Jump to content

Grand

Members
  • Posts

    67
  • Joined

  • Last visited

Everything posted by Grand

  1. You can block this feature by hard locking your FOV. This means the minimum FOV and maximum FOV are the same, but this will prevent any zooming as the FOV can't be changed (as it's locked, obviously).
  2. tacca, really appreciate what you're doing! I don't have the time or skills, otherwise I'd have helped you out with it.
  3. In 1.5 the precompiled graphics stuff is no longer present in the graphics.lua. Simply using the mod with the pre-1.5 file structure does not work. Do you already have a fix? If not, do you intend on producing a fix/workaround?
  4. I wouldn't count on SSD-like download speeds once pretty much every DCS user is going to download 25GB at the same time.
  5. The developer has stated in its press release it will be AFM. See SkateZilla's citation.
  6. ED classifies their flight models as either Standard (SFM, you could say it's the arcade version of an FM), Advanced (AFM/AFM+), and Professional (PFM, the most realistic FM currently available within DCS). EFM however, is not telling you anything about the level of fidelity of the FM. It is merely telling you it is an External flight model not being made or certified by ED (yet). So when a third party -obviously- states their module has an EFM, they should also indicate what level of ED standard they try to achieve, either SFM, AFM, or PFM. See Wags' post on what is considered to be SFM/AFM/PFM. http://forums.eagle.ru/showthread.php?t=122801
  7. Sith locked the general 1.5/2.0 discussion thread so hopefully I'll get my answer here. Now that 2.0 + NTTR is set for late in November, will we still get 1.5 in September as per Wags' statement?
  8. First of all, for a gun run or free fall munitions delivery you don't need a TGP neither a Maverick. Second, the fact that A-10 pilot's sometimes refer to the Maverick as a poor man's TGP, or "looking through the straw", should give you an idea of the added value of the TGP over the Maverick's sensors. As for what is practice and what isn't, you -probably- are assuming you always need some sort of optical device to acquire targets. I won't go into detail because it's getting late but just take my word for it that when following actual procedures and not going out alone in your jet to take out 15 targets in one flight, there are more situations where you won't need the TGP than where you would.
  9. Q: How are you doing? Seeing as we're already in September, it must be very stressful for you and the rest of the crew?
  10. Are you on repeat or something? :) BTW, China Hat FWD long will slave all sensors to the current SPI, regardless if these sensors are the SOI or not. Be sure not to confuse 1] the SPI, 2] the SOI, and 3] the SPI generator. 2 and 3 don't necessarily have to be the same.
  11. 1. MMCB: set HUD A-G mode. 2. TMS AFT short: make the IFFCC Weapon Solution the SPI generator. 3. China Hat FWD long: slave all to SPI.
  12. Yeah me too, never bothered with the BETA install especially since the live version was often released rather quickly but for this one I'll make an exception.
  13. I know how JSGME works. But my question is, which mod has to overwrite which mod for everything to work properly.
  14. 24/25/30 FPS is fine for movies as the individual frames are already motion blurred so at this FPS the movie/animation looks smooth. Computer generated frames are a crispy clear picture in itself. That is why for games you want an FPS rate near the 60ies, preferably equal to the refresh rate of your monitor. If you have drops below 60FPS once in a while I'd suggest using adaptive vsync (both DCS and Nvidia do not offer non-adaptive vsync). If you have <60FPS for the majority of time, you might be better off with either vsync or adaptive vsync + 30FPS limit set (LUA). * vsync: limits FPS to monitor's Hz + limits FPS to the lowest FPS so that every single frame lasts for the same whole number of refresh cycles. Example: 53FPS becomes 30FPS; 31FPS > 30FPS 28FPS > 20FPS 17FPS > 15FPS ** adaptive vsync: limits FPS to monitor's Hz but toggles syncing off when FPS drops below monitor's Hz. The problem with adaptive vsync is that you will get different FPS rates if your GPU/CPU can't continuously keep up with the monitor's rate. In general you will rather have a constant but low (e.g. 30) frame rate, than a frame rate which is continuously jumping between whatever and 60. If your rig can't maintain 60, either live with it or upgrade. But I'd strongly recommend the latter. You will often hear people with lower-end rigs defending their situation by saying only fast paced games like FPS/combat oriented RPG need high FPS. Trust me, that's bullshit. I've been there, and the difference between flying with 30FPS and 60FPS is worth upgrading! One last note, micro stuttering while still measuring a decent FPS is most likely the result of your VRAM bus not being fast enough for the complexity and size of textures you're trying to push through. Hiccups in a pipeline will cause micro stuttering.
  15. Your enhanced terrain and enhanced grass 8k seem to conflict with Highwayman's villages mod. If I want to install all 3, what is the order I will have to overwrite files via JSGME? Also, what would happen if I put enhanced terrain + enhanced grass 8k + Highwayman's villages on top of Starway's desert? Would that even work?
  16. Which combination of graphics mods and terrain mods is used in this clip?
  17. Does this mean we can be absolutely sure that 1.5 is available at the latest on Wednesday 30 September, or does this mean ED is trying to release it by then but is not giving any guarantees?
  18. This.
  19. TJacob I'm using both ground textures mod and grass mod. Looks very good but your modded textures are only rendered up until about 100m away from my POV. So roughly the first 100m look detailed, after that everything looks blurred and w/o your textures. What can I do to make sure I see more detail at longer distances? PS I'm using a stock high.lua with your line 48 and line 132 edit.
  20. OK thanks. How does Mustang's Land Textures mod (which looks like it covers textures of the entire map) interact with Highwayman-Ed's Improved Villages mod (which only covers areas in/near villages)? Thing is I'm looking to improve the map overall but Highwayman-Ed's villages mod looks nice too though.
  21. I recall there being a mod which enabled the option Ultra High or Very High in the visibility drop down menu in DCS' options screen. Does this mod still apply to the current version of DCS World and where do I get it? Or is it included in another graphics mod? Everything I can come up with about increased visibilty dates back to 2014 and earlier..
  22. Thanks, I'll look at it
  23. True, AHK can do that for you but yes its indeed annoying running apps for every customization you want to apply.
  24. By default it seems DCS does not let you bind the same key or key combination to two different commands. Is it possible to so via another way? Perhaps via LUA editing?
×
×
  • Create New...