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Ala12Rv-watermanpc

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Everything posted by Ala12Rv-watermanpc

  1. Yeah, there is a SSAO entry in the options lua...thanks, will check it out :thumbup:
  2. Are you sure you meant SSAO? I just cant find it, but there is a SSAA transparent AA, maybe you are confused?...could you point where it is please?
  3. RTX "fake"???:shocking:...ray tracing is, in fact, the best and the only way to do, with a high degree of accuracy, indirect lighting based on the real light physical behavior (actual displacement of the photons) instead of using rasterization. It is based on the way the best ray tracing and G.I rendering engines work for CGI and advanced visual solutions so not sure why you think it is "fake",unless you meant it is not "reality" :dunno: ...and even less why you say it looks "bad" :huh:...AO would be a great compromise between performance, ease of implementation and visual fidelity, period. And cant believe you think that it wont make much of a difference because outside you only have the sun light (which actually generates LOTS of indirect bounces due to its power)...it would actually make a H U G E difference in pretty much EVERYTHING in the world, from the mountains, valleys, buildings, trees, objects in general, planes, smoke, COCKPITS!, etc. It is not only about "shadows" but the indirect shadowing which at the moment is completely missing (unless based on textures) making things look awfully flat and dull compared with today's (and past) standards in gaming industry...you think it wont make much of a difference?, take a look at this small example (it would make a bigger difference in the terrain at any time, for instance at noon which now is the time of the day looking worse due to the lack of any proper AO): here it is even clearer: All that darkness over the belly of the plane and in the ground due to the bounces of the light is missing, and the one that might be there is because is pre-baked into the red channel of the roughmets. This makes the objects being on the ground to look kind of "floating" over it, instead of properly "close" or touching it, definitely being there, because there is no any kind of interaction between them in terms of lighting. I think AO would make a great improvement at it's performance penalty. And that affects EVERYTHING...imagine how much better the cockpits would look with the strong sun light entering in so many different ways and having such hollow places...if it werent because of the AO prebaked channel they would look really bad, now imagine a much better solution (that in fact doesnt require further work from the devs) which on top of that works dinamically...yeah, HUGE improvement. Imagine the cities and objects placed on the ground: RTX computing would require RTX hardware (if looking for using it in a realistic way, otherwise you would have a nice slideshow) so for the moment I think a simple SSAO technique would suffice...about reflections, Screen Space reflections are not that resources hungry and look amazing (if well implemented) so some nice and detailed glass SSR in the canopy/instruments, planes, etc. would be perfectly doable...textured reflections are a crime, yeah!.
  4. Well, a full global illumination calculation would be amazing but sadly that wouldnt be feasible from a computational performance point of view, thats why AO was invented as an aproximation to how indirect light would behave...so imho, having AO is waaaaay better than not having anything to represent indirect light dont you think?, also it shouldnt be too hard to implement. When RTX become a reality in terms of GPU power then a real ray tracing indirect lighting will be possible in DCS, meanwhile we should stick with AO. Will take a look, thanks!
  5. This has been a visual effect I have missed so much in dcs. I think it would greatly improve the graphics of the world, but it would also make spotting ground units so much better and easier as they would create an undirect shadowing arround them making them look properly placed over the ground. This is a quite old graphic feature now that most modern (and most old too) games have nowadays and I think it should be added in dcs so badly...it is 2020 and getting rid of the faked occlusion maps would be a HUGE improvement. About performance, it can easily be included as an option in the settings menu, in case someone doesnt want it. With all the new lighting improvements I think there is nothing better than ambient occlusion in terms of lighting realism, and dcs is lacking it at the moment. Thanks.
  6. Hopefully some info/images of that new lighting improvements as there is pretty much nothing about it.
  7. A decent physics modelling would be nice for 2020, but after about a year nothing has been said so I guess it is not happening anytime soon.
  8. yeah, I guess you used the track to make the video right?, so if possible, I would love to get that track so I can learn what you did and can also watch it from different perspectives :thumbup: thanks!
  9. this, I wish the hornet would get this level of wing flex and flutter too...:cry:
  10. Updated the mod to the v2.0, as always, hope you enjoy it!! thanks!
  11. Nice video! Any chance you could upload the track file so we can watch it in game?. Thanks and great flying!
  12. According to the patch notes : "Fixed HUD TDC axis control logic error"... For me it is still not working properly...it works fine with keys.
  13. Dont get me wrong guys, but the post was mean to be related to FM improvements and the ground effect inverse behaviour...the g overlimit is a different thing...
  14. Yes, the wdm7 is set as soi when doing the bomb run, you can check it in the track...it feels like the computer is not recognizing the designated target point even though it is correctly designated and visible in the hud unless it is in point track (boxed)...would love to have some answer from the devs...
  15. It works fine for me...take a look at controls setup, maybe trackir axis are wrong/deleted for the jf17
  16. Yes, I keep pressing until the little box fully descend below fpm over the asl...no bomb drop... I think the problem is the lack of a boxed target...but again, this should not happen afaik as soon as I have a target designation on the ground there shouldnt be a need for a point track...maybe it is a bug??
  17. So, is the patch planned for today? We need some jf17 updates!
  18. Any info about this...this issue has been running for about 2 years now...
  19. thanks for linking these post, greatly appreciated...will paste what Wags said about all this: "Much of the team is now focused on big updates for the Hornet! This entails Track While Scan radar mode, AACQ, SPOT, new targeting pod features, improvements to the flight dynamics (like ground effect issue), and others. December should be a great month for the Hornet. Thank you for your patience." sooo...any news regarding these improvements? thanks!
  20. I think it might be some issue with the target designation with the wdm7...as soon as I have the box over the target (point track) the bombs drop, but if there is no box the bombs wont drop...the problem is that most objects like buildings and such doesnt get boxed even when I designate them as targets correctly and then the bombs wont drop... I dont think it is a problem with the moment I press the drop button as it is supposed to be pressed during the tone afaik...even the pitch can be about +-2 degrees (at least) of tolerance and they will be dropped no problem (when the target is boxed). can someone confirm this?
  21. Then why do I get instantly sucked to the ground when flying over the runway when other planes do the opposite? Yes, the yaw fcs seems odd at times, it will enter in a really bad resonance at times, specially when mixed with sudden pitch changes, it gets really extreme sometimes.
  22. Hi all, for some reason, Im experiencing some odd behaviour most of the times when trying to drop bombs (mk82,83...) in auto mode...they simply wont drop :huh:...I dont know what am I doing wrong but hope you can help me. 1-master arm to arm 2- AG master mode 3-select the bombs I want to drop 4-Activate fuze (nose/tail) 5-start wdm7, lock a target in the ground 6-Align with the drop line, 0 pitch 7- wait for the 4 seconds acoustic indication tone and press the drop weapond button in the middle of that tone 8- There is a chance >90% to the bomb to not drop at all :huh: Weird thing is, some times (dont know why), the bombs will eventually drop...I simply go around, start the bomb run again and the bomb will drop...wth???...CCIP works 100% of the time, also guided rockets work 100% of the time. Here is a track showing what I do and failing to launch one single bomb. Hope you can help me with this. thanks! no bombs drop.trk
  23. IIRC, it was said that the hornet was getting some FM improvements as well as the famous inverted ground effect fix in december, which at the same time was planned for about the last summer time, but there hasn't been such update as far as I know (and ground effect is still broken) so I would like to know if this is still planned and if possible an estimate date for it. thanks!
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