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Everything posted by Magic Zach
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Frame rate drop in VR after opening and closing F10 map
Magic Zach replied to Shibiswag's topic in VR Bugs
this has been my workaround in the meantime. Thank god the Apache by default has a lot of target data plugged into the TSD upon spawning in. However for warbirds, it's a headache as every time I try to get headings with the ruler tool in F10, I know I'm pulling like a 20% chance risk that popping back into F1 will ruin my game session and force me to restart DCS. I haven't found turning the headset off and alt+tabbing to work either. It retains the glitching -
I forgot to mention it here, but I've been DMed some time ago that ED is not apparently interested in adding historical liveries to the module.
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When you go into the Special Options tab, and select an aircraft, there is most often a dropdown option on any particular module to set its cockpit livery. However, on the Apache (and P-51 too while mentioning this), creating a new livery in DCS World OpenBeta\Mods\aircraft\AH-64D\Liveries\Cockpit_AH-64D doesn't function correctly. While I can see the new livery I created as an option in the drop-down menu in Special Options, DCS will not render that cockpit ingame, and will only render the 'default' cockpit...despite an otherwise cockpit livery being selected. Oddly, in other modules that have cockpit language options, those will work correctly in DCS. However DCS seems to have an aversion for applying any cockpit livery other than what is installed default with the module. What the result is, while the cockpit livery function is broken, I must hijack the 'default' livery manually, and overwrite it with my own livery. However this requires destroying the default cockpit livery in the process to inject my own. Please fix this for the Apache (and other modules plagued with similar problems).
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[4K TEXTURE OVERHAUL, WIP] Magic's Modified Mustang Makeup
Magic Zach replied to Magic Zach's topic in DCS: P-51D Mustang
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correct as is AI ignore ROE settings
Magic Zach posted a topic in Ground AI Bugs (Non-Combined Arms)
I set some ATGM hum-Vs to hold their fire against a nearby enemy vehicle, and it ignores it and fires anyways AI ignore ROE.trk- 4 replies
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- weapon
- engagement
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intended as is Canopy Plexiglass Wrong Tint
Magic Zach replied to Magic Zach's topic in Bugs and Problems
Modified the textures for the glass to try to replicate the effect. Includes: -Plexi and armored glass more hazy/opaque -Plexi clear -Added color variation across ballistic glass (rainbow visual effect) AH-64D_glass.dds AH-64D_glass_dif.dds -
Unless there is some other kit or modification to the bird I'm unaware of, the AH64 doesn't have tinted (or at least, enough to be very visibly apparent) plexiglass windows. These are the curved windows, the ones on the side and above the pilot's head. The only windows with a tint were the ballistic glass, above and forward of the CPG. Some pics to try to show what I mean... 2nd photo I took myself incidentally some time ago
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Often, the cannon will appear to move erroneously on its own, and in unnatural ways. This mostly happens when lasing beyond its range, but even so the behavior is odd. It can be observed doing similar behavior within range though as well, though not to such an extreme. Uploaded a video showing the behavior here:
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[4K TEXTURE OVERHAUL, WIP] Magic's Modified Mustang Makeup
Magic Zach replied to Magic Zach's topic in DCS: P-51D Mustang
I'm sorry I haven't been working on this as much as I did earlier. I was actually just opening Photoshop to give it another go today and this weekend. Last time I worked on it, I had just finished up the right wing's bump maps and was moving on to getting the layout set up for the rear fuselage and tail. In the future after that is done, panel imperfections will be added and then I'll begin to make normal map conversions. Yeah this is essentially what's happened. Work has restricted me to basically only working on weekends, and a number of those I'm out and away from my PC. And when I'm not, it's usually just because I just want to blob out and chill, so I don't work on DCS stuff but play it instead, or play other games (Horizon Zero Dawn is really fun so far!) -
Probably just because it was a standardized aircraft weapon, and by the time anyone might have realized it could be inadequate it was too late to be worth making a new generation of armament while all your manufacturing facilities are being targeted by bomber raids. ime the 13mm is adequate for me though in DCS. iirc it has more explosive filler and the fact it even has any makes up a bit for lower velocity it's in the research channel of the 4YA PO discord, by Yak Panther. He's the go-to to ask about FM and ballistic research in the ww2 flight Sim playerbase
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Wonder when we can see some screenshots of it
- 159 replies
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- ww2
- pacific theater
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(and 3 more)
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This problem has continued into Normandy 2
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VIVID NORMANDY 2.0 by Barthek
Magic Zach replied to Barthek's topic in Texture/Map Mods for DCS World
Hey Barthek, long time follower of your work (actually I think I was one of or the first person to post a reply to this thread). I like the adjusted greens, but imo there is too much brown field tiling in your mod as in this shot. I loved the further inclusion of them from your first iteration with Normandy 1, but for Normandy 2 it seems excessive. Thanks! -
I finally caught the F10 performance bug in a short track, and not only that but was able to reproduce the issue in flatscreen mode! Here's the track file, and my two video perspectives. One taken in VR during the actual incident, and the other being my successful reproduction of the issue, with the FPS counter open. Here's a link to the VR video: https://cdn.discordapp.com/attachments/865742930064965662/1103999738451333180/F10_bug_vr.mp4 Note that what you don't see in the video, is a whole lot of awful screen-tearing in the actual VR display, similar to what was happening in my first video I posted in the OP. Here's a link to the flatscreen reproduction: https://cdn.discordapp.com/attachments/865742930064965662/1103999777408024657/F10_bug_flatscreen.mp4 Track file is linked below to this message 4YA_Aerobatics_Online_Caucasus_Beta_V2.31_[03_AFT_EVE]-20230505-151508.trk
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Vsync is turned off by I have Gsync enabled on my monitor. However the screen tearing isn't visible on my monitor, though it is visible in VR. I have my refresh rate set to 90Hz I believe for VR. Idk what dxdiag is but I'm on the latest DCS version There's also a thread on the DCS Discord https://discord.com/channels/542985647502393346/1100137688654413864
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fixed Different illumination levels in right and left eye
Magic Zach replied to Ruda_Malpa's topic in VR Bugs
+1 for this, pretty jarring -
As in the title, flipping between F10 and F1 seems to have a % chance of starting long-lasting stutters and screen-tearing in VR. Usually happens after the 5th or 6th time looking at the map while on a mission. This is actually so bad that it immediately stops my gameplay, I cannot continue with it. See attached video. This bug never appeared before multithreading was introduced. https://cdn.discordapp.com/attachments/865742930064965662/1100018920297070692/20230424_200758.mp4 Oculus Quest 2 3070ti M.2 SSD for DCS 32GB memory X570 Gaming+ Ryzen 7 5800X3D
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interesting. Looks like there may need to be some cliffs added there
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I noticed this issue in Normandy 1 as well, I don't think it's specific to Normandy 2...or perhaps even Normandy in general
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To destroy fuel or ammunition warehouses/storage on airfields, a 250kg bomb (500lb) direct hit does not sufficiently damage these buildings to destroy them. The minimum required is a 500kg, or a 1000lb bomb. For these types of buildings, especially considering they contain volitile ammunition or liquids, the minimum damage required is rather excessive. Something in the ballpark of perhaps a 100lb (50kg), perhaps 250lb, should be the minimum required to incapacitate these small supply buildings. 500lb bomb test.trk 1000lb bomb test.trk
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Destroying the ammunition warehouses on airfields does not seem to affect bomb count or gun loading. Upon destroying all ammunition storage warehouses on an airfield, aircraft spawning in will still be fully loaded with ammunition, and be able to load bombs, weapons and other ordinance. On a positive note however, destroying the fuel storage will work correctly, and the aircraft will not be fueled or be able to be fueled. ammunition supply bug.trk ammunition supply bug2.trk
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- normandy
- normandy 2
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I know that the F6F in general will have 90% of its information easily accessible in one source, so 'information available' wouldn't be a plausible excuse in this case. It's no Japanese plane or Thunderbolt with its documentation destroyed, there are especially for the Wildcat loads of documentation on it thankfully. As far as research goes, the Wildcat would be one of the easier warbirds.