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Boosterdog

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Everything posted by Boosterdog

  1. Syria taught me to avoid delighted squeeling until the map lands (Im referring to me "squeeling" not having a dig at anyone else). That map set new standards - they just wernt always good ones and they never seemed to resolve. Im thankful this is from the Razbam stable. Despite the issues with Razbam modules that Ive lived with over the years, they have a "feel" that many other modules just dont have. I hope that magic translates into the map as well. From the video its seems that it might but I trust previews as much as I trust RT.
  2. Not sure who could vote "no" to an option that wouldnt affect them if they didnt use it but.................... The oddities of the ME in terms of object removal is indeed a doozy for FARP/Roadbase creatiors.
  3. Simple mission. No mods activated. Seconday shadows shown with rough edges. Cant see any issue with the wands. dcs.log SC Shadows Jaggles.miz Shadows SC.trk DxDiag.txt
  4. Ah, dont worry, they'll be hidden in the long grass anyway. Its not ideal but remember that the FARP has a radius around which the vehicles can be placed and still work. I think it was 100M. Sometimes, offsetting the FARP away from the trees helps to keep more of them intact though its very hit and miss and compouinded by the fact tress delete in chunks not individually. I do agree that an option or additional non destructive Invisible FARP would be a good thing. For me not being able to replicate the 70s promo films of Harriers operating in the German and Norweigan Woods was always a bit of an annoyance
  5. TL:DR +1 For Helos its a double edge sword. The lower you go, the greater the performance demand but without increasing the visibility of EVERYTHING (which as you say still isnt great) the more "poppy" things are. Syria is a bad joke in this regard. Weed wandering doesnt need majestic and detailed vistas extending for 10s of miles, It just needs a solid bubble as you say for both objets and shadows. Some method of del-inking those from the wider distance settings would be a boon. A common standard between the LODS of items would also be welcomed as some certain trees literally grow 500M in front of you at present whilst other are fine. Finally there is the ground clutter which really is nothing more than an airfield accessory desgined to be ignored once you are wheels up in your F or Su whatever. Sadly its infests the whole map in the same state. In the Causuces its grass and not too bad (save for its height and silly scaling), in the gulf and syria its Whackamole bushes. Surely a better option would have been less bushes over a larger radius if performance was a concern? As it stands it a deletion from the terrains folder every patch as nothing at all is far more preferable.
  6. It does that. If its any consolation it used to do that in a straight line to. Its also probably the reason that the carrier is as still as a lighthouse even in the heaviest seas at present. Pretty sure ED are aware. Not sure there is anything proposed to fix it in the near term.
  7. @Rex You need to copy the miz file SUPER CARRIER HORNET 16 POPULATION TEMPLATE from the the Mod/aircraft/FA18C/missions/single folder in the root folder to your own missions folder in your Saved Games. Then you can edit it. Id strongly advise against going bonkers with additional F18 Lot20s and F14s as they are a little costly performance wise and can cause a noticable stutter as you appraoch the threshold on landing. There are a few great mods that add addiional deck items such as towbars, extingushers and chocks that are worth looking at to , though placing chocks is an art in itself Id say RATO65's and Cowcoys HH60 mods are also almost essential to rid yourself of the absolutely awful helo statics. REDKITES deck templates are also very worthwhile and although Ive never had the patiience to use them in combination with the other mods as its just too tricky to X/Y co-ord some of the smaller items, provide a great way to configure the decks for lauch and recovery that can ve swapped with triggers in a mission. Check out some of @fagulha's SC posts for insirpation. Hes a master at creating artful and authentic feeling deck arrangments. Finally be warned about using SC carrier templates with a D server arrangment - AI doesnt always play nice and some mods simply dont appear.
  8. The secondary shadows hit the performance somewhat but thats to be exepted. Its a shame that they need to be enabled in order for the SC to show shadows in the strongest areas of lighting, where they are arguably not secondary shadows but primaries. The new night ops deck crew also really shows the perfomance cost of the carrier lighting (in fact any lighting) which again is quite high. I think its all to be expected and its not a really a complaint but I really hope that someday the perfomance is addressed and Im able to run DCS at 1080P, in 2D on my 3080 without having to lower the graphic settings according to the time of day.
  9. Ive been going over some older missions on the SC. Since getting my new puta, Ive been able to sit quite smugly with many max'd things of lovelyness whilst sitting comfortably above the 60 fps needed for vstink. Today, whilst checking the mission for a little added airboss audio, I gazed lazily from my parked Tomcat on Starboard elevator toward the Hawkeye preparing to depart from Cat3 when, to my chagrin, , the fps plummeted from a stable 84 to 48 as it opened up its throttles before returning to the 90 mark once it had left the boat. Thinking it may have been the heatblur, I disabled it to no efffect. Moving the Hawkeye to Cat 2 and futher away from me keeps my fps stable and in the mid 80s, with or without heatblur. Shove a jet in Cat 3 and there are no issues either. So, in my dull mind Im thinking "has something changed with the prop animations recently?". I cant recall ever seeing an issue previously (and Ive run this mission many many times). A 36 plus fps loss whilst opening a throttle seems awfully costly. I'd post a track but the mission is modded since the SC is so under endowed with deck equipment and theres a C2 and some better HH60s in there too. Anyone else expereinced this?
  10. I beleive that it is. One of the Petro GUI functions is the replication/simplification of the switches he is in charge of in RL. On that (from memory) is an option to select one of 3 groups of countermeasures at any one time. Each of those can only have either chaff or flares. The button you have is the launch buttom only and will fire whatever group is slected and whatever is currently loaded in that group. As ever - Red kites tutorial explains alll .
  11. I believe @Taz1004 came up with a partial solution to on the basic shadows by altering the values in the shadows. lua. if you search the forum it should pop out. Dunno if will affect the secondary shadows.
  12. All for this. I use a few scenic mods that can go dead after a patch. Especially annoying since those mods are not offering fantastically outlandish features but basic scenery and deck items that should be in the core game and a paid dlc. Chocks, static versions with guards and tarps, tow bars, basic ground support equipment etc are all missing unless a mod is put into play. sure mods are affirmation of community buy in but they are also sometimes an inditement of the devs failure to flesh out the most basic scenic elements in over a decade which is getting up to how long one of the most popular mods has been around. Without the mods to keep my own creative interest it’s likely I would not have invested so much into the game given it’s many flaws and many dated models Given this is unlikely to change ever, a nod to better supporting the mod makers and mod users is, I feel, fair.
  13. But it’s not perfect. Whilst you won’t see the judders in that mission you also won’t see the reason you are supposed to be there in the first place ie the damaged zones are not visible on the client side. I think the same goes for any atmospherics like fires and smoke im unable to play the game at present so cannot check but I assume damage caused during the mission is shown
  14. I dont think there is a secret method. Its more a case of respecting the physics and limitaions of helos in general and co-axial rotors specifically. If its any consolation... https://www.flightglobal.com/rotor-blade-collision-is-blamed-for-ka-50-crash/22585.article
  15. No. THe game updates to a build which often requires changes are also made to the modules in that build also Why would you want to just update the SC?
  16. Ive always used a combination of dropping the collective and pushing the cyclic for fast terrain following drops. The Shark will drop like a stone if you wish it to. (within reason). VRS is more easily avoided if you think of the tunbine/rotor relationship as eleastic and apply power earlier than you think you need it.
  17. Id sooner the devs reduced the grass height universally from the absured length it now is. But I agree, given the limited range of stock items available along with the many low res models still in the game, mods are something scenario builders find essential. Sadly FARPs in termperate maps whilst looking fine from height, now instantly look as if they've been abonadoned for 3 decades when viewed from the ground.
  18. In what way. That’s a genuine question not a snarky one. Thanks.
  19. I run out of time to play but noticed the line about lighting and shadows from secondary light sources. Does this mean aircraft at airports are now able to be illuminated by the airport lighting and cast shadows? Or are we still in 2003 on that one.
  20. it’s truly an awful mission. Picking it apart however it not especially heavy in terms of “stuff”. It does run smoothly using the d server for me albeit without the damage zone as these desynchronise or whatever. In a regular set up I can take out those zones and a lot more and still hiccup. I came to the conclusion that it’s just the script and triggers They are terribly clunky in DCS and crying out of another core or a good talking to
  21. It released on Open Beta today.
  22. SC lighting effects at night much better but needs a little work. Stronger deck lighting produces no shadows, weaker produces shadows - Reported in Bugz section. Meta, fxo and all core game mods taken out and reapir run. Shadows checked on naval mods used and shows same results as on stock models. Wavy wands take me back to the Hacienda in 1990!
  23. In short - where the light is strongest and one may expect the strongest shadows, there are no shadows. Where the light cast is weaker, there are shadows. FXO and metashaders deleted. Secondary shadows were not enabled in the system options.
  24. Now Ive Googled it yes thats what I meant!
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