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PhoenixBvo

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Everything posted by PhoenixBvo

  1. As I said, it is a side effect of the zoom / scale factor. No way around it I'm afraid. So either you have to live with the zone, or you may set RENDER_MODE = 0; in the nvg_mod.hlsl file. Does that help you?
  2. It is however the latter... The NVG image uses a scaling factor to simulate the zoom of some night vision goggles. If you don't want it, set const int RENDER_MODE = 1; equal to 0 in the nvg_mod.hlsl file.
  3. Yes, IMO that's the most persuasive argument in the case of the 109. Messerschmitt engineers put those wheels next to each other like that for that purpose and the simultaneous operation to compensate pitch-down when extending flaps is confirmed by many pilot reports as well... Contemporary example: (Bouncing Clouds) By the way, the manual (p.101) actually has an error there, saying: In the sim, we rotate counterclockwise to lower flaps. And coincidently, rotating the trim wheel counterclockwise gives pitch-up trim...
  4. A short explanation by the FAA (Federal Aviation Authority) might be of interest here: Use of Flaps.pdf. It states that, in general: the direct effect of flap extension is a rearward shift of the center of pressure, resulting in a pitch-down moment (if trimmed for level flight before extending flaps). a secondary effect due to increased flow over the tailplane due to downwash however, may produce an overall pitch-up moment. The latter mostly applies to high wing aircraft however. So, from this the effect in DCS seems suspect indeed.
  5. One very important point not yet mentioned about taking off in the Bf 109 (holds for the Fw 190 as well): You have to be on top of the controls. Meaning: your inputs have to be rapid AND accurate. Technically: high gain control. Don't let the plane do its thing. You decide where you want it to go and any sign of deviation has to be countered immediately and without overshoot. This is very hard and requires utmost concentration and tension IF you don't know the plane's behavior. Once you get a feeling for how she responds, anticipation becomes the focus of your control strategy and with that you won't need as much concentration and tension to take off safely. Technically: you develop a mental reference model and use feedforward control in combination with reduced feedback gain. This, in addition to the points made by other posters of course.
  6. +1 To me, when it's allowed to hide the pilot body for cockpit visibility reasons, then the same holds for the flare gun. ED should not assume everyone has 6DOF head tracking available. If ED decides to make it a loadout option only, then maybe some mod could exchange the texture with an invisible one...
  7. Your sense of speed may have more to do with the type of aircraft you have been flying lately (any fastmovers) than the sim somehow running at another rate. You timed it yourself so you have a physical measure confirming DCS is not running slower. One thing that DOES influence your perception of speed is the view angle / zoom factor you were using. If you zoom in, your sense of speed will increase, because the optical flow (i.e. angular velocity of moving image features) increases. Try this out!
  8. My guess is the devs are working on EDGE. I expect this issue to be fixed when DCS World 2.0 comes around, well at least not before then...
  9. I think this explains the logic and that it is, in fact, the correct way around.
  10. Have you tried disabling AA (anti-aliasing)? It doesn't look pretty, but faraway objects become much sharper that way.
  11. Danke für das Visierdatenblatt Flagrum. May I ask where you found it?
  12. Sure. The relevant lines look like this: mode = "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES"; --mode = "USE_PRECOMPILED_EFFECTS_ONLY"; So it seems to be set like yours. I just can't remember doing that myself :) graphics.lua
  13. Yes, with SoftTH you can map a smaller source rectangle to each side monitor's full resolution. So the factor would be 21.5/28 and you let DCS render only 1474x829 for each side monitor. Then you configure SoftTH to map this to the1920x1080 of the actual monitors. I don't have the code here, but that is at least a conceptual description of how I would do it.
  14. I agree, great mod Peter. It works very well in the A-10C, even with a second monitor with the left MFCD superimposed over the main viewport as per your suggestion. Still I think it hits FPS to render stuff that doesn't show up on a monitor. I suppose this is up to ED to fix. Strangely though, the dynamic effect of the mod doesn't work when I jump into the KA-50 (using the same screen setup). Any idea what could be wrong?
  15. Well I'm not at my DCS machine now, but I'm pretty sure I didn't change anything in graphics.* files since the last 4 major patches. Still if this is your tested result it may be necessary. The guide may need some updating and I am inclined to call upon the actual modmaker nrgized to update his first post to include the latest version of the mod with the calculator and an updated guide. In the mean time, congrats that you got it to work :). The file to put the results from the calculator in is found here: DSC World\Bazar\shaders\PostMotionEffect\NightVisionGoogle\nvg_mod.hlsl Make a backup before proceeding! Open the file using Notepad++ and then just look for lines very similar to the ones in the calculator output and replace those. (Probably line 18 & 19 for the centers, 39 & 40 for the sizes and 114 - 119 for the blurred ring, but check this!) If your nvg_mod.hlsl doesn't include MASK_SIZE and MASK_CENTER then you need to get nvg_mod_1.0v4b3 first. Good luck
  16. Don't worry guys. A few pages back PeterP explained what's up with that :thumbup::
  17. Staying closer might indeed be necessary for the triggers. Plus don't skip any waypoints.
  18. Thanks Winz. I found this thread looking for the solution to my reactivation window problem. And it was the Warthog mapping producing a shift key press. In my case it was especially troublesome as I run with SoftTH in fullscreen mode. This causes the mouse cursor problem where you can't click in the cockpit because windows has held onto the mouse. It was rather frustrating, so I'm very glad you posted the solution here!
  19. +1 Thanks that should be it. I have the radio mapped to the Warthog radio button. I didn't realize which key was actually being pressed.
  20. I'll check that as soon as I get home, but as mentioned, why would the problem appear as soon as we're ariborne?
  21. I have the same problem. After takeoff the radio menu cannot be summoned anymore. It's the same with the P-51D by the way. I'm not sure in which version this changed as I haven't flown for a while, but I'm sure I used to have access to the radio in-flight. Have there been any changes to the keyboard controls perhaps? That wouldn't explain why we can use the radios on the ground though... I'm at a loss :(
  22. S3ntry, I think you're worrying too much. DCS is a great simulation platform. It is continuously expanding and improving through the dedicated effort of ED and its 3rd party devs. Its versatility is its strength. We can't change that and shouldn't want to. I think the diversity in modules is a very important reason for the continued quality of the platform. Through the large variety of systems being modeled as well as the variety of people developing them, flaws in DCS World will be uncovered very efficiently and ED has shown their dedication in fixing them. And as to the development of content for 4th/5th generation aircraft: there will be enough expansion in that direction. I think its safe to say that through the legacy of Lockon, DCS still has the broadest customer base there and 3rd parties as well as ED themselves also want to make money.
  23. This time I'll say to y'all: "Do it yourself!" :smilewink: I put the NVG mod setup calculation into a win32 application, check it out: If you have any problems running it, let me know. Any suggestions welcome too! NVG Mod Setup Utility.zip
  24. Here you go! Sizes: const float2 EYE_SIZE = float2(0.63281f,1.12500f); const float2 MASK_SIZE = float2(0.63281f,1.12500f); Centers: const float2 EYE_CENTER = float2(0.50000f,0.55000f); const float2 MASK_CENTER = float2(0.50000f,0.55000f); Blurred Rim: const float INNER_RANGE_MIN = 0.800f; const float INNER_RANGE_MAX = 0.867f; const float OUTTER_RANGE_MIN = 0.917f; const float OUTTER_RANGE_MAX = 1.000f; const float INNER_RANGE_DIST_MIN = 0.850f; const float INNER_RANGE_DIST_MAX = 0.917f;
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