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Ala12Rv-watermanpc

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Everything posted by Ala12Rv-watermanpc

  1. Thanks for the reply but, is it based on some official statement?, just wondering...
  2. Any chances of getting the map any time soon?
  3. Thanks you so much!!, I really miss the ability to have camera shake in F11 view so I can rewatch my displays in F11 with some cool camera shake effect!.
  4. This is BY FAR, the best of the best Caucasus re-texturing mod EVER made!!!, it makes the Caucasus feel like a new map, INCREDIBLE!, Thanks a ton Barthek, you are the best!
  5. Water is definitely being improved according with some of the latest videos and screens. It looks like they are finally fixing the phisically incorrect sun shine (glitter) over the water and adding some wind/temperature blotches over the water's surface, great addition to make the water more accurate!!!!. Some examples: However, I still think clouds shadows over water, particularly over the sun shine reflection, should be much darker and more defined. In the images above, they look a bit too bland and soft. They should look something like this: When looking at the sun reflection over the water in the backlight, the shadows of the clouds casting directly over it, are the most intense ones due to the higher difference in contrast between light reflected and shadows. This effect is great to determine clouds size and heigh over the water and looks stunning at distance. Really hoping ED can manage to bring us this as closer to reality as possible.
  6. Glad to see improvements for the water graphics!, particularly the sun reflections over the water and clouds shadows over water too.
  7. Nice to see ED is working on the sun's reflection on the water, according to the lastest news images: Can't wait to fly over that smooth and nice glitter effect!
  8. 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.
  9. 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!
  10. Wow! could you please tell how you managed to get it working please? thanks a lot! that's exactly what I was refering to. Yeah, higher res textures for reflections would be great!
  11. 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.
  12. Yeah!, I'm surprised the hornet doesn't have them...maybe BN knows something about this.
  13. +1, wish the hornet has them too
  14. 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!
  15. According to BN: 5NM - 1:250K 10NM - 1:500K 20NM - 1:2M 40NM - 1:2M 80NM - NO MAP 160NM - NO MAP However, in PG I have NO map in 5nm and in Siria, I have map ONLY at 10nm... Anyone?
  16. up for this!!, would be great if BN or someone from ED could tell us something about this...
  17. 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.
  18. +1, it seems like shadows over water are too weak or non existent.
  19. That's not true. Waves size is now way more realistic than it ever was. And you can get quite choppy seas increasing winds
  20. 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).
  21. 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.
  22. 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!
  23. 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. Really?, didn't read anything about that, would you mind pointing to that, please?. Thanks! 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!
  24. Many thanks buddy!
  25. 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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