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Ala12Rv-watermanpc

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Everything posted by Ala12Rv-watermanpc

  1. amazing, best videos of dcs out there!!:)
  2. I totally agree!
  3. almost 2 years later I guess explosions are still "very much" WIP right?...they all look pretty much the same and far far away from these videos showing what they were "aiming" to. At the moment explosions last way too short time and don't cast any shadowing in the ground. Also they are way smaller than they should especially for big detonant loads as mk-84 for instance. How long will they still be a WIP thing I wonder.
  4. You are the best guys!! I wish you were in charge of the whole DCS thing...keep up with the great work!
  5. I just printed your models (I think they are great) but Im having issues making the thread to work with my warthoug...even with the thread looking very good and accurate, they won't fit into the base and stick threads....any help is welcome. I saw a few odd straight lines of filamente at some points but the thread wont even start. very odd. EDIT: Looks like the files in the first post are inverted so they won't work in the warthog. The stl ones are fine.
  6. from the first post: -Removed most of the rugosity for parts that shouldn't have it from the bump maps so they have a smoother surface. -Hud and projector glass material with reflective effect. -Analog gauges and AVTR cameras glass material. -Removed canopy reflections and added glass material instead. -Removed pre-baked DDI reflections. -Improved DDI's and AMPCD material and weathering. -Cleaned Hud dashboard both color and material. -Adjusted materials for some parts. -Added realistic dust effect over dashboard, arround screws and some other parts (based on pics and videos). -Added some material weathering over most visible parts. v2.0: -Added detailed weathering for the gauges' glass surface. -Added weathering to canopy frame handles and wires (and material). -Improved AVTR cameras glass coating. -Slightly increased reflectivity of the canopy glass. -Added very subtle glossy effect for the canopy edges. -MP IC pass version included (some glass effect wont be available when using this version like gauges, hud and canopy). v2.1: -Added weathering effect to the canopy glass material.
  7. they added this and didnt make it compatible with real switches???(like "spacial for joystick" tab)
  8. thanks for the answer but I were refereing to a different folders and files...I know refreshing the Metashader2 and fxo folders in User files is a good practice after each update but in this case Im refering to the files under these paths: -Eagle Dynamics\DCS World OpenBeta\Mods\terrains\Caucasus\misc\metacache\dcs -Eagle Dynamics\DCS World OpenBeta\Mods\terrains\Nevada\misc\metacache\dcs -Eagle Dynamics\DCS World OpenBeta\Mods\terrains\Normandy\misc\metacache\dcs -Eagle Dynamics\DCS World OpenBeta\Mods\terrains\PersianGulf\misc\metacache\dcs Is it safe to refresh them? thanks!
  9. Just wanted to know if it is safe to delete these files in order to refresh them...I back up them, then run DCS again and although dcs seems to be working just fine, after exiting there aren't any new regenerated meta2 files in these folders so Im confused...is it safe to delete them?why aren't them being refreshed/regenerated? thanks!
  10. Glad to read this man!! You really set the bar of skins realism with your latest skins!!:)
  11. I have no words to express what a wonderful work you made!!! Incredible!!thanks a ton!
  12. the video actually corroborates what Im talking about, thanks!:)
  13. I have no idea what you meant with your image but do you realice that the wings have their own shape right??:huh: so what the hell does that red line means? are you meassuring the flex with it? because if so it look like you have no idea what you are talking about, sorry. This line you draw means nothing as the wing is bended in all planes and have a very complex shape. The images I posted are just simple representations of what I meant, they are not based on any scale nor something like that, however they are perfectly correct from a structural theory perspective except for the linear type of displacement representation I used in the displacement diagrams (just didnt had the time to make it curve). The wings in a plane basically beahaves as a cantilever beams so it is LITERALLY IMPOSSIBLE that they have ZERO flex moment along them (or part of them) except for the embedment (otherwise that would mean the wing is broken in its connection with the body)...the displacement due to the flex momentum would be infinitesimal but should be progresively increasing along the whole wing (the whole beam) as far as there is some load on it. I have been testing this behaviour in DCS and I can ASURE that the structural representation I posted in the first post (the wrong one) is the actual experience Im having in game of this feature so I stand correct, this is not workin correctly!...the inner half of the wing has literally ZERO displacement, so this means it has infinite rigidity (which is impossible) and would explain the OBVIOUS lack of full flexion we are experiencing (this is my educated guess just to try to put it easier to devs to identificate the problem). This is not a matter of "how much flex" (or that I "want" more flex :doh: ) but that the way this is modelled is WRONG! and it is easily noticeable when comparing it with the real thing. If the explanation is not enough, all images I posted corroborate what Im saying and it is even clearer when you see this in movement: Some of you might find it "close enough" or might not care about this, good for you!!, I DO care about these things and even more when is an actual working FEATURE of this plane so if I think it is NOT working correctly and spend MY TIME to explain why in a detailed way I should obtain a reason why I might be wrong, otherwise consider it as a BUG (something that isn't working as it should is a bug in my book, not a "request" to make it work fine)...so If the HARM is working "close enough" then it is ok? or would it be considered a BUG???, why is this different? :huh: I know (and thus I posted it in the first post) that this is not a "game breaker" thing but it doesn't mean it is not a bug, as far as the problem is not Im asking for half an inch of "more flex" but that the whole behaviour of the feature is odd and not based on how it would behave in real life, at least form a basic structural perspective. I think that if you do something you must do it WELL!! and if this feature exist is because someone took the time to add it and maybe something went wrong and can be fixed, Im just trying to help with that...thing is I want it to work as it should, which doesnt mean I expect perfection, I know nothing will ever be perfect, but at least the basic concept of the things should be correctly modelled which doesnt seem to be the case with the wings flexion for the reasons explained and the images supporting these explanations. I dont think doing this correctly makes much difference from doing it "close enough" or wrong so I have hope someone understand this and fix it.
  14. Why has this been moved to the wish list¿?, this is not a wish, this is a BUG as it is a feature that isn't working as it should...you even edited the title of the post, wow!! always the same, I really don't know why I even bother.
  15. Just wanted to post this issue I noticed some time ago about the wing flexion in the Hornet (although it is present in all planes with this feature for some reason). The problem is that the point at which the flexion starts seems to be in an incorrect place along the wing..., Im talking about the cantilever embedment which seems to be placed near the wing tips instead of where the wings connect with the plane's body. How it seems to work in DCS (below is the displacement diagram): How it should be: Notice how only the wing tip is being displaced: watching videos it is clearly visible with the naked eye that the flexion in DCS is lacking that flex at the start of the embedment and thus, the displacement at the wing tips is too low. For some reason, as I said, other planes seem to suffer the same issue but the hornet is particulary easy to notice. For comparsion I took few pictures of videos and tried to take the same picture in DCS (note that I leave the status bar in the DCS images so you can see the flight paramenters (all pictures were took with 5+ g's, amount that should be more than enough to produce high wing flex and surely higher than the g's/speed the plane was producing at the real life ones: Another issue with the wing flex is (probably related to the previous one) that there has to be a really huge amount of g's to see any noticeable flex which doesn't seem to be the case in real life...watching videos you can see how at very low speeds (thus low g's) very noticeable wing flex is evident. Im not sure why this is happening but I guess something is wrong in the animation in 3ds or the link to it with the parameter/s controlling the amoung of displacement according to the amount of g's but definitely something is wrong. Not a game breaker, I know, but is one of these things that once you see it you cant stop noticing it. Hope this can be improved/fixed asap. thanks!
  16. Well, the content of that thread is all dependant on coding (sounders) and not something I can improve/change in any way afaik. I agreed with most of that thread and also posted some other issues I notice in the sound department in DCS, like the speed of sound (lack of lag), volume difference between power states, transients and such but there is nothing I can do to change that, is all programming sorry :(... I think I have a few good ideas on how all this could be improved in terms of the "logic" to achive it but can't code it. What Im sure is external sounds could be much better than they are now, and the DCS potential for this is HUGE. Please, enjoy it guys!:) I think so :P ;)
  17. Thank you so much guys!!;) Im very happy you all like the mod!! About making other planes, well you know, as always, the problem is the time and resources, I don't have access to private recordings, nor equipment for doing them so I have to search for good material and sometimes there is none and then as I said it takes time to planning, mix, test, plan again, mix again, test again, etc. and sadly can't do this full time :( ...I will try to do more sound mods just can't make any promise. :) Yeah, I just tested it and it seems to be IC friendly :) At the moment no tbh, I think they are quite good...what do you think could be better/improved?
  18. Hi again, I have been working on improving the "whistle" sound of this mod as it was way too low (when some people told me about this, at first, I though they were talking about a different howl effect which is very rare so I misunderstood what they were talking about)... So I added a pair of new very realistic samples combined with the original whistle sound (which is quite good) in a randomized way so they feel different and alive in avery pass...remember that to hear the whistle sound the plane must have some positive g's and a certain speed (between 230-320kts aprox) I made a new video showing specifically the new whistle sounds in the latest v1.1 version already available for download, hope you like them: Cheers!!:)
  19. Thanks a lot to all you guys, really appreciate your support!!:) Well, I wouldn't mind taking a look at the upcoming Viper's sounds :D Thanks a lot for taking the time to make the video man!, glad you are enjoying it!:) Btw, after some people talking about the whine effect missing (which is not), I realized that the gain value for it was incorrect for my mod and it is a bit too low...Im working to fix it and also adjust that particular effect for the next 1.1 version.:thumbup:
  20. thanks!!!:) yeah, too smoth maybe, the gimbal in the warthog forces you to fly very smoothly :) and you are right, I forgot to do a high speed pass, but the display was performed from that camera and after a few minutes of dealing with distances, zooms and such to better show the sounds I completely forgot about that pass, lol :doh::D ...next time! Glad to read that :thumbup:...yeah,it would well rattle the ground, you can count on it!!;) Btw, sorry for the bad compression and te stutterings, I cant manage to find what is causing the damn shadowplay to do that, the gameplay was buttery smooth but the video is not even at utterly low quality presets, Im sick of that and have tried a bunch of things but nothing seem to work...
  21. Just enjoy this slow and realistic demo I made using improved sounds. Hope you like it!!;)
  22. Hi all!! Just wanted to share with all of you my last mod...although the hornet sounds are good, they are still lacking a lot of realism, imho, and many aspects of what a fighter aircraft uses to sound like when one is enjoying a real life display. So I decided to try and see what I could do with the already programmed sounders and sdef files. After many hours of work mixing samples, editing them, testing, adjusting sound files, etc. I ended up with an external sound design that I think will be pleasant for most of you. I tried to create a sound field that accurately represents how this machines actually sound LIVE!. Special care was taken trying to capture something really lacking in every sound design for a module I have ever heard to date: high spl PEAKS from the afterburner and mil power when the engines are looking to the spectator. Those of you who have listened to fighter aircrafts or usually watch videos will instantly know what I'm talking about. I think this effect has been properly captured, adjusted, and behaves as it should at pretty much any angle and condition I tested. At the same time a whole new sound concept for the upfront sound field has been made trying to improve the too quiet sound coming from the plane from the front in the vanilla sounds, which is not fully accurate, while at the same time keeping the effect of transonic speed sound effects. The mod features: -Unique high quality sound samples and audio mixes. -Dynamic randomized samples for some sounds that change as power states changes.Accurate sound in terms of audio signature, power, and timing. -Proper bass content. v1.1: -Improved "whistle" sounds. A new pair of realistic whistle samples wh ere mixed along with the original one with several beahviour and level adjustments and randomized playback so they feel everytime different and alive. v2.0: -New sounds for back and front engine sounds -Adjusted smoothness of few sounds, specially front vs back -Adjusted some distances and volumes Here is a video showing the mod in action: Note the extreme "cracking" sound when the nozzles are at full AB looking at you, as well as the balance with the mil power and other states, that's something I really miss in all modules. The BASS amount and the moments it should be there was also another key aspect of the mod. Of course, also tried to make a "seamless" sound experience from the front to the rear aspect at any distance. v1.1 test: I highly recommend a good speakers/headphones setup for better experience and fuller frequency spectrum reproduction. Download link: https://www.digitalcombatsimulator.com/en/files/3305785/ Note: this mod only modifies the external sounds. No internal sounds were edited. As always, hope you like it!!:)
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