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Everything posted by Art-J
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Not experiencing it either. Maybe it somehow depends on options 'cause I see on your video you've got lowered gfx settings. Although I've no idea how textuer quality could possibly affect animations - it shouldn't. Also, keep in mind that repair doesn't work on files stored in Saved Games location. Perhaps there's something there (some custom mod you use?) which affects the 109.
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solved Normandy (2.0) - Low poly buildings and missing textures
Art-J replied to dlder's topic in Bugs & Problems
Size and number of files and folders is correct. As razo+r pointed, that's Normandy "1.5" you're looking at. All the detailed stuff that comes with version 2 is just hidden/locked until its license is purchased and activated. -
Looks very nice. I use Massun92's repaint now, but I like some extra details in your version. Can't wait to try it!
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I think when 2.9 was released and broke boost gauge, altimeter and compass, players were just more concerned with getting these critical instruments fixed in timely manner. Gear indicator was only a cosmetic nuissance by comparison. Still, now that we've got instruments sorted, it's worth reporting indicator well. Tried to look at various known onboard videos of restored Spits being flown, but they all either have the indicator inop, or use different type of it. Googling for the indicator itself seem to confirm this version should most likely be red over green indeed.
- 3 replies
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- instruments
- gear
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Yup, it's been reported multiple times years ago (albeit not always in dedicated bug threads) and allegedly acknowledged by Nick as something to be improved in the unspecified future, but looks like it got buried under other issues to fix. Nothing wrong though about bringing it to attention again.
- 6 replies
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- spitfire
- spitfire lf mk. ix
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Whoa, that's some psychedelic s..t right there . I don't own either Apache or AMD card so can't advise. I do recall people being not quite happy with 2.9 FSR implementation, though. Multple posts on the subject in October, scattered over bugs section, but didn't follow them much after settling with DLAA. You better search and ask around over there.
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[4K TEXTURE OVERHAUL, WIP] Magic's Modified Mustang Makeup
Art-J replied to Magic Zach's topic in DCS: P-51D Mustang
Zach (or anyone familiar with description.lua mumbo-jumbo), could you guys help me with an issue? I gather TF- version of Mustang borrows some textures from the P- one. I've noticed that after applying reworked textures to P-, two liveries in TF- list don't seem to be working corectly: a) Bare metal one has missing canopy and windscreen textures; b) 364FS 357FG one has missing all but tyre textures. Pics shown below. I'm a bit puzzled by it, cause I've always thought Zach's textures are just replacements on one-by-one basis and thus TF- should find them and load them as well? Not quite it seems. How can I fix that? Does it require editing relevant description.luas of aforementioned liveries in Coremods, TF- folders? EDIT: - Ouch, I missed the quoted post above, already referring to the canopy issue. Sounds a bit voodoo for me, but will try to decipher it and fix the canopy at least. Wouldn't mind advise on the other skin though! -
It's going to be the only post-1960's era Red side full fidelity fighter module available in DCS in forseeable few years future. Yes, I know Mag3's MiG-21 Bis is a 1972 plane, but systems-wise it's not different from older versions. Plus, it's a bit of a shoddy module compared to today's DCS standards, in dire need of a thorough overhaul, which might never come. Beggars can't be choosers in full-clickability department, and so the -23 is going to be a critical addition to DCS no matter if it was a good airplane or not.
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Spitfire module visual overhaul shown in Normandy 2.0 trailer
Art-J replied to jackill's topic in DCS: Spitfire L.F. Mk. IX
The particular issue shown on the video above was fixed two patches ago. But, as Nealius mentioned, gyro alone is pretty good (probably more than it was in real life), so you'll probably rely on it more anyway. -
^ Nah, Normandy 1944 had these three sets as well. I remember it well, cause only Autumn scenery looked kind of allright, while Summer and Spring had hoplelessly oversaturated cartoon greens everywhere. Not sure how Normandy "1.5" works now (N 2 user here), albeit I suspect it inherited most of ground and foliage textures from N 2. In either case, it seems winter scenery was never part of the devs' plan indeed. Nothing wrong with wishing for it, though!
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New Manston Airfield Normandy 2.0, ATC does not respond.
Art-J replied to ac5's topic in Bugs & Problems
^ ...which is completely irrelevant, though. Channel is Channel and N2 is N2. From DCS code point of view they're independent addons with airbases which might carry the same names but are separately programmed by a different company and that's it. As you might have noticed in this forum section, quite a few of new airbases introduced with latest N2 update suffer from various hardcoded bugs which limit their usability. The only thing one can advise is to post bug reports here. Ugra guys are usually not very active on English side of the forum, but there's hope they noted this thread and will submit fixes to ED for one of the next OB updates. -
You can still run ST mode of DCS by launching it off dcs.exe directly, but since ED is slowly phasing out this version anyway (as shown by the aforementioned new updater shortcut behaviour introduced with v2.9), sooner or later you'll have to get used to MT, warts and all. As for the best upscaling and AA methods, well, simply put, all these AI-driven, "smart" technologies will always cause visual side effects (usually various forms of ghosting) as a price to pay for increased FPS. "There is no free lunch" as they say. Whether you're willing to pay this price is up to you, and hugely depends on your hardware, framerate-vs-eyecandy expectations, aircraft you fly, if you use 2D or VR etc. I, for example, as pancake user with NVidia card, skipped DLSS completely (still have sufficient performance without it), but happily adopted DLAA (ultimate shimmering killer without murdering FPS like MSAA does, at a price of some ghosting here and there - an acceptable tradeoff for me). For this reason, I don't hink there's a single thread anywhere on the forum with full description of pros and cons of each mode, because pros and cons are different for different people. You'll just have to browse through multiple threads which popped up when 2.9 OB was first released, and/or take a look at comparison vids like the one Jabbers did (picture is worth thousand words after all).
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As you probably figured it out, these two white protruding thingies on both sides of the cockpit are pistons responsible for canopy jettison. As razo+r said, double check if you ain't got this function assigned to anything on your HOTAS or keyboard.
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There's not enough info in your post to answer your question, but, to cover general DCS comms "peculiarities" you might not be familar with, please keep in mind that: a) There's easy comms and realistic comms to choose from in DCS. The former doesn't require setting up radio channels, frequencies etc. in mission editor correctly while the latter does. The choice between two is done by ticking the relevant box in gameplay or realism options (I don't remember which one now); b) It's possible to communicate ONLY with planes, ATC and ground crew of airbase which belongs to the same coalition colour as you (blue on blue, red on red); c) "\" key by default (communications command) is supposed to mimic pilot shouting out of the opened cockpit. Thus, if realistic comms is selected, you can use it to "shout" to ground crew or even ATC, but only while you're on the ground, with canopy open. In every other circumstance you're supopsed to bind and use push-to-talk command - "Alt+\" by default, which mimics using the actual radio equipment of your airplane. d) Various offline or online missions created by someone else can override your own realism & gameplay settings. So the question are: do you use easy comms and which mission exactly you're having problem with (is it one of stock ones available in game or a custom one you made for yourself?)
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Never experienced anything like that in any DCS warbird either (unless proper warm up was not done), but I only do singleplayer I admit. I do recall, however, that MP server settings override your own, so who knows what the admins have prepared for you.
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I haven't used Reshade in DCS for years, so I don't remember its config files anymore, but I do recall profile file which stores your settings was just text files really with fancy extension. Thus, Instead of re-doing your old settings from scratch I guess you should be able to edit the old file using windows notepad or Notepad++ app, typing in new folder path (pointing to Bin-MT) copy it to Bin-MT and maybe that should be enough? Explanations you've read related to MT and non-MT version of DCS still apply. You can still play "standard" version of course, 'cause MT is still a bit rough around the edges. But since DCS will be moving to mandatory MT for good sooner rather than later whether we want it or not, I'd say it's time to start getting used to it. The only things which 2.9 added were all the new graphics features (DLSS / FSR, SS Shadows and whatnot), some of which can only be enabled in MT mode, so - that's one extra reason to switch.
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You'll probably be better off asking either in a thread dedicated to A-4... or its discord channel.
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Although more precise patchnotes is always a nice thing to have, let's be honest - If majority of servers use OB anyway, mentioning known issue in 2.9 Stable changelog is kind of pointless. MP users who should now - they already know (because most of them are on OB in the first place).
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Following 2.9, old shortcuts which previously launched the game in singlethreaded mode now launch it in multithreaded one by default. Double check where your Reshade is installed (Bin or Bin-MT folder?) and edit / create shortcuts to the right DCS.exe accordingly.
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No way to have it from ED as long as DCS is still limited to single global set of ATC voice samples for each side (red/blue). As a custom mod, however, to be enabled/disabled at will via OvGME whenever you need to switch back to stock voices for other planes? It could be done I'm sure if you find a modder willing to work on it. SFC Tako used to have custom language ATC voices in his DCS videos, but he deletd his YT channel it seems, so it's not possible to check what mods he used. You can always PM him, though.
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Mate, with all due respect, I'm puzzled now by that statement and not sure you understand what detail exactly is being discussed here. The mysterious shutdown sputter has been a "thing" in Mustang, Spit and Mossie since their respective releases years ago, so it literally is impossible NOT to experience it. Unless of all warbirds in DCS, you only ever flew Mossie and only in hot-started missions, which I know can not be the case because of great tutorial missions and videos you created for that plane. Now, thinking about the Merlin engine itself, one could argue that fuel is being cut off at pressure carb level and thus there's still unspecified some of the mixture left in manifold between carb and intake valves. That still doesn't explain, however, why there's never any loud sputter after hot-stared missions, and there always is one (with 5 or 6 "bangs") after cold-started missions. Doesn't matter what shutdown procedure is followed. I mentioned it before and showed in replay tracks posted on previous page already, but once again just for you - below is another replay track which follows "to a T" the period-correct shutdown procedure you posted. All by mouse to avoid variables in form of HOTAS buttons/witches assignments. And yet, with the same and repeatable result - fast and quiet shutdown after spawning hot-started, but longer and sputtery shutdown after engines are restarted. P.S. - I guess there's one more thing we might check later - what would happen if we only used built in auto-start and auto-stop commands? Let's allow DCS code do its job without human interference and see the results. Cheers! 2.9_cutoff_test 4.trk
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^ Yup, but such an upgrade is a separate item only in Steam. In ED shop the product is just listed as a "Normandy 2.0 map", with relevant discount for Normandy 1 / Channel owner showing up after logging in.
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Rgr that. Well, I'll keep an eye on it next time I fly the Spit, but I'm pretty sure I really never experienced anything similar. MFG crosswinds here. Do you use t.a.r.g.e.t soft with these TPRs of yours? Or Joystick Gremlin or anything of that sort? Also, do you have two separate controls folders in your Saved Games, for CW Spit and normal one? The bug with ctrl edits saved in one not transfering automatically to the other was allegedly fixed in last-but-one OB patch, but still.... I'm trying to figure out why your input-output combo reacts different to other guys flying Spit here.
- 18 replies
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- rudder
- input range
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@NealiusOK, but to play devil's advocate, I'd say modern planes might not be the good example. They are heavily automated after all and the only thing pilot needs to do in them is pushing the relevant buttons in correct sequence. One cannot make it either less immersive/realistic (without going full FC3) or more immersive/realistic, as there's nothing "analog" left for player to do. OK, Sabre and MiG-15 can have their engines flooded if we move levers too fast, but other than that, it's always just click click click in correct order. So In my opinion the logic is already the same for DCS warbirds and modern aircraft currently - just a string of scripted events which make the engine go hot or cold in repeatable manner (aformentioned Mossie shenanigans notwithstanding!). Certainly makes programming auto-start and auto-stop sequences easier for devs and I was quite surprised reading some time ago how many DCS players use these shortcuts even in fully-clickable modules. Simply put, nerds like us who would like to fiddle with primers, magnetos and mixture levers according to variable weather conditions really seem to be minority in DCS. And since the whole WWII shebang has always been a bit of a side-quest for ED in grand scheme of things, I don't think we will ever see more fidelity implemented in engine modelling (even though I'd absolutely love to face more challenge while starting piston-powered machines).
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I remember Yo-Yo's post in one of the wishlist threads (for less regular startup and shutdown sequences) where he said coding all idiosyncrasies of fuel, ignition and exhaust during these transitional phases would be a waste of time in combat sim where most of folks just want to take off and blow s..t up. I kind of understand that, because no matter how cool the nerdy-feature is, once the novelty wears off majority won't care about it anymore. So, simplified sequences are here to stay and I can deal with it, even though I use DCS primarily for non-combat flying. There are, however, some noticeable issues even with these simplified procedures. To sum it up, there seem to be two scripted shutdown sequences in all Merlin-powered DCS planes, one quick and "clean" without excessive backfire (maybe just a few muted pops) and one longer, "dirty" with excessive and loud backfire. In Spit and Mustang you'll get one or the other depending on engine RPM when mixture cutoff is activated and on moving the throttle lever forward or keeping it aft. In Mossie, though, looks like you get clean sequence in all hot-started mission no matter what, and dirty sequence in all cold started missions, no matter what. That doesn't make much sense.