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Everything posted by fargo007
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The textures for the damage model on some ground units is affected as well. Once destroyed, you will see a big green texture_missing square without the correct damage model textures.
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We have someone in our squadron developing something like this by writing out XML to an external database with REST API calls. I have not yet seen under the hood but I've been in the mission, and it works very well. Restart it, and everything is EXACTLY how it was. It's very slick. This is a very sophisticated approach to it and it's targeted at very senior/advanced mission designers with script/programming/systems experience.
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Thanks Urbi, I see a description.lua with each skin, but I'm not sure exactly what you are referring to in them. Can you give me a quick example of what has to be done in description.lua to fix these? Thank you!
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Sure they can have waypoints! Wherever they spawn, they are then going to head for waypoint #1. Or if desired, you can route them directly to a Vec2 point that you can collect from any other unit (like sending them toward the location of a current enemy unit). I'll say that mod looks super cool and more realistic than having them just "pop" out.
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I don't understand how this translates to many skins having missing textures.
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I'd detect when it reached the beach with a trigger zone or zones in the ME (but better with scripted/polygonal), then spawn the troops with for example the SpawnFromUnit() method in MOOSE. Just spitballing here: -- landingcraft01 is the group name of the landing craft in the ME -- LCInfantry01 is the infantry that is supposed to disembark that craft (late activation) local LC01 = GROUP:FindByName("landingcraft01") local infantry01 = SPAWN:New("LCInfantry01") -- Then in the mission editor when they are in the zone you use a DO_SCRIPT trigger and: gogogo = infantry01:SpawnFromUnit(LC01) ------------------------ I use this technique all the time to spawn bad guys that get out of vehicles when it gets hit. Arrange the infantry knowing that the #1 unit of them will be dead center on the landing craft at spawn.
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I also think the type of flying you are doing matters a lot. Flying CAP in a Hornet at 26,000ft is a lot easier to get good looking 45fps than it is with an Mi-8 at rooftop level flying through a densely populated Iranian city. Another setting change that might help people on PG - You can set the terrain texture to low and lose very little if anything at all visually. It's indistinguishable from high for me.
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I've noticed problems with Huey skins/textures missing.
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Getting very poor image quality in Rift with 2.5.4
fargo007 replied to FragBum's topic in Virtual Reality
@etherbattx: If that's the case my answer would be "not so great." It's not terrible, but up to this update (and using kegetys shaders mod) I had solid 45's in every AC, nearly everywhere. Now, 30 is my high water mark most of the time, with the Huey and Harrier showing the best performance. It's a wholesale 25% performance drop in FR for me. O+, AMD Ryzen 5, 16G DDR4, 1080ti. I'm also seeing missing textures on some Huey skins but still not sure what is causing that. Even after a repair. -
Getting very poor image quality in Rift with 2.5.4
fargo007 replied to FragBum's topic in Virtual Reality
I'm in a better place with all but the MI-8. The cockpit is very stuttery with head movement but this does NOT occur in any other helo. Harrier is smooth as glass. Thanks for the check on my initial observations fellas. ETA - It's undeniable that the frame rate for me is substantially lower with this update across al A/C. I struggle to find another benchmark. It is what it is - maybe I'll try shutting off MSAA. -
Getting very poor image quality in Rift with 2.5.4
fargo007 replied to FragBum's topic in Virtual Reality
I'm going to do that. I'm seeing enough weirdness that it could be something like that. I'd love to be wrong here. Repairing. -
Getting very poor image quality in Rift with 2.5.4
fargo007 replied to FragBum's topic in Virtual Reality
Still testing but this update was a step back in performance so far IMHO. A pretty big one. -
@Habu - Those are the DETECTION classes. ;-) How to keep mission in daylight hours, or night hours if desired: Use a reload mission trigger that works off the mission start time. So if your mission starts at 0630 and it gets dark at 1830 that day, you have 12 hours (43200 seconds). At 43000 (or desired time) fire a trigger that warns everyone of mission restart. Then at 43200, you simply use a load mission trigger. The key here is to build the interval from your mission start time which is constant, not the actual time of day which varies based on when you start the mission.
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Change Default Mission Editor User File Location
fargo007 replied to Toni Carrera's topic in Mission Editor
I just created a symbolic link from where I actually keep them to the DCS location. -
VR Shaders mod for better VR experience
fargo007 replied to Kegetys's topic in Utility/Program Mods for DCS World
Thanks for clarifying @DflippinK. -
missing info Low Resistance of Mi-8
fargo007 replied to edokg's topic in DCS: Mi-8MTV2 Magnificent Eight
A Huey stops to pick up an Mi-8 pilot & crew somewhere in the Persian Gulf. Huey Pilot: "What'd ya get shot down by? A SAM?" The Mi-8 pilot refuses to acknowledge. Huey Pilot: "A manpad?" The Mi-8 pilot still refuses to acknowledge. Huey Pilot: "A DshK?" The Mi-8 pilot still refuses to acknowledge. Huey Pilot: "JUST TELL ME WHAT IT WAS!!!" From in the back, one of the Mi-8 crew pipes up: "It obliterated us so fast we're not sure, but most likely it was a dirty look." -
Ch-47 - the strongest helicopter in the world
fargo007 replied to Cunning_Fox's topic in Mission Editor
Well, you can shoot the Mi-8 down with a dirty look, so it all balances out! -
Actually that statement is what is called "present perfect continuous tense." It means they both were in the past, and still are in the present working on it. (takes off little grammar moustache and puts it away)
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Trying to tweak out right performance out of rift
fargo007 replied to Jyge's topic in Virtual Reality
The shadows are killing you. Turn them all off and try it. Shadows are the most expensive thing. Even flat. -
VR Shaders mod for better VR experience
fargo007 replied to Kegetys's topic in Utility/Program Mods for DCS World
Question on shader recompiling. I'm getting very long startup and load times while using this. There are messages showing up in the logs as such: 2018-12-16 16:57:09.329 ALERT DX11BACKEND: Error: Can't find precompiled shader for effect model/def_material.fx:BLEND_MODE=0;DAMAGE_UV=tc0;DECAL_UV=tc1;DIFFUSE_UV=tc0;DIRECTX11=true;NORMAL_SIZE=3;SPECULAR_UV=tc0;TEXCOORD0_SIZE=2;TEXCOORD1_SIZE=2;USE_DCS_DEFERRED=1;. Recompilation process will take some time, please wait (this situation should not occur on end user PC, if there is no manual shader editing) I removed the directory as per install instructions, but no files ever get populated back there. Mods\terrains\Caucasus\misc\metacache\dcs remains empty. Is this expected behavior or do I have a problem? -
SUNTSAG - I'd be interested to see that teased out as well.
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You'll find by flying around different maps that there are certain areas that run better than others. The choice of location is for me a primary one against the background of your question.
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Any experience with Samsung Odyssey Plus & DCS yet?
fargo007 replied to fargo007's topic in Virtual Reality
I opened steam, right clicked on steamvr in the left pane, then chose the betas tab and used the drop down to set NONE. Essentially the reverse of turning the beta on. -
This would be a good and useful addition regardless of whether we individually would fly it or not, because someone will, and you can interact with that person or use them almost as an AFAC.