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Everything posted by vicx
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Yes this is something I noticed in the Rift too and wondered why it was happening. It could be a more aggressive LOD system is used for VR rendering than than for the normal game rendering. Maybe to keep the framerate high? If this is the case I don't know how they would fix it.
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The fan is the cherry on the top ... you can't put the cherry on the top while your still making the tasty treat. You have to put it on last.
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Is it possible to make collimated sights for Combined Arms units?
vicx posted a topic in DCS Modding
Has anyone tried to this before? Is it possible or are there things stopping it from working? -
Awesome.
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I like the ideas that sunlight reflections are a big part of spotting. The BOKEH effect you can turn on for the external view could be a very valid effect to apply to the visibility sprite. Of course the effect would need to be a turned down a lot BUT the idea of taking reflective intensity of small but VERY bright specular highlights on a distant object and blurring it a little might achieve the goal. From an internet conversation on the blurring that happens with the human eye ... In other words if you aren''t looking right at a distant object then a slightly blurred reflection of sunlight is probably how you end up spotting something. It is the motion and flash in your peripheral that catches your attention. This would work so well in VR :)
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Slingload mission!
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JaySmiz, Timewarp is already implemented or Wags would not have said so. It's already in DCS 1.5 BETA. You can see the words Time and Warp in the following files if you have a look. C:\... Eagle Dynamics\DCS World OpenBeta\Bazar\shaders\PostEffects\oculus.fx C:\... Eagle Dynamics\DCS World OpenBeta\Bazar\shaders\PostEffects\oculusMesh.fx 80% increase in framerate from Timewarp optimisation ... you are an optimistic person, which is not a bad thing
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Severe Framerate dips while firing Vikhr Missiles
vicx replied to briguy3's topic in Game Performance Bugs
Sounds like it could be dynamic lighting from the Vikhr engine creating shadows. Maybe the light falloff from engine light source is set incorrectly. -
rjetster1, Edit your post to include your system specs so we can advise for your situation What modules do you want to play? Some modules are notoriously hard on your system and will be harder to render in VR Turn EVERYTHING in DCS settings to LOW. AA OFF, shadows OFF. If you still get judder, there is no helping you. You must get 150fps all the time with everything set to low/off before you even consider turning anything up higher.
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Combined Arms ground units could benefit from punching the sound a little harder. Eardrum shattering would be great :)
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Access to more features from the scripting engine
vicx replied to FSFIan's topic in DCS Core Wish List
This is a HUGE subject. Scripting Engine Access. Ian you are interested in the supply side of things. I am interested in the AI unit and AI weapon sensor information and a small subset of the human controlled elements like laser and IR spots. Still some of the stuff that kills me is not having logical consistency for the targeting objects and targets. It is all legacy stuff - understandable but also frustrating. I decided to wait for DCS 2.0. -
The WW2 Pacific with torpedo bombers and carriers would be MY thing. Is it easy stuff to model in the simulation ... No. It is just hard as modelling anything from any era in detail.
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[not a DCS issue] problem Oculus 0.7 on DCS Beta 1.5
vicx replied to popov's topic in Installation Problems
If you don't get a Blue light on the camera DCS is not using VR mode. -
Two options for you. Do you know what a batch file is? Create mv.bat in the "Eagle Dynamics\DCS World OpenBeta" or "Eagle Dynamics\DCS World" directory and add a line to launch modelviewer.exe bin\ModelViewer.exe OR Create a windows shortcut to C:\ ... \Eagle Dynamics\DCS World\bin\ModelViewer.exe and change the working directory to be C:\ ... \Eagle Dynamics\DCS World\ You will work out what the args do.
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FYI - via PM to Wags
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I'm not using the stick for CA but I am using the x55 throttle. The thumbwheels are perfect for turret rotation and steering ... it works pretty great.
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The FCS uses your input as part of the lead calculations. If your input is shaky ... your calculated point will be shaky. You still need some skill to aim.Bind joystick axii to control the turret for best results. Over time maybe we will get alternative FCS systems ... but this one works this way.
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I thought terrain shadows were pre-computed shadows for the terrain. I haven't noticed the effect but if you look at some mountains early morning or late afternoon and you should be able to see the difference with the setting ON and OFF ... if it is working. I didn't think we would see terrain shadows in the Caucasus map ... I thought it was only going to be in NTTR.
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Woogey, those textures would be used by the Livery system if DCS supported applying Liveries to Naval and Ground Units. These ship names and numbers work perfectly in the Modelviewer and you can change the names and numbers using ARGS. Basically the textures and models for these ships are ready to go ... if and when ED add support for ground unit and naval liveries you will have all those variants. It would also not be that hard to make a mod that adds these uniquely named variants for the OHP and Tico class. It would only take modding two textures and a lua file for each boat BUT ... personally I wouldn't want that to be the default solution for creating unit variants. I want a proper livery system support from ED. I was hoping that 1.5 would have livery support for EVERYTHING ... not just aircraft but maybe that will come in 2.0. Note: Liveries are more than just the textures. You can also adjust args added by the person who made the model. This means for statics you can show partial damage or unique bort numbers or toggle elements like lights, or fuel cans and mud, extra armour etc.
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I checked it out with the M1A1. You put the cross on the thing you want dead, get the range with laser and you press the trigger to deadify. Uses automatic weapon tracking which of course the M1A1 has IRL. This feature doesn't work for the Tunguska (also has computed tracking) but I think I can fix that by modding a compatible range finder into the unit. If it works I'll post the LUA. *Update* Got it working and it makes the Tunguska more like the killer it should be (still not good enough to shoot down cruise missiles) .. anyway Add GT.WS[ws].laser = true; and __LN.distanceMaxForFCS = 31337; to anything you think should have a fire control system to augment the meatbag at the controls.
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I love the DOF effects. Turns the old looking Caucasus map into a Rembrandt. The screenshots people are posting are insane. +1 to motion blur BUT camera-like controls for focal length, shutter speed and aperture would achieve the same thing and offer much more control.
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Russian Air Force Photos and Video (NO DISCUSSION)
vicx replied to Flаnker's topic in Military and Aviation
I saw a video yesterday from an Al-Nusrah fighter that showed a HIND turning over his position. His friend was attacking the underbelly with a AK (good luck) but you could hear a heavier MG nearby. I think it is a very risky approach but it is probably the only way to achieve the military goal. Video was on Liveleak so I didn't post it here. If I find it I'll link here. -
Yo JaySmizz. I think DCS 1.5 Beta might already be using are using Async timewarp. The way that DCS measures frames you need to be getting 150fps for perfectly smooth VR. When you drop below 150fps I think Timewarp is being used. Check the last few pages of this thread for details. TLDR ... Press RCTRL-PAUSEBREAK to see DCS fps displayed. VR is very demanding and shadows are VERY heavy especially in a pit like the Mig-21 which has the most polygons of any DCS pit.
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It was the radiomenu for the cargo ... it didn't appear until I was on the ground. Thank-you.
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I'm looking for information on the slingrope features of the Mi-8. I can't get the rope to appear ... is this in the module or is it coming soon?