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Posts posted by Ala12Rv-watermanpc
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6 minutes ago, Harker said:2 hours ago, Megalax said:
I made a folder in Mods\aircraft\FA-18C\Cockpit\Textures that matches the zip...so Mods\aircraft\FA-18C\Cockpit\Textures\FA-18C-CPT-TEXTURES
In that folder I just placed a 1024x1024 dds file that is only the colour #ff05fb. I named the dds file F18C_cpt-glass_refl_RoughMet.dds and started up the game.
You'll have to experiment with the baked in textures.Very interesting! I've been using a glass texture without baked in reflections, so I only get the dynamic ones, but this mix looks promising. I'll play around with this in a few days, see what I can come up with.
How did you managed to completely remove the baked ones while leaving the dynamic? I made what Megalax suggested but the baked ones are enabled at the same time as the dynamic which is horrible. If I remove the static ones by painting black the alpha channel of the baked ones the dynamic are removed too.
thanks!
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4 hours ago, Megalax said:
Its doable, but there is a green glow at the front that isn't very realistic, so its just a matter of changing the baked texture.
Wow! could you please tell how you managed to get it working please? thanks a lot! that's exactly what I was refering to.
1 hour ago, Harker said:What I realized is that the canopy will reflect the external cockpit model, to an extent at least. I could be wrong though.
In any event, we need higher res textures and higher poly geometry, for the reflections to look as good as in the F-14, for example.Yeah, higher res textures for reflections would be great!
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11 hours ago, Harker said:
The Hornet lacks a roughmet for the canopy glass, that's why it looks like it's plastic.
If you create one yourself, you will see the reflection effect, similar to the F-16 and F-14, but they won't look as nice, due to the Hornet's low res cockpit textures in the external model.I'm refering to the internal cockpit, not external. If I add a roughmet for the internal textures then they won't work and will make the canopy glass to show the missing texture image.
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Yeah!, I'm surprised the hornet doesn't have them...maybe BN knows something about this.
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+1, wish the hornet has them too
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Just wonder if they are planned?, I was suprised to see that the hornet is lacking them while the Viper or F-14 have some nice new reflections in the canopy glass inside the cockpit. After few weeks and a couple of patches these reflections are still missing for the hornet, so I wonder if they are planned.
thanks!
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According to BN:
5NM - 1:250K
10NM - 1:500K
20NM - 1:2M
40NM - 1:2M80NM - NO MAP
160NM - NO MAP
However, in PG I have NO map in 5nm and in Siria, I have map ONLY at 10nm...
Anyone?
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up for this!!, would be great if BN or someone from ED could tell us something about this...
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Hope the new fog can be much less dense the the old one and the one showed in the newsletter image. I mean I hope we could have a slider or something like that to configure it.
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+1, it seems like shadows over water are too weak or non existent.
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2 hours ago, 112th_Rossi said:
Erm it's not even the reflections that are the problem. There are no wave crests and the sea remains dead flat regardless of weather. Reflections aren't the issue
That's not true. Waves size is now way more realistic than it ever was. And you can get quite choppy seas increasing winds
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46 minutes ago, bkthunder said:
Ok, this really looks wrong though!
No, it doesn't look "wrong" by any means, it just needs some more work!!!, it's just partially done, that's why it is not looking fully correct as it is lacking some effects, but what we have there is potential and WIP, but there is nothing there that is "wrong", as actually was in previous to 2.7 versions (like water waves behaviour).
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3 hours ago, Pocket Kings said:
Anyone can call me an armchair pilot, quarterback, president, whatever, I don't mind free speech and I think discourse is healthy in the long run.
However, I remain the right to call anybody who says the first screenshot vs the latter looks "perfect" to have issues, at least with eye sight. We all have at least been passengers on airplanes over waters. I've traveled quite a lot but I have never seen such an unified "soup" in my life under no weather or light circumstances.
For sure, both do not look perfect and far from the real thing. But try to ask normal people, e.g. non armchair pilots, for their opinion. I don't believe they would call the first screenshot "bang on reality".
Actually the first screen IS the most realistic one, which doesn't mean that it is fully realistic.
Imo, water bodies reflectivity will depend, basically, of 4 parameters:
1- Water state (waviness).
2- Angle of view.
3- Height.
4-Fresnel effect.
1- The more waviness, the less visible the reflections are due to the dispersion of the light caused by the bumpiness, spreading the light in different directions equivalent to launching less light to your eyes. This could be done by decreasing intensity of the reflections accordingly to the winds.
In a very calm water, reflections would actually look like a PERFECT MIRROR! (this happens a lot when flying over lakes), so yes, that screen you posted could be realistic (other than the quality of the own reflections),as in that screen, the real sky is being reflected into the water, which wasn't the case in previous versions of dcs...not to mention the absurd size of the waves and the way they behaved (constant size at any distance, angle or height), so please, do not blame what, in fact, is BETTER in any possible way to what we had before.
RL images:
2,3- The shallower the angle of view, the more visible reflections will be, in general...This could not be true in extremely choppy sea at extreme low angle where it would be the opposite, as waviness would completely remove the reflected light from our point of view:
But in calm water, that would be the case:
this is linked to the 3th parameter, height. The higher level you fly, the less visible will be the non shallow, for that height, reflections. This means that in a calm water, even flying at very high level, far away clouds reflections (if light conditions are met, aka, clouds are reflecting light in the direction you are looking) will be visible:
but other, more vertical reflections, "might" be lost, as always, depending on the other parameters. This would need actual ray tracing to be done in a fully phisically correct way, but due to performance constrains, SSLR won't do a good job with this.
4- One of the reasons for the odd looking reflections now, particularly at low altitudes, is the lack of Fresnel effect, as another forum fellow already pointed. In big water bodies, this is what makes for a realistic water reflections (together with the other things mentioned) as without this, reflections will always look like a perfect mirror independently of the water state or the amount of reflectiveness adjusted. Even in very calm water, there will always be some waves, which will cause the reflections to "stretch" depending of that amount of waviness. This effect should be included in DCS at some point.
another thing that would greatly benefit from this effect would be the sun reflection, which desperately needs an improvement in this regard. Sun reflection should be much more spread and stretch from the horizon (also depending on a variety of paramenters, conditions and time of day, so sun height over the horizon) to look something like this in most situations:
To sumarize, imho, ED should make reflections more water state dependant which would smooth them a lot, and make possible the Fresnel effect for them, specially for clouds reflections. Also, make the sun reflection look as close as possible to the last picture (when conditions are met), and we will have a very nice water rendering for DCS.
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12 hours ago, Ironhand said:
Patch notes for the 7/14 2.7 update :
- “The lighting effects on the clouds, especially when the sun is low on the horizon is still very much a WIP, and will be improved.”
Wow, completely missed that!, thanks a lot for sharing!. About the resolution, well, it could make a difference, but I don't think that much to make such a big change. Anyway, if ed is saying they are working particularly on this, then, I think we can conclude that's the reason for the difference with those PR screens...can't wait to enjoy these very low sun skies!
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To those talking about screens resolution, well, I'm not refering about the actual small details, but the general LIGHTING and SHADING over and under the clouds and sky in general. I don't think that would change with resolution but who knows.
3 hours ago, Jafergon said:I think lighting at that time of the day is still WIP. In the patch notes they mentioned they are working on lighting with the sun at very low angles.
Really?, didn't read anything about that, would you mind pointing to that, please?. Thanks!
27 minutes ago, SERGIOABRAZ said:4 hours ago, Ironhand said:I should hope so. Those screens were generated using a high end system with an ultra-4k monitor. Mine were generated using a 6-yr old home-built system attached to a 12-yr old 1360x768 resolution monitor. I expect there to be a difference.
I'm thinking "not" but you can never know for certain, I suppose.
these screens look quite nice and close to the sky and time of day of the ED screens, however, graphics are nowhere near as polished as the ones in their PR images. Thanks!
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1 hour ago, Northstar98 said:
There are some turbines on the eastern side of the golan heights, on the border: N 33°02'05", E 035°51'04", - about 14.5km ENE (~70°) from Rosh Pina airport.
I don't think they account for the direction and speed of the wind, but it's definitely a start.
Many thanks buddy!
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20 hours ago, Ironhand said:
I also use gamma 1.8, however, and after watching your screens, I see the sim doesn't look as good as the PR screens from ED. The detail beneath the clouds and the light scatter on the clouds seems much better there:
In the last F-16 PR picture, it looks like the environement is darker and the clouds too, which looks much better, but the cockpit is still visible...If I try to recreate that now (gamma from 1 to 1.8), either the cockpit gets too dark or the clouds/environement are too bright. I think definitely these must be from a superior visual fidelity version of dcs.
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Same here. I'm getting consistent crash on second mission load, don't think I have had a single crash when loading the first mission. I always use lalt+enter to enter real full screen (really removes stuttering for me) so I do it everytime I enter in the cockpit. Sometimes I do lalt+tab to change between windows but even then I get the crash. I have renamed options.lua, refreshed my settings and deleted fxo and metashaders2. Still having crashes no matter if I use mods or not.
Something I have been experiencing since very long in DCS is that if the sim is in real full screen (lalt+enter) and I try to lalt+tab when in the mission loading screen, the game will always crash. It must NOT be in full creen to be able to not crash when lalt+tab during a mission load screen. Before loading a mission and after the mission is loaded (you are in the cockpit) there is no proble lalt+tab in real full screen. As I said, this issue is NOT from 2.7, but maybe now it might have some impact in the crashes. Of course I still have this problem now in the latest 2.7 but also the second mission loading crash even when not in full screen.
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27 minutes ago, Maxthrust said:
Well there will be situations like that and it will always be a compromise. No need to complicate it, it’s just like driving, you focus your view outside and don’t even notice reflections.
It’s particularly bad on lower settings. A workaround is definitely needed.
Actually I'm saying that reflections are fine and, as you would do in real life, you must deal with them so nothing to change imho.
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Sorry, had no idea the images couldn't be loaded...the first post is alredy edited, they should work now.
23 hours ago, Ironhand said:Even with gamma 1, which is really low and dark, these clouds don't look as detailed as the images from ED, but definitely look better than at higher gammas. The problem is then, the cockpit will be way too dark.
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1 hour ago, St4rgun said:
The right phrase to look for is Fresnel Effect.
The water's reflectivity should change upon viewing angle to be able to correctly sense the height from the surface.
Of course this would be highly complicated to implement fully, but some approximations should me made.
Absolutely!!, this missing effect is what is making sun reflection over the water to look wrong:
This:
Instead of this:
Some improvements are being made in the water so I hope this thing will be one of them. Big water bodies look so odd and wrong without the milky satinated sun reflection...
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try setting shadows to "flat" instead of "default". But yeah, they should fix that.
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3 hours ago, Maxthrust said:
He can focus outside, we can’t
Focusing would mean nothing if the sun reflection is glaring in your eyes...how would you "focus" on anything behind that?.
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New dynamic canopy reflections for the hornet?
in DCS: F/A-18C
Posted
Thanks Harker!, will try to test it asap. Thanks Megalax too!. Anyway, hope ED is aware of this problem and can solvet it in near future, I would love to have the reflections for the Hornet.