

Vanguard
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Everything posted by Vanguard
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What vid card do you have? Is this after updating to DCS 2.7.0.5659? Did DCS 2.7.0.5659 ever work for you and now suddenly happening, or you never got DCS 2.7.0.5659 working? Edit: Given this isn't happening to the masses, I would suggest the following anytime something like this happens: 1) Go into mission editor and launch a blank mission with no weather/clouds to see if anything at all is working not enough... 2) Close SteamVR, Steam and WMR Portal, ideally just reboot machine not enough... 3) Update Graphics Card Drivers not enough... 4) Rename Saved Game/DCS(.openbeta) and try booting the game just to see if that has any effect. If not, put it back, otherwise, put it back and delete Config/options.lua and redo the options, one by one to narrow down issue. 5) Try WMR for SteamVR and SteamVR in both Beta and non-Beta and cross fingers Just my .02 and the first 4 things I try...
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Did you try beta of "Windows Mixed Reality for SteamVR"? It updated on May 7th and I seem to have a bit more stability with it.
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Better Smoke V22 for DCS 2.9
Vanguard replied to Taz1004's topic in Utility/Program Mods for DCS World
Just tried it for a few mins today, and for me it's shimmering like a boss. Any ideas? https://youtu.be/XSm8YjHTZjg -
I appreciate you're only trying to help, and perhaps you're receiving some undue frustration, but basically here's how things work on this site. Person A) I have a problem, here's my bug report Person B) Oh, just try this and it will go away or minimize the problem Person A) Wow, that worked great. Now... ED believes it's fixed and will never look at it, because Person A is happy. The rules are here for a reason: https://forums.eagle.ru/topic/124096-how-to-report-a-bug-faq-guide/ Specifically: What we don't need We don't need unnecessary discussions, we don't mind people adding to a report if they experience the same thing and maybe have a different angle, but no chit chat We don't need attitudes, maybe you think its a silly bug, or it should have been fixed before release or whatever, we require mature constructive reports without the fluff. In some cases, non-native speakers might be reading these reports, make them as clear as possible without extras for them to try and understand We don't need theories or opinions on other peoples reports. I have no idea how I'm supposed to know if my bug has been received or acknowledged. I thought they were meant to be marked reported, investigating, whatever, but I don't see any bugs in this sections tagged with anything. Basically the mod police need to write a ticket, or it will never make it to court.
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The reason I'm not trying it is because I'm not looking to fix it, I'm requesting ED fix it. SSAA should have no bearing on the gradient of lighting, so, like I said, either way, even if it solves my issue, how is that not a bug? Really? Do you really know what you are talking about? MSAA is a "light" version as SSAA, specifically designed optimized to reduce computing overhead of SSAA at the cost of image quality. Period. That was it's goal when they designed it. No one is claiming MSAA is as pretty as SSAA even if "you know what you're doing". I don't want to be impolite either, but asking people to basically downgrade their settings and expectation isn't a bug fix. If you're suggesting a temporary workaround until the core issue is resolved, that's a different story.
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Amen to that bro.
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I'm confused, you're telling me to reduce all my graphics settings to inferior settings and this will fix my reported lighting issue, or you just want me to be more polite to my hardware, but it won't make a difference with my reported issue? Either way, even if it solves my issue, how is that not a bug?
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If you watch again a bit slower, you'll see in the first second, the ground texture is the same as the one at the end of the video. It loaded this "spot", unloaded it, and reloaded it again back where it was in the 4 seconds of this vid.
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I realize I used some "blur" to create a vision of what I was trying to articulate, but from a technical standpoint, all I'm saying is each individual puff ball should be scaled up such that it overlaps its neighbor so that these gaps between puff balls go awy. I'm not suggesting they add a blur in the shader or anything.
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I have no idea what to call this thread, and with the size of the fan club judging from the majority of the comments IRT the clouds, I'm probably in the minority and presently putting on my Kevlar vest, but here goes... This is meant for conversation and constructive criticism, not a bashing session. The cloud technology is a great step forward, the issue I'm having is, they look really fake to me. I'm not sure if it's because I do some 3D work and like watching a Hollywood movie where you have some insight in some domain and that knowledge completely ruins a movie by how much they got it wrong... the clouds look like a 3D noise texture of about 3 different sizes, similar to procedural terrain generation techniques, and I just can't unsee it. The gaps between the puff balls, at each level of the texture are just too noticeable. May I suggest adjusting your color ramp as it were, to help each cotton ball blend together so that each respective puff isn't so noticeable. Increase the size of each puff so they overlap or change the blending so they multiply together better? Picture says 1000 words? Same photo side by side, just highlighting the obvious small puff balls, which are then grouped as larger puff balls, which are then volumetrically grouped in the cloud shape volume. Photo 3 is my quick attempt to blur the midtones between the puffs to portray how I believe they would look nicer, on the left side of that photo.
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The light transitions are extremely harsh, like the game is using a 32 color palette. At dusk/dawn, the light makes drastic sudden changes about every 6 seconds. Can we get some lerp at least? Here's a video: https://youtu.be/B2rxJU9VEAQ
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When I jump into F7 view I notice the ground texture changes about 2 or 3 times over a period of about 5 seconds. This is in PG, haven't tested anywhere else. Perhaps it's cycling through LoDs or something, but I don't see why it needs to change more than once and it's quite noticeable. If they are LoDs, they are terrible LoDs Maybe watch @ .5 speed: https://www.youtube.com/watch?v=sW95SePq9Ys
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reported earlier PTRK with TPOD on moving targets
Vanguard replied to Vanguard's topic in DCS: F/A-18C
@Gripes323 and @Recluse, Just wanted to say thanks for spending some time to take a look at my issue. Cheers. Fly Safe! -
reported earlier PTRK with TPOD on moving targets
Vanguard replied to Vanguard's topic in DCS: F/A-18C
Cool, thanks for the heads up. -
reported earlier PTRK with TPOD on moving targets
Vanguard replied to Vanguard's topic in DCS: F/A-18C
@BIGNEWY Same question I guess, can you move this to bug reports? Also, this is 100% reproducible with ATFLIR as well. ATFLIR vid, same mission, just swapped the pod. https://youtu.be/pvv9K7K4j0g -
reported earlier PTRK with TPOD on moving targets
Vanguard replied to Vanguard's topic in DCS: F/A-18C
Watching gripes video again, at 2:37, it just snaps to the closest video. https://youtu.be/S6yEUnI_Yr4?t=156 In my video, the entire convoy drives through the crosshairs and it doesn't pick up anything. @Recluse Would you conclude it's a bug, or is it realistically simulating something? I swear one time out of 10, I locked every target up 10 times over and couldn't miss locking something even if the crosshair wasn't close. Next time, I couldn't lock a single target after minutes of trying, so something's up, either the software, or between my chair and my keyboard. -
reported earlier PTRK with TPOD on moving targets
Vanguard replied to Vanguard's topic in DCS: F/A-18C
Yes the TPOD is locking on to the GMT target, I can't PTRK any other target in the convoy, I can only lock the target that was "handed over" from GMT lock. Attached vid is only 1 min if you have time to take a look. I posted step by step instructions, then you reply with step by step instruction different from my mine. -
reported earlier PTRK with TPOD on moving targets
Vanguard replied to Vanguard's topic in DCS: F/A-18C
@BIGNEWY if not one soul cares to test it, can you just move this to bug reports? -
reported earlier PTRK with TPOD on moving targets
Vanguard replied to Vanguard's topic in DCS: F/A-18C
Believe me, in some cases, I can PTRK 20 ft from the target and it snaps over, and it works 99/100 times. No idea what's different here. Sure I'm maybe being a bit lazy about it in the vid, but it's my 20th something time testing it, I have yet to PTRK a single target, ever, in this miz. Your example two is perfect is showing what is wrong. If I set to PTRK, early, the entire convoy will drive through the crosshairs and not be picked up. Anyway, like I said, if someone could actually test it... -
Making a separate thread since I hijacked Habu_69's and I'm talking about Litening and 65E, not ATFLIR and 65F... Once again.. here is a full (1 min) video of the issue, could someone verify either what I'm doing wrong, or confirm this is a bug please... YT Vid: Desert Convoys, Take 2 F/A-18C, Instant Action->Desert Convoys mission... unable to get PTRK on any moving target (with the exception of GMT->TPOD "handoff" that supposedly doesn't exist but totally does, at least in the sim) I have included a customer version that simply moves the aircraft to 9nm to be repeatable... Steps: Engage Active Pause Engage A/G mode Enable GMT mode Lock closest convoy Switch to FLIR Try to get PTRK on target Change to FLIR from CCD try again adjust levels for more contrast Try 50 more times Result: Unable to lock anything with PTRK.FA-18C_IA_PG_Desert Convoys.miz Appreciate if folks can try and confirm or point out the mistake. miz attached
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Well I don't know what to say. I tried once more, I locked on to every vehicle 10 times in a row, and even when I wasn't close, it snapped to the closest vehicle within about 10ft. I just restarted the mission. 12k feet, 3k feet, 1.5nm, 8nm... no joy, can not lock a vehicle!? Anyone on a discord? I'll share my screen
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Jesus, it's like you TPOD couldn't fail if it tried, whilst mine doesn't have a hope in hell of locking. This mission is new as of 2.7 I believe. @Bunny ClarkIt's actually a MavE in the mission, but that's moot since I can't even lock the target. I fear I may have hijacked the thread a little bit, but if I understand, we are both facing the same issue which is getting the initial PTRK lock through the TPOD on the target. @Gripes323 I'll go try another mission to see if that changes anything, and yes, please check out Desert Convoy and see if there's something fishy going on there. The only difference I could see between the two clips was altitude, I'm at ~3500ft and you're at ~25k.
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Appreciate you taking a look and confirming I didn't miss anything and from what you saw, and it should have worked. Perhaps it's a new bug. I did in fact use GMT to slew the TGP, then TDC depress on the TGP to avoid it going back to snowplow. There are quite a few scenarios that cause that to happen, and is also quite annoying. I wanted to simply slew TGP to WP2 using WPDSG then goto WP1 and hit WPT for nav which turns out to also be a major PITA. Either undesignate which causes snowplow or select WP1 and TGP comes along for the ride, which I disagree it should. I should have to redesignate WP1 if I want to TGP to come for the ride, but it snowplows. Whatevs, I digress. Back to GMT to TGP handoff discussion, it honestly does seem pretty magic and is also a bug IMHO. Regardless of contrast or how many vehicles are packed together, weather conditions, the TGP will snap to the first vehicle in the convoy and lock it like a hawk. It's BS.
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Hi All, No I wasn't using ATFLIR, just the standard loadout it gives you... ok then... I opened it up in ME, put myself broadside to the convoy (yes it's Desert Convoy), put on active pause and tried numerous attempts to point track. Granted the cursor was a little low on the first few, I adjusted the contrast, zoomed and tried 3 or 4 more times. I recorded it, enjoy: Desert Convoy Clip Please let me know what the hell is wrong with it or me... Edit:Spelling