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Everything posted by Magic Zach
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The DCS warbirds are the best quality available for any sim (with maybe one exception for the P-51, maybe). However, I'm disappointed in the aircraft selected. The only items that historically fit each other are the Spitfire, the Anton, and Normandy. I think a Gustav and a 51B/C would make a good, more fitting additions for the time around the D-day landings. For the very late-war aircraft, a different map is needed, closer or including Germany. And the P-51D-30 doesn't belong, a more fitting Mustang would have been a -20. At least there's the -25 now. On the topic of the Mustang, it really needs that higher octane. I enjoy the DCS warbirds, but the features chosen and the types chosen don't suit me very well. I believe with more content, DCS WWII will really take off in popularity. But until then, unfortunately, I don't think the fidelity alone is enough to make up for the current dry experience available.
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It's not a bug. The guns overheat, and resist more. The Anton has a weak electric system, so it can't take the load and it pops. Let the guns cool, and don't go hail Mary on the trigger
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+1 This is bothering the hell out of me. Where's the template?
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Any plans to expand the team (I heard it was either a one person or otherwise small team)? Next projects? Or is this a one-time passion project?
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Yeah. Where is RAZBAM? Where is OctopusG???
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small things that make a BIG DIFFERENCE (List Yours!)
Magic Zach replied to flameoutme's topic in DCS 2.9
I love the fidelity of the aircraft, very much. I do find the simulation of engines significantly lacking however, and the damage model as well. There is an update coming for the later, but I'd love to see the cooling dynamics (WIP) and especially engine dynamics get an overhaul to be done on-par with attention done to flight modeling. I'd also love to see aircraft be paired into a sort of theater. For WWII, an Anton, Spitfire 9, Mossie (WIP), Gustav 109s and P-51B/C. No D-30s, Doras, or Kurfürsts. I understand another title does this, and I love it for that, but I cannot let go of the attention already done to DCS warbirds. -
small things that make a BIG DIFFERENCE (List Yours!)
Magic Zach replied to flameoutme's topic in DCS 2.9
Just to clarify, do you want me to list things that are good, or things that need work on? I think the latter would get a lot more attention -
I see F-16s very often when I drive past Eielson. And a lot of KC-135s. Way more than I always expect. I can't get close enough, but I don't think the F-16s here do have a splinter-looking paintjob. Any more context for that last one, like when/where/why? Admittedly they sit a ways away from the Richardson Hwy, but I don't see black on them
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How to create a RoughMets skin after finish the skin?
Magic Zach replied to borba_eagle's topic in Liveries/Skinning
A roughmet is a texture that controls how light will interact with a surface, giving it a plastic, polished, metallic, and other appearances. Colors come in the typical RGB (red green blue) format. Technically RGBA, for Alpha, but that can be ignored. A color in the roughmet controls what kind of interaction it has with light, depending on the combination of the three primary colors. Red controls ambient occlusion, the amount of second-hand light that will bounce off the surface, will typically want this always 100%. Green controls roughness. Think of it like glass which you can control how frosted it is, or how much light it will scatter. Blue controls reflectivity, if a surface will bounce light from its surroundings. Using these in tandem will get various results. For instance, in the OP's photo, where there is orange, it is a combination of ambient occlusion (red, and lots of it) and green (roughness, the more, the more rough). For making holes, along with having black in the diffuse map, you'll want that to be 100% green, 0% red, 0% blue. Most of the time, you'll at least want a slight bit of blue (which is why I made my blue comment far above). It will give a material a highlight, and you rarely find a material that won't call for it irl. That's why I think the Viper should at least have a little blue added. You can quickly experiment with different colors to get different results using the modelviewer, an executable in the DCS/bin folder. File/import a model for an aircraft, and then select a livery (one you changed or created) and view it. You only have ti Reload Textures to see any new changes you make. -
How to create a RoughMets skin after finish the skin?
Magic Zach replied to borba_eagle's topic in Liveries/Skinning
The lack of blue values in that roughmet is haunting. I recommend you check out Skatezilla's Roughmet/PBR Guide. Should be the first result from a search with those keywords [emoji1303] -
[PLANNED 03 October 2019] Viper coming today in OB?
Magic Zach replied to boedha68's topic in DCS 2.9
I don't think it will corrupt anything, but either way you should update the game first, then install Viper. -
[PLANNED 03 October 2019] Viper coming today in OB?
Magic Zach replied to boedha68's topic in DCS 2.9
Oct 3rd. What an awesome birthday gift lol -
[PLANNED 03 October 2019] Viper coming today in OB?
Magic Zach replied to boedha68's topic in DCS 2.9
I personally think that now was the best time possible to step away from the Hornet. It is very capable aircraft as it is now. There is no need to have the ground radar or TWS asap. Not saying I'm happy if the Hornet isn't complete soon anyways, however -
[PLANNED 03 October 2019] Viper coming today in OB?
Magic Zach replied to boedha68's topic in DCS 2.9
Honestly I find DCS pretty stable as it is right now, and the Hornet is at a nice resting point [emoji2369] -
[PLANNED 03 October 2019] Viper coming today in OB?
Magic Zach replied to boedha68's topic in DCS 2.9
I suspect two or three more weeks, not too long -
If this movement is somewhat smooth, it may be the auto rudder option
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[REPORTED]Not accurate starting procedure
Magic Zach replied to grafspee's topic in Bugs and Problems
If an ED mod sees this... I would also like to add that I'd like the mixture to be (as an option) set as an axis control. There's also a myriad of other things that can be done to add more simulation to the engines. If the flight model is like it's own area of a simulation, and the upcoming damage model is its own simulation (hopefully), perhaps engines can have their own simulation as well. Though, after reading Nick Grey's post on Hoggit, I suppose I can understand if it's not feasible currently -
I do think it's zoomed in a bit much, but I think it's also that the panel is closer in the Spit than say the Mustang's. I don't have any diagrams though, just going off real pictures I've come across. The dash just looks closer in the Spit
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2021 (and earlier) DCS Newsletter Discussion Thread
Magic Zach replied to NineLine's topic in DCS 2.9
Obviously it's North Africa -
Go to special tab in options and turn of takeoff assist and auto rudder
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2021 (and earlier) DCS Newsletter Discussion Thread
Magic Zach replied to NineLine's topic in DCS 2.9
+1 It surely can't be UGRA's, as they've got a bunch of other projects on their site, but only Normandy and Syria look like DCS. I'd assume it's the upcoming free map that's both WWII and modern compatible -
No, more projects have been added. I don't see any other project that looks like DCS though. But UGRA is multitasking on four maps...
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I don't know about Radeon cards, but if you have Nvidia, right click on your desktop and open the Nvidia control panel. Go to Manage 3D settings, select DCS, and tweak the settings. If you're having jagged edges, bump up the antialiasing. Rather unusually, DCS does not have an antialiasing setting in-game, so it is done through the control panel instead.
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2021 (and earlier) DCS Newsletter Discussion Thread
Magic Zach replied to NineLine's topic in DCS 2.9
Eh? -
UGRA is wordless on these forums [emoji17]