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213

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Everything posted by 213

  1. ai sees through trees and they're not collidable.
  2. except you're not writing a university paper. :music_whistling: also, if you're lying about credentials here, it's easily detectable.
  3. not really. if it keeps burning, the shells will explode eventually.
  4. all that comes from engine modernization. i'm not sure who's responsible for that, but generally russian developers do no focus on such things. the last company i convinced to do multicore (graviteam for steel armor) is still reluctant to admit that it was a good thing. they generally consider it a waste of time that should have gone into other areas.
  5. it's very probably he has been contracted by ed for dcs f-18.
  6. 213

    Afghanistan WIP

    that's just an underhanded way of saying hurry up. he's right. it's better to wait for new edge tools rather than potentially doing twice the work.
  7. the plane's lowest lod models are rendered to at least 100k by default. if you cannot see them, it's simply because they're too small to see.
  8. yeah, i'm using it on bs2 and a-10
  9. i'm also in an interacial marriage. she's black, and what's more, 100 percent... :music_whistling:
  10. there's a thread here that contains .lod fixes so object rendering cuts off at a certain range. http://forums.eagle.ru/showthread.php?t=88171 i made an optimized version of the same wip fix with shorter draw ranges, i've also included the later obj fix and some more .lod files for models that didn't have them: extract to \Bazar\World\Shapes shapes.zip
  11. edit: i see what you mean. there are indeed embedded lods.
  12. until multicore, more effects are just going to put this game into a headlock and choke it to death.
  13. i have a question about those edm models that don't have an associated .lod do they just render on forever at unlimited range @ aldeda, how do you know they contain multiple lods within the edm?
  14. yes because detail doesn't matter in a dcs quality sim. don't be glib.
  15. it's just the symptom of some changes they made.
  16. yes, you're right. i looked again through cockpit. 10000 is more possible. for original model, maybe 2000
  17. i experimented further the lod ranges. for ground vehicles, depending on complexity, i use 1000-1500 meters for original model, and 5000 meters for the last lod. using this, there is almost no slowdown. and you cannot tell difference between lod switch. many of the end lod values have 100000+, i don't think that's necessary.
  18. performance is much better. less sluggish, but stuttering still there. i experiment with numbers. do you know what the numbers represent? i suspect meters. how many zeroes after the period are really needed? also, i think there is error in 9a33.lod the bracket is not closed
  19. ok. thanks.
  20. if it's that much work, they better prioritize :) no dcs or edge until multicore
  21. many of the ordinances do not have a lower low models furthermore, many of them have an excessively long lod switch range. an agm-88 missile for example has "1000000" range, equaling a million meters, by my estimation of the lod switch values. many ground vehicles, such as bt80 do not have lower lods, and also have a million meter render value. please review these models and adjust ranges and/or add lower lod stages. thank you.
  22. they're doing edge/nevada, dcs: fixed wing jet, and multicore
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