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Everything posted by Schmidtfire
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Here :) Begins at 9:26
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Been a while since the start-up video... Any plans for more videos? Looking forward to see this bird in action :)
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Possible better business model for trainer aircraft??
Schmidtfire replied to Gungriffen's topic in AvioDev
Sounds very expensive if you ask me. Paying $120-ish for a trainer? Don't think a lot of people are willing to do that. -
Getting very poor image quality in Rift with 2.5.4
Schmidtfire replied to FragBum's topic in Virtual Reality
Try set MSAA to OFF and up the PD instead. -
Getting very poor image quality in Rift with 2.5.4
Schmidtfire replied to FragBum's topic in Virtual Reality
Hope it helps :) Spotting has been improved aswell. I can reliably pick up ground targets and some aircraft at a distance now. -
Getting very poor image quality in Rift with 2.5.4
Schmidtfire replied to FragBum's topic in Virtual Reality
Are you sure? For me it's a night and day difference. Never had this good performance, not even in 1.5. And the visuals all cranked up now! ED really knocked it out of the park with this update. Amazing performance and great update to the visuals :) Try running a repair and see if it helps. -
Fantastic update! I finally have great performance and visuals in VR. Thanks ED! :)
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Bug is confirmed by ED dev. It happens when water is in FOV and set to High. To fix it for now, set Water to Medium or Low in options.
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109 sounds and other so called improvements
Schmidtfire replied to birdstrike's topic in DCS: Bf 109 K-4 Kurfürst
As for sound. It does not really matter how good or accurate you record the engine sounds on location if you don't know how to deal with it in post. Mixing and editing is key. The real sound and what is perceived as real in a sim/game are two different things. Sound is difficult. I work in the post-production industry for feature films and television. You won't believe how much work has to be done by a sound technician to make a show sound "real" :) Not saying that there should be Hollywood sounds, but to make it truly sound like "on location" it still needs a lot of work even if recorded straight from the source (like an engine). As of late it seems like ED has been getting better and better at sounds, so I hope that this is an area that keeps improving. There are some sound-modders who are also doing nice work for the community. Great sounds are very important for an immersive experience. -
The shadow is a bug. Put water to medium or low fixes it for now. My VR performance is way better in 2.5.4 and this bug is probably a result of ED implementing optimizations. Besides graphic changes, Sweetspot is tighter, FPS is better and shimmering/jaggies are almost gone entirely (PD 1.6, MSAA OFF). So Im guessing we already got some of these VR optimizations in 2.5.4
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109 sounds and other so called improvements
Schmidtfire replied to birdstrike's topic in DCS: Bf 109 K-4 Kurfürst
I don't really notice a big difference? In general DCS ground physics to me is a little "soapy" as tires have very little traction against the ground. But this looks maybe a bit better than it used to be. -
109 sounds and other so called improvements
Schmidtfire replied to birdstrike's topic in DCS: Bf 109 K-4 Kurfürst
Cockpit looks nice and cannon sounds great in 2.5.4. Cannot speak for the engne. What have they changed about the ground physics? I find the old ground physics lackluster, so this might be very welcome improvement. -
DCS2.5.4 Update a Mixed Bag of Tricks
Schmidtfire replied to FragBum's topic in Game Performance Bugs
Framerate is great at the cost of a tighter sweet spot. But jaggies are next to gone, FPS is a lot better and that was a huge problem for DCS VR. To achieve this type of optimization, like the "shaders mod", peripheral vision loose a bit of clarity. The overall immersion, quality and playability is way way up. Even during "heavy" lifting like rocket attacks, multiple bombs and intense dogfights it manages to provide a smooth experience now (at least for me) Over time it will only get better, so I see this as a great leap forwards :) Great job Eagle Dynamics team! -
I had a great performance boost! With little to no shimmering/jaggies (PD 1.6, MSAA OFF). There is a bug that creates sort of dark "flickering" when water is present in FOV. It has already been aknowledged by ED dev. Solution for now is to set water to Medium or Low.
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VR Shaders mod for better VR experience
Schmidtfire replied to Kegetys's topic in Utility/Program Mods for DCS World
I think ED optimized DCS a lot for 2.5.4. I have great performance in VR and next no none shimmering with MSAA off (PD 1.6). Runs smooth as butter. That might be the reason why Shaders mod broke. My suggestion is to try "vanilla" in 2.5.4 before applying any kind of mod. -
+1. Same issue for me :cry:
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I have noted that it can be difficult to get a proper tone. But if you are useing a modern all-aspect Aim-9M, you can still launch and score hits to the front, sides etc, without hearing a lock tone.
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Works fine for me in C-101CC version (in airstart at least). You need to keep trim button pressed for a longer time than in some other aircrafts. Trim button is not as sensitive in my observation, so try pressing it until you see a change in trim.
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Downloading!:D
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Sounds reasonable. Good FPS is a must when flying. What does the Ada think about the weapons, any tweaks there?
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Don't know, but I will test tonight. Might be that the default weapon parmeters/code in DCS World is enough to make the Sea Eagle work without waypoints. Interesting to see if the missile still tracks and destroys nearest target in it's path.
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It will add a lot of playability value, since mission editor is not avalible during multiplayer or for missions with multiple targets. The way Rb-15F works in Viggen is that the default mode is always by visual location. It will fly in the path you launch and hit whatever ship that is in it's way. Active radar seeker on the missile detects targets within a certain range and FOV and adjusts flight path accordingly. If you want pre-programmed targeting on 15F you have to enter that via aircraft computer (CK37) or in the mission editor. Ayway. Im sure you will implement Sea Eagle to the best of your ability :) Thanks for consideration. Looking forward to try out the CC this evening!
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Thanks Zeus67! Love that you are getting input from AdA, very cool :thumbup:
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Yes. From what I understand. Like the Viggen's Rb15F, Sea Eagle has at least two modes. 1: Planned strike with programmed waypoints into Sea Eagle missile. 2: Point and shoot mode. Against targets of opportunity. (this is the mode where the pilot might get target information over radio). Missile fly in a straight path scanning for any target in front of it. "search and attack options, including a simple, pre-programmed 'point and shoot' mode that allows it to be carried by basic aircraft without radar, using targeting information radioed to the pilot from external sources or even visually located by him, with the missile's short minimum range assisting this" So for a simple attack without any pre-planned missile waypoints: 1: Pilot detects ship from the air (visually located). Fires missile towards the ship. Within visual range attack. 2: Recon unit or other player knows location of target ship. Notify target heading and coordinates to pilot over radio. Pilot use HSI instrument to fire the Sea Eagle at the target heading for beyond visual range engagement. Missile will strike first ship in it's path. Great catch @Silver_Dragon. There might be some other good and detailed resources on the Sea Eagle, as wikipedia is not always a reliable source :p
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Vibora, regarding Sea Eagle. If I can see enemy ship visually, can I point missile towards ship and launch? Is it possible to launch Sea Eagle without create a waypoint/target in mission editor?