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Posts posted by Ala12Rv-watermanpc
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37 minutes ago, Mustang said:
No, I have custom values for instancing in terrainoptions41.lua set so this never happens, I have posted this many times in the past in other threads but it largely goes ignored.
thanks for the reply, and sorry if it is explained somewhere, I did actually read about it but I'm not sure what of your terrainoptions files is the one with that modified instancing value, guess the one in your Hormuz mod. Will take a look at it. Thanks for your work!
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On 1/5/2021 at 2:16 AM, Mustang said:
Don't you have issues with the extreme load factor (guess=3) making objects to flicker?
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On 12/12/2020 at 6:55 PM, AstonMartinDBS said:
Thread is still marked as [NEED TRACK REPLAY] - so do you need another track?
yup!...I thought tracks were not necessarily mandatory, but in this case you even uploaded them so.
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When using the HMD to designate a ground target, the slaved ground radar fails to correctly show the image in any EXP mode. As soon as I select one of the exp modes, the screen will look black with a quick flash/flicker showing the image for a fraction of a second.
If I use the ground radar to designate from there or the TGP, the exp modes will work properly and the image will show.
This is not related to the nose beam radar darkness effect.
Image when designating with the ground radar:
When using the HMD to designate:
Thanks.
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Pretty much self explanatory. Since first day of release, the Hornet has an issue with how external sounds logic has been designed (is not a matter of adjusting *.sdef files). Only a couple of them will react to the throttle states, the rest will play at the same level (max) no matter if the plane is at full mil power or at idle. Note Im not talking about afterburner here, but from 0 rpm to mil power.
Of course this can NOT be intentional as this is not how it works in real life nor how other planes behave in DCS (F16 for instance works properly and when at idle there is pretty much silence at certain distance).
This can be tested in the f2/f3 cameras, just make a few fly by's at idle and then mil power and there is no difference, specially from the rear of the plane. The roar is still there like the engine is 100% rpm.
thanks.
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From 03-14-2019, 10:51 AM:
We're getting close to 2 years...
I wonder if any attempts to fix the replays have been done at all. It would have been great (and good PR for the module!) if we could do cool things and then watch and record the replay and post them on YouTube.
+1000, Several years to solve this?
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Just want to thanks HB for the INCREDIBLE work they have done and are willing to do, the A model is out of this world!, simply outstanding guys, THANKS!!
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At least the A seems very draggy to me, any jet in DCS currently out-performs it in speed and accel.
it is not a matter of comparing with other planes but to make things accurate to real life. I find the new A FM AMAZING! and more realistic than most other planes which feel overpowered so please, unless there are serious proofs of it not performing as it should let it alone.
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I found the HUD designation to be simple, as well as the HMD designation - however I found that slewing that designation (via HUD or HMD) was incredibly sensitive and easily can go to 100nm out. Compared to the RDR ATTK TDC slew or the FLIR TDC slew, which is fluid and predictable. Just my .02, seems we have vastly different experiences.
Using newest update/patch version of Open Beta (released 11/18/2020 xxxxxxxxx949)
Cheers,
Ziptie
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It is very visible for me once you retract the recording camera. Anyway, sometimes it is painted in a very different colour from the nose so it is more visible. It is a matter of painting it white if the nose is black. Amazing addition and works quite well! thanks HB!
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Best sound design EVER made for a DCS module so far imho!
It is not only the samples but the sounders logic what really counts, and this new overhaul seems to have a lot of work in that regard so very happy for this. There are some issues like few sound "gaps" in the fly by's and the lack of a more deep roar in the lateral and back fields as well as a more powerful afterburner but thats just samples stuff...very impressed with the HB's work once again!, keep it up guys!:)
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Glad to see more people are interested in this, and thanks for the kind words!:thumbup:
At least the waves size and the unrealistic sun reflection, which seems like a very simplistic and artificial representation of the real thing, could be improved, otherwise, water won't really resemble ocean water in its current state. Being commongly flying over big water bodies in literally all maps (except Nevada), and with a high naval activity in the community, I think it would be worth it to nail water visual depiction as much as possible (it should be quite cheap in terms of performance too).
At the moment, the DCS's water seems to only represent how water looks when very, very close to it and just use that behaviour for all the different conditions, distances, sun angles, ocean states, etc. so it always looks something like this (even at 80k ft):
However, sun light (and sun reflection) have a very different behaviour over the water at the huge distances we are managing in a flight sim, causing very specific phenomena, different from small water masses and/or little distances. Water waves far away in the distance will deflect sun light in many directions, acting like millions of little mirros, which will cause (together with the sphericity of the planet, among other factors) that particular elongated look.
To further illustrate the thread with some examples of the real life light reflection over water here are some pics:
I'm not sure if the voting system of the threads is of any utility, in case it is, please vote for this, maybe that will catch devs attention.
thanks!
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I have a request for the graphics team.
It's been quite a while since the improved water after the old 1.5 version came out. Since then, the new water has had some important flaws that never were addressed/improved:
1- Wave size is way too big, at any wind level, and is not correctly affected by distance/altitude. As soon as wind is not zero, It will look pretty much the same at 10k, 30k, 50k or 80k ft which causes an odd visual mismatch that ruins the sense of altitude. Guess this is because there is not a FFT modelling for the water.
2- Water rendering lacks proper sun reflection (and glitter) simulation (or at least an artistic representation), making water look unrealistic and outdated. This is one of the most important things, together with wave size, to get realistic water depiction.
3- White caps are too big too and have such a low quality texture that look really bad and unrealistic. On top of that, they evolve way too fast, specially considering their extreme size.
4- Shadows over water bodies are glitchy sice years now.
5- Water reflections are way too crisp for the level of waviness of the water's surface, even in extremely calm water, reflections would never look so clear, let alone sea/ocean water bodies with moderate to high levels of light dispersion due to waves. Reflections should look diffuse and spread along the deformations caused by the waves according to the state of the sea.
6- 3D clouds are not reflected over water. Only fake cirrus are.
We spend A LOT of time over the water, even more now that we have supercarriers for naval ops (and the future Marianas map), so in order to improve inmersion and realism in these conditions where all one will see is water all around, I think it would be very nice to make some improvements to water.
To clarify a couple of points:
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From 10k to 80k ft (only 10 knots wind)
The waves look pretty much the same at all altitudes up the the max I could go (80k) and the size of waves at 10knots wind is extremely big. White caps look too big too at any altitude giving a wrong sense of scale.
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Sun light tends to scatter along the water up to the horizon as from certain angle and depending on waviness. The higher the waviness the more light is reflected from a farther point and the lower the intensity of the reflection, making the water reflection look satinated, whitish or milky. In dcs we have only pure surface reflection of the sun, which together with the wave size issue makes for a really bad looking water depiction.
DCS
How it should be
For those worried about this just being a combat simulator, I would say this is just a graphics thing that shouldnt have anything to do with the people in charge of the simulator part of the product so it shouldnt interfere. Graphics do matter and, as I said already, we spend a lot of time over the water so why not making it look better, at least making it look "ok". At the moment, it looks quite bad so not "nitpicking" nor asking for perfection. And no, all this would not melt our PC's.
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yeah for some reason dxt.bmp and Gimp 2 with the DDS plugin wouldn't open the file however Paint.net did. I was reading that sometimes certain files when saved by PS can cause issues and I guess this might have something to do with it.
Either way I am in high cotton now, thanks again for your hard work and sharing.
This has to be the best viper skin around. Geat work!thanks both!:)
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First, amazing work, thank you so much for sharing with all of us.
One question:
I was trying to open your files to get a better look and it seems DXTBMP will not open the .DDS files. DXTBMP recognizes it and opens but there is nothing there. I haven't had issues with other repaints so it seems something you did with formating might have changed things?
Any ideas?
I didn't made anything special to the files, open them with PS, they will surely work.
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Great work Texac!! downloading now!!, thanks!!:)
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looking good Texac!! nice work!!
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Amazing work! Really love the weathering and the realism of all your skins, yet another brilliant one, thanks PorcoRosso86!!:thumbup:
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Great job as always Texac!!:)
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What a beautiful story sir!!, thanks for sharing it with us, and for the nice words about the skin. I'm sooo glad it could make you remember the good times with it!:) For me, it is an honour to be able to bring all these memories with this work so it makes the effort useful and makes me feel it was worth it.
Again, thanks for sharing your beautiful story with this very special unit, really appreciated!!:)
It has been a very special work for me too, I will never be able to be close this amazing plane, but after all the work I put into this skin, I also feel a nice connection with it, and if the Viper is my beloved fighter aircraft of all times, this "BOB" unit has become a very special plane for me, so it has a special place for me too.
Please, enjoy it and hope it can bring even more memories!!:smilewink:
The story of BOB.In summer 2003, aircraft 90-0808 deployed from Misawa AB, Japan with the 13th Fighter Squadron to Prince Sultan airbase for Operation Southern Watch. B0B was one of eight aircraft deployed by Misawa (rainbowed between 13th and 14th FS jets) At that time, B0B displayed the red tailflash of the 13th FS. Fast forward to the fall months The 13th was relieved by personnel from the 14th FS (including myself). B0B was now maintained by an Airmen First Class crew chief named Magner. The two formed a relationship. Soon, Magner decided that the red tail flash just wouldn't do. He "obtained" the necessary materials (yellow tape) and carefully covered all red. B0B was now an official 14th FS Samurai. Another modification (since removed) squared the edges of each "8" on the tail flash making it read B0B. Soon after, Iraqi Freedom began. BOB and Magner performed well together. Day after day, BOB would kill a SAM or bomb a troop concentration only to return to his caretaker (or me when he was really broke) for repairs.
Upon return to Japan, BOB was officially traded to the 14th FS. He had flown in combat as a yellow tail and earned the right to wear it forever more.
Thanks for doing this tail. BOB will always have a special place with me. I'll never forget how much effort Magner put into that silly jet. He got out soon after the war. I sit here many years later (still in the USAF) and the memories are clear as ever thanks to this skin.
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v2.2 already up:
-Fixed DDI's missing textures since last update
-Added detailed weathering effects to DDI's and MPCD displays
Hope you like it!
thanks!
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Im already working on fixing it. Will be ready soon.
thanks!
Better water rendering
in DCS Core Wish List
Posted
Yeah, I noticed the reflections of the clouds over the water, however, they seem to be way too low res, to a point that they flicker and pop in quite crazily.
First few seconds of this video:
Certain other modern civil simulator, has also low res water reflections, however, it looks like the reflections are actually affected by the surface deformations the waves cause, which helps a ton making reflections look very nice and smooth. The more waviness you have, the smoother (and less visible) the reflections become, while the sun reflection becomes wider but less bright as light dispersion is higher. In DCS, it seems like water reflections are somehow "behind" the waves effect and thus not being affected by them, causing a too crisp/too "static" reflections that due to the low res will look odd and distracting as far as what they have shown to date. Another reason to improve water effect imho.