missed. At least that's how I deduced according to my tests. -
DCS building HD overhaul
T. Jacob replied to dimitriov's topic in Utility/Program Mods for DCS World
With respect to Lod for distance, I thought the texture of the buildings also used mip maps, such as terrain textures. If you use two different textures maybe you can use the same but with mip maps, or may not be enough, but it's an idea.:) Your work is excellent and I see wear much time on this, big time, will be another great mod to enjoy. Thanks for your effort. :thumbup: -
Enhanced and detailed grass mod
T. Jacob replied to T. Jacob's topic in Utility/Program Mods for DCS World
Skulleader Hello, excuse my delay in responding, i was with much work these days. Just as you have done is perfect. But I think that the version of the grass 4k give you more fps. And you could try changing your High.lua file on line 42: noise1PerSquare = 5.0 to noise1PerSquare = 3.0 I made the change and I find it better. -
Enhanced and detailed grass mod
T. Jacob replied to T. Jacob's topic in Utility/Program Mods for DCS World
I modified a little texture autumn to make it a little less noticeable repetition, distributing a little better the different areas of bushes and ground. Well it's a little better than the last. If you want to prove they can download the texture here and replace. Then I add the full pack in the first post. Autumn Texture: https://drive.google.com/file/d/0B7nlaS6_76Y9ZDhVVDFlRGpCU1k/view?usp=sharing :) -
Enhanced and detailed grass mod
T. Jacob replied to T. Jacob's topic in Utility/Program Mods for DCS World
Of course, I should have guessed. Thanks Mustang. I have reduced the value of 5-3 and I think is best. If we could use a mega texture, maybe 16K, it would be good to change the value to 1, but surely that would cause losses in fps.