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Everything posted by philstyle
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Non-circular trigger zones 3rd Coalition Click and drag select Undo and Redo fuction Can place land units on ships Can place ships on rivers and lakes Date (year) of entry into service for all units provided Can designate new areas of map as airfield (mainly for WW2 birds, rotary, Viggen and Harrier)
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If you ever wantd help with sound development.. there are quiet a few of us in the community with high-end audio gear (musicians etc..) . . just sayin'
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DCS (and many sims) problem with audio is not always that the raw sound files are bad, it's often due to the way the totality of sound effects end up getting mixed together. In many cases, the -0DB limit is used for all audio files (I am not saying this is the case with DCS), so everything is effectively normalised. Äunder such a scenario, a 1 second wav file sound of a car door closing has the same peak as a 1 second explosion sound. And once a file hits the limit, there is nowhere to go when it comes to increasing the gain - becasue digital distortion will occur. In real life, this digital max dB limit for sound doesn't exist. If one noise source has more sound-power than another it just does . . . there'as no scaling required. Furthermore, games have real trouble with attenuation and refelction of sound. Most don't even bother to model reflective sound at all - it would take as much computational power as ray tracing for light (more potentially if you take stereophonics into account). Attenuation is (generally) proportional to the square of sound frequency, so different tones attentuate differently . . . some stuff "sounds louder" at distance, even though it comes from a source with the same sound power. Games alsmot never replicate this - the simply just drop the overall gain of a file's playback with distance from the source. The result is a muchless dynamic sound profile over distance - unlike in real life. In addition, even if a game did have a high-fidelity recording of an engine from real life to use, the software would still need to do the following 1. Adjust the frequeny of the sound file to account for all the miniscule RPM variations 2. Find a way to distinguish between airborn and structure borne noise and vibreation, and then reproduce the relevant audible tones 3. Attenuate/ interefere alongside all the other sounds in the environment Each of these modifications will make the sound more synthetic, adding in artifacts and removing fideilty. My suggestion is that the best way to "fix" audio for a flight sim is to adjust the sliders in game to heavily prejudice the engines (fortunately DCS is quite customisable like this) and maybe to get a decent ASIO sound card and high-quliaty headphones or monitor speakers. Adding an EQ to your audio output can work wonders too.
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It's just an ironic series of complaints all the way down.
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DCS: de Havilland DH.98 Mosquito FB Mk VI Discussion
philstyle replied to msalama's topic in DCS: Mosquito FB VI
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YoYo, would this failure apply to all the piston aircraft, or is this just a P47 thing?
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Hey MP! Long time :)
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There is a famous case of a P47 (i think it was a P47) pilot who had a german aircraft on his six. As a last resort, he decided to fire his guns ahead inot nothing. Apparently (accroding tot he P47 pilot) it worked, and german broke off immediately. IT is suggetsed that the german saw the tracers and thought a new aircraft had arrived. So, doing something bizarre, can sometimes work . . apparently! I just wish I had the incident referenced/ linked. It's been a few years since I read about this.
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I've noticed that the "hit sparks" are present still, which I understood had pviously been an erroneous release. Furthermore, the following were observed since the most recent OB update: 1. AI aicraft being rather more resilient to A2A fire, and also new pieces of aircraft appearing to fall off AI machines when hit that I've not seen detach before, and 2. When online last night, players were talking in chat about apparent newly observed landing-gear damage. These are speculative observations, and I know that player's anecdotal observations are often wrong - but given recent ED history with releasing stuff on the sly, unannounced; have we recieved some of the new DM already? .
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Performance issues with BNBOB and bomber formations
philstyle replied to bigmacusmc's topic in Western Europe 1944-1945
I'd not blame the CPU, or GPU. Maybe ED made the Wake Turbelence code with Jets in mind... you know.. 2 or 3 aircraft within 10km of each other, forgetting that they also has this whole WW2 thing, where 30 or 40 aircraft might be in the same formation. -
Performance issues with BNBOB and bomber formations
philstyle replied to bigmacusmc's topic in Bugs and Problems
I have the same problem with the "Big Show" campaign. Try turning off "wake turbulence" in your settings, if it is on. I'm told that has a big FPS impact, but I've not tried it myself yet. -
[REPORTED]A/C not showing in MP replay
philstyle replied to TrigaNZ's topic in Screenshots and Videos
The replay system is bugged. This is a common problem. I'm not sure ED realise what a potential marketting tool they are missing here, as the number of videos that could be made showcasing the product is far less than it would be if the replay system recorded all the necessary information. -
The neutral operator is one of the main reasons to have third coalitions. Civilian/ Aid /UN aircraft, ships or grounds units etc. might operate in various capacities in places where military actions are ongoing between factions. Currently in DCS, adding a unit automatically makes it hostile to one of the two factions. It would be beneficial from a mission/ scenario perspective to be able to have units that, perhaps, all coalitions, some coalitions or no coalition would be histile to, in the combination of the mission maker's choosing.
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My rudder controls are fine in the spitfire. . . not that this helps you, but it might be important to know that it's not a universal issue.
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The photography in that article is amazing.
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Assuming they already do not have any values which are at, or close to -0dB. If you simply increase the gain on such files you will introduce distortion. The only way to increase the *percieved* volume in such cases would be to use some sort of compression/ limiting combo to lift the overall energy of the file without peaking. A more appropriate (wirouth introducing unwanted artifacts and distortion) way to deal with this would be to LOWER the gain of ALL other sound files in the game, and then increase the master output on soundcard/ windows / speaker etcs.
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Odd, I regularly see somke and vapour trails from damaged aircraft. Furthermore, it's usually pretty obvious when a severely damaged aircraft is not flying, even when it isn'tt trailing vapour or smoke. I have no problem at all with confusion and lack of information about the combat area. There are historical reports of aircraft flying along in what looks like a controlled descent with a dead pilot at the controls.
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I'd need to re-acquaint myself with the lumpy bits north-east of Tangmere, and the other lumpy bits near St. Lo, in order to fully rule out the existing map. The colour palette is Normandy, but the assets don't look like the Bocage/ beaches area buildings.
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Du, oide Verrückte Sau . .Yeah, that tower you linked would be on the way to Peenemünde. Although, this tower from Warwickshire looks pretty similar too: http://www.eber.se/torn/gb/south-east.htm#coleshill
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South Downs in England is not flat,and the land around St. Lo is quite lumpy.
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Hmm, now you've got me thinking. Is it from the English side of the channel on Nomandy (the buildings don't look like the French ones...)
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Normandy map
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I am hopeless... but that's moslty due to my overall lack of moral fibre.
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Ok, that's good enough for me, just to get a general idea. Thanks.