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Everything posted by WilliamLink
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I downloaded the Monitor version, but when I tried to open the .RAR, i got a "Broken/Corrupt File" warning.
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Well, they've fixed MOST of these issues - some of them still persist - since the latest update (Version 2.7.6 Stable Release). The cockpit interior lighting has been tuned up quite a notch (only during daytime you can barely notice any difference, but for night time it's ok); Exterior Navigation Lights have been fixed and are fairly visible now; Leading edge wing base Red Strobe Lights have been tuned down to a reasonable level; HUD brightness is adjustable as always, doesn't need fixing; The Displays are still too bright and overexposed; The mysterious red light on the head of the Ejection Seat is still present; Now the Landing/Taxi Lights, however, are presenting a new issue: They are missing the "halo" effect texture completely. Or rather, what I believe it's actually happening is there's some sort of Alpha Clipping issue between the "Halo" texture and the glass cap of the lamps, where the glass is displaying opaque on top of the halo texture. The Landing and Taxi lights are lighting up the ground and objects correctly though. I still think the taxi light is a little dim and doesn't reach very far on the ground. I feel like the F-15 taxi lights still remain the weakest among all the american aircraft in DCS (but MAYBE this is an F-15 related problem? Maybe the F-15 in real life has a weak taxi/landing light? Who knows?).
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F15C HUD brightness is VERY dim
WilliamLink replied to Fabiano-VIKING's topic in F-15C for DCS World
There are default keybindings for controlling HUD brightness. I've changed mine but I believe RCtrl + RShift + H = Brightness Up, and RAlt + RShift + H = Brightness Down. Or something like that. Also, you can change the color of the HUD Symbology, with RCtrl + H (or is it RAlt + H, anyway, just try these combinations out and you'll figure out). I wish there was a control for the cockpit lights brightness as well. -
my wingman does not respect my graduation
WilliamLink replied to jack333's topic in Aircraft AI Bugs (Non-Combined Arms)
I am trying to play again the FC3 Campaign for the F-15C after a couple of years having finished it, and I'm also facing issues with AI wingmen behaviour in some missions. My wingman #2 sometimes just EXPLODE out of nowhere, for no reason at all. He's not getting engaged by anything, or even crashing into nothing. Just simply exploding suddenly, and sometimes even causing damage to my aircraft, when we're flying in Close Group Formation. It's a well known fact for MANY years that the AI traffic and ATC logic is plagued with A LOT of bugs and issues, or simply weird behavior and lacking many features that could add for a more immersive single player experience. Formation Takeoffs and Landings almost ALWAYS result in tragedy. Yesterday I've tried a formation landing with my 3 AI wingmen, after successfully completing one of the early missions in this campaign, they all crashed on each other behind me, causing a MAJOR explosion, killing all three pilots instantly, and damaging my aircraft. There are SO MANY things to be fixed in the AI logic (especially in regards to ATC interaction) that Eagle Dynamics have always postponed the work and focused on developing new stuff. -
Thanks for the response. I did a few other tests with this mission, and even got to the point of completely removing all of the Advanced Waypoint Options for the 2-ship of Black Sharks. Instead of telling them to Escort the tanks, I've actually set up a series of steerpoints nearby the path of the thanks. Result: No difference at all. The Black Sharks are still hovering still in the air, carried by the wind. But I also found out that the Frogfoots were actually engaging the black sharks, which was the reason they we're flying directly into the threat envelope of the SAMs in my home base. In one of the tests, the Froggies indeed engaged the choppers in a couple of passes, while evading the SAM shots. The Black Sharks also managed to avoid the Froggies attacks, but they NEVER followed their pre-planned route, neither with or without Advanced Waypoint Options. Then I decided to remove the Advanced Waypoint Options for the Frogfoots completely. Result: Now they follow half of their flight plan, but a couple of minutes before reaching the steerpoint where they would initiate their attack on the tanks and choppers, they just go "NOPE" and return to base.
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I'm facing a similar problem. I'm trying to set up a mission where there is a group of tanks driving from a FARP towards some small town with a 2-ship of Ka-50s escorting them, while in the opposing team, there would be a flight of 3 SU-25s coming to attack the whole group. The player's role is to prevent the Frogfoots from reaching the tanks and choppers. Simple mission, right? However, the only group that's behaving as expected is the tank group. Neither the Sharks or the Froggies are following the Advanced Waypoint Options. The Frogfoots are completely ignoring the tanks and flying straight towards the player's home base and getting themselves engaged by the player's base SAMs. The Black Sharks take off from the FARP, and simply keep hovering in the air at 1000 ft, being dragged away by the wind and not caring at all about the tanks they're supposed to escort.
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That has always been like that, and it's not only on the SU-25, but in ALL planes. That's because the mirrors are rendered as displays with a fixed point of view. So they behave as if they were secondary "cameras" for the 3D scene. They're not ray-traced reflections because that's an extremely CPU/GPU expensive process. It has been this way since the old days of LOMAC, which is prior to DCS itself.
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I would like to point out one peculiarity that I've noticed since the update, in regards to the Reload and Rearm window from the Ground Crew comms option. The thing is, prior to this update, this window used to produce the same collateral effect that we're experiencing now with the Chat Typing window. It would lock head tracking - and possibly also lock the controls as well, I'm not sure. Whereas now, since the update, the Reload and Rearm window no longer locks the head tracking, and I personally prefer this current behavior over the previous. Would you guys at ED please inspect that issue as well, and if possible, keep it behaving like it is today? I'd appreciate very much if this also gets fixed.
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When you go into the Campaign Menu - or right after you exit the mission you've just completed - there should be an option for you to Continue the campaign, instead of Restart it. After you exit the successfully completed mission, look for a button on the Debriefing Screen that says something like "Next Mission" or "Continue" and it will load the Briefing for the next mission. And if you exit to the main menu, your progress will be saved (which you can confirm by looking at your "Campaign Details" section, it should say "Missions Flown: 1" and "Mission Success Rate: 100") and when you press the "OK" button, it will load the next mission.
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Yes, I love flying the Eagle, and unfortunately I feel like it is showing its age in DCS. So much time without any update. Even the Flankers and the Fulcrum received updates both in 3D models and systems and flight model, But the Eagle has been pretty much the same since 1.5, if I'm not mistaken. About the Nav Lights, that's right. It used to have different hotkeys for toggling the NAV and the Strobe/Anti-Collision lights, but they merged into the same key after 2.5.something. You press it once, it turns on the Nav Lights, press again to turn on the Strobe/Anti-Collision, press a third time and they all go off. Formation Lights only turn on when you're airborne, in NAV mode (can be either NAV or ILS). If you go into any combat mode - or when you're on the ground - the Formation Lights turn off. I wish there was some sort of "overhauling" of the Flaming Cliffs 3 with better systems model (maybe a Flaming Cliffs 4? Who knows... I mean, a man can dream, right?).
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Do you get any "Right Engine Fire / Left Engine Fire" voice message? If so, it may possibly be a bird strike(???)... Does it happen in both engines simultaneously?
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Sorry for multiple posts, the screenshots were kinda large files... By the way, in regards to the Landing Gear Lights, the way the "Landing/Far" is currently set up seems to be showing the correct behavior. It actually illuminates the runway from a considerably good distance, given the correct AoA for the landing. The only problem is the "Taxi/Near" light. Too short of a range, plus the halo effect issue.
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I've noticed the same issue, as well as the general lighting problems. Aircraft lights, both exterior and interior lights are all unbalanced. Some lights, such as the External Navigation Lights - the red and green wingtip lights - and also the Cockpit Instrument Flood Lights are too dim and barely visible; While the HUD, RWR, VSD/Radar and the MFD displays and digital symbology are way too bright and overexposed; Also, what even is that mysterious red light that lits up the head rest of the seat when you turn on the Interior lights? Where does that come from? Landing Gear Lights are also bugged. When you turn on the Taxi Light (the upper lamp on the nose wheel gear), it doesn't show the texture of the lit lamp and the "halo" effect. The light actually lits up the ground and the bottom of the nose as it should, but the light texture doesn't show up properly. Only the Landing Light (the lower and bigger lamp on the gear) shows these textures correctly; Another issue that bothers me about the F-15's Landing Gear lights is that the taxi light looks too dim and weak. It doesn't reach nearly half as far as the F-16's or the SU-33's taxi lights can reach. Another minor issue I've noticed in the cockpit instruments is that the clock at the bottom of the Front Console doesn't feature the 'seconds' needle rotation. It shows the minutes and hours properly, but it always gives me the impression the clock is not working, cause I don't see the seconds needle moving. I absolutely LOVE the F-15 and wish it had a little bit more of attention from the developers... Maybe it's time for it to receive an update in its 3D models and textures. Wish I could do it myself if I had the proper softwares and tools. The Flaming Cliffs 3 is an awesome entry-level module and it deserves a bit of love as well.
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Do I need 32GB of Memory now?
WilliamLink replied to joebloggs's topic in PC Hardware and Related Software
I have 16 GB of RAM as well, and I am STRUGGLING in multiplayer servers whenever there's more than 10 players on the server. LAG (and this is not even network lag, it's just pure and simple system memory bottleneck) makes me experience SO MUCH RAGE. It's like I'm playing a Power Point Presentation. 15 SECONDS PER FRAME. And the simulation doesn't stop when your screen freezes, as your system is trying to allocate RAM for the stuff being constantly loaded, unloaded, reloaded and refreshed, which may result in you crashing into the ground or a mountain, while you had no idea what your plane was doing, since your screen was frozen and audio stopped. I personally think this is ridiculous. Unacceptable, actually. REALLY annoying. -
I'm adding +1 to the question. Back in time a few versions (let's say back in 2.5.0 to 2.5.1 I believe) You could spot an aircraft as a single black pixel as far as around 40 to 50 miles away, and you could also spot a smoke trail from a missile as well as contrails from high altitude airplanes almost that far, likely around 35 miles away. I used to take advantage of that feature to practice my BVR engagements with the F-15C against SU-27s. I used to fly head on towards the hostile, lock it up in TWS around 50 to 60 miles out, wait for it to lock me on and shot his R-27ER at me, than I would crank either left or right about 45 degrees. This would put him roughly around the frontal frame of my F-15's canopy, and I could CLEARLY, visually track both the bandit and the missile (each one shown as a single black pixel). At that time I was pretty sure the distance between us was around 30 to 40 miles (displayed on HUD, Radar Scope, etc). At that distance anyone could see that pixel on the screen if I pointed to it, so it was clear this feature was working up until that version. Then when a certain version, which I can't remember exactly, came out and that feature was gone for good. I cloud repeat the same BVR engagement over and over again, but this time I couldn't spot neither the bandit or his missiles - not even the missile smoke trail - until it was within AIM-120's effective range (within 20 miles). Sadly you can't do it anymore. :(
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I've also experienced this annoying flickering in the 2.5.4 Release version. It happens with pretty much every aircraft I can fly (I only own the Flaming Cliffs 3 and A-10C modules). In some aircrafts, like the A-10C, it seems to happen more often than in other aircrafts like the F-15C. I also noticed what other people have reported as well: It is related to the reflecion of the sun on the canopy or the instruments. It can be noticed in external view - although for me that's more unusual - and mainly in the cockpit view. I've tried many different graphics settings but it's pretty much a consistent issue, so it doesn't seem to be linked to any sort of configuration. By the way, my hardware is a full AMD one. Ryzen 7 1700, with Radeon RX 480, 16 GB of ram 2666 MHz. So I guess it makes this issue not linked to Nvidia hardware/driver. [edit] I got so annoyed by the issue - and other weird stuff that happened last week - that I had to Revert my version to the previous built 2.5.3, via the DCS_Updater.exe. And I'm not going back to 2.5.4 until ED fixes this bug.
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I have this SAME EXACT problem. Everytime! =O The Release version is in 1.5.4 by this date and still happens. And this is going since BEFORE the 1.5 release, so there's more than a year of struggle. I can only play one mission at a time because of that annoying behaviour. After playing that single mission, I better quit the sim entirely and run it again... Only then I can load a different mission or enter the Mission Editor.