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Everything posted by PhoenixBvo
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1:500000 printable DCS/FC2.0 Tactical Chart (WIP)
PhoenixBvo replied to igormk's topic in DCS: Ka-50 Black Shark
Great stuff indeed. igormk, thanks. The problem with a vector map is of course where do you get the data from? Unless ED provides their source, I don't see how you could get a vector map that fits the ingame version exactly... -
Good initiative! You guys have been doing this for some time, but I was wondering if there might be a place free coming weekend? Thusfar I've only flown single player and by now I can't say I'm a total rookie (surviving most Georgian Havoc campaign missions without problems). But still, I have next to no online experience, so I hope that qualifies...:). So when is the next flight taking off?
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???????????????? Wrong forum ???????????????? What game are you talking about anyway?
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Thanks for these tips! After trying several combinations of settings, I have identified the problem with the Adaptive Multi-sample AA mode. When you choose just Multi-sample AA (without the adaptive part) it works fine. Thanks again, the difference in image quality is minimal anyway, so this is a very satisfactory work-around.
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Best way to search for ground enemy
PhoenixBvo replied to comanche_001's topic in DCS: Ka-50 Black Shark
Yep, but I've noticed that if the recon is aborted (either by you or an evasive maneuver), the wingman (sometimes) keeps sending you target info. Probably it's a minor AI bug. -
Best way to search for ground enemy
PhoenixBvo replied to comanche_001's topic in DCS: Ka-50 Black Shark
One more tip: use your wingmen in recon mode. They have a very sophisticated radar which can look though trees and such...:) They find targets which you'll have trouble with due to background clutter, but they generally don't find manpads. Also, they happily fly into the barrel of a shilka or SAM killzone, so only use short recon distances and be sure there is enough distance to the threat area. But knowing the limitations, your wingmen can be a very valuable target detection sensor... -
I found a workaround, not a fix or solution mind you: Provided that external views are enabled, quickly tapping F11 (faster than the images can be built up) will load the missing cockpit textures... Yeah!!! At least now I can enjoy the sim again. Although multiplayer on full real servers may be a problem with this workaround (external views would disabled). So my request stands: please fix this :) Also more info on ATI drivers for the combination Windows 7 64bit with HD5870: I have tried all the catalyst versions starting from 9.1: up to 9.9 they don't even install properly, 9.10 - 9.12 do install but give a completely white menu screen in DCS and 10.1 and 10.2 work fine apart from the missing texture bug... I managed to get the quickstart running in 9.10 (by clicking in the main menu at the expected button location) and there the same missing texture behaviour appears.
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I forgot: the DirectX dump file (in attachment) DxDiag.txt
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Ok, I started by trying the temp folder: no luck, then I tried a fresh install from the DVD (v1.0): problem remained, then I tried an older Catalyst version: still no change.:( I'm out of ideas, someone please help!!:helpsmilie: ED, this appears to be a bug relating to DCS compatibility with the HD5870 graphics card and/or Windows 7. Please fix it... I just bought a new rig, expecting great performance and worry free flying for many DCS expansions to come. I can't help but being quite disappointed...:cry: My system specs are: i7 860 @ 2.8 GHz, 2x2GB Corsair XMS3 DDR3 1600, Asus P7P55D Pro, XFX Radeon HD5870 @ 1900/300, Windows 7 64bit Home
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Thanks a lot! I'll try that as soon as I get home...
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Hey guys, it seems I have a weird problem: I have just bought a new rig with W7 64 and installed BS on it. I then copied some files from my old vista 32 installation: the mission folder, the pilot log book and input settings. But when I started a mission, I got the following pictures: Now the weirdest thing though: in some missions there's no problem and in others its like above. I have been unable to find the deciding differences. Could it be that I copied something wrong from the old install? There I never had a problem like this, it was the same game version (1.0.1c) and I never installed any mods. Any suggestions/tips/solutions welcome, thanks
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Eyefinity question (TripleHead2Go)
PhoenixBvo replied to SeaFoam's topic in PC Hardware and Related Software
Thanks for that answer SeaFoam, although it really sucks to have a 16:9 screen running at 1280x1024... I guess I'll have to wait and save some extra money then :( -
Eyefinity question (TripleHead2Go)
PhoenixBvo replied to SeaFoam's topic in PC Hardware and Related Software
Nice topic. Cool setup Seafoam! And awesome videos. That is what you need for the ultimate situational awareness. A question regarding Eyefinity: I just bought a new rig with an HD5870. With it comes a 1080p (16:9) 24" monitor (could have gone much bigger of course, but my resources both spatial and financial are limited :smilewink:). I already had a 1280x1024 19". As it turns out, the height of both monitors is almost equal. Is it possible to get a second 1280x1024 and use that in an Eyefinity setup with Black Shark? -
Voice Activated Commands
PhoenixBvo replied to StrongHarm's topic in PC Hardware and Related Software
Hey guys, a little earlier in this thread we discussed disabling you're virtual self voice to make the use of voice control for radio commands more realistic. It turns out you have to rename both WINGMAN1 directories (the one in USA and the one in RF) like Cp suggested, thanks again :). One problem remains: the simulation waits for the duration of the original voice track until it executes the order. That's stupid now, because nothing is being said during that time and you already gave the order. And in a combat situation every second counts, so... Does someone know how the .lua files should be changed to correct this (like: set message length to zero)? I have tried some stuff with the lua files in the Sounds folder, but don't really know what I'm doing...:helpsmilie: -
Voice Activated Commands
PhoenixBvo replied to StrongHarm's topic in PC Hardware and Related Software
Thx ideed. I just tried it shortly and it removes a lot, but for some weird reason I still got the phrase "Wingman 2 Rejoin formation" from the player voice. Can anyone confirm? Maybe some player voice files are still in another dir? -
Oh I got that, thanks. The smartass part was more like a reply to Viper's LOL WUT comment...
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Well that would be Pulp Fiction of course! Tarantino is always good for great quotes. Yeah sorry for being a smartass:smartass:, but that's how it works. Let's top it off then shall we? ;) I think without VSync you will always have tearing artifacts. What you may have confused with VSync is the triple buffer. This relates to VSync in that it eliminates drops in frame rate and increases in latency due to VSync if the frame rate is lower than the refresh rate (A < B).
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Hey Woots, I have the idea that the 600 Hz is not the frequency at which the pictures are transmitted to your monitor, but rather the internal monitor pixel update rate. This is not the figure you should be looking at when determining whether VSync would be helpful. Rather the following applies when VSync is disabled: The videocard has a frame buffer which is filled by the GPU at the best frequency A it can produce pictures at. At the same time and independently of A, the output is read at a constant frequency B from the same buffer and sent to the monitor. A generally varies with scene complexity and is what is shown when displaying the frame rate in-game. B is what you set in the monitor properties of your display driver. Now comes the trick: it takes a bit of time to transmit a frame to the monitor and when during this time a new frame is loaded into the buffer, your screen will be built up partly from frame x and partly from frame x + 1. That's the tearing you see. VSync synchronises A to only update the frame buffer after a frame has been sent to the monitor. At least that's how I understand it. This doesn't explain why VSync would not be necessary when B is very high. If that's the case, one would expect the chance that the buffer is updated while read to increase. Any ideas?
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Functional in Windows 7 32bit or 64bit?
PhoenixBvo replied to mdubeux's topic in DCS: Ka-50 Black Shark
You meant x86 w7...:smilewink: -
Yes, of course tactical errors on my part will definitely account for some crashes...:) Sometimes avoiding areas isn't possible, for example the stock mission "running the gauntlet" IIRC requires you to overfly the wp's right in the hotspots, of course after having neutralised everything from stand-off range. But exactly this is very hard if you can't spot the AA. I'm not saying they are in the forest in this case, they are mostly spread through towns. With all the clutter from buildings its next to impossible to know if you really got 'm all. Except by flying in and drawing some fire. You only get 3 wingmen though... How would you advice to handle this mission?
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OK, I wasn't talking about realism GG. I meant interesting gameplay. Don't get me wrong: thusfar I've flown only "full real" and generally appreciate the high level of realism which DCS offers, except for the tree LOS issue. (Really hope this gets fixed with the introduction of the new engine) Being shot down time and again by invisible AA, no matter how carefully maneuvring, has frustrated me such that I'm now considering cheating... I'm sorry if this sounds like giving up, but I think having fun should ultimately be the most important reason to fly this sim. I will take your comment about the max visibility range of a tank being 3km into account though when editing the label ranges. Btw: is it possible to make label ranges depend on on unit type more specific than air/sea/land? That way you could have labels appear at ranges according to the "visual cross section" of individual units.
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Thanks, that's about what I want, although I'm thinking of just putting little dots at any range up to realistic max visibility (10 km?) That way you'd know if something is in those woods, but no idea whether its "harmless" infantry or a strela... To keep it interesting :)
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Are these labels customized in a .lua file and could you tell us which one?
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Question on the use of the collective brake
PhoenixBvo replied to sobe's topic in DCS: Ka-50 Black Shark
Yes I have that as well of course. But as I said, it's not such a nice lever in a convenient position on the collective grip... The question is, whether it is more realistic to require people to press a button each time they change collective position, or to have the break release automatically. After all, in the real thing it also goes almost automatically: When you grip the collective, you press the break lever in the same movement. -
Question on the use of the collective brake
PhoenixBvo replied to sobe's topic in DCS: Ka-50 Black Shark
Thanks for that AlphaOneSix. It does mean a lot of people (including me until now) are doing this wrong. The Altitude hold mode should be disengaged when one moves the collective. Of course this can be done manually using the Collective Break, but I don't have a nice collective grip with convenient break release handle, so I'd like to set things up such that the CB is automatically pressed when you move the collective. In the foxy programming software (for the cougar), this is not so nicely possible, as it doesn't give access to the raw analogue axes outputs. Having access to the current axis value and a clock, one could program something like (kinda C-pseudo code): if (abs(axis_value - axis_value_previous) > threshold) { press CB; t = current_time; } else if (current_time - t > delay & CB == pressed) { release CB; } Just run in a loop and we wouldn't have to worry about pressing CB ourselves anymore... Anyone knows where to implement functionality like this?