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Everything posted by Charlie-1
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I've spent a good few days working to improve depth of shadowing in the Spitfire's cockpit, which to me was especially weird in VR. Mod download link here..https://www.digitalcombatsimulator.com/en/files/3303032/
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Is cockpit updated for deferred shading?
Charlie-1 replied to Charlie-1's topic in DCS: Spitfire L.F. Mk. IX
OurCockpit mod update..Not far off now! :) PS.. I can adjust colour and overall brightness etc quite easily as required now. -
Is cockpit updated for deferred shading?
Charlie-1 replied to Charlie-1's topic in DCS: Spitfire L.F. Mk. IX
No worries! :):thumbup: -
Is cockpit updated for deferred shading?
Charlie-1 replied to Charlie-1's topic in DCS: Spitfire L.F. Mk. IX
Thanks for confirming guys, but I am going mad!! I remember now I'd been testing some cockpit mods I was working on a while back to reduce the green glow, but forgotten about and recent update didn't overwrite them!! :doh: During subsequent trials to remove the aliasing on the gun sight shield, I unknowingly reset all textures back to stock, hence my confusion the shading had gone!!:megalol: Anyway, I've recovered and reinstated my work in progress, which I'm happy to share if of interest. My higher contrast gauges mod is available at https://www.digitalcombatsimulator.com/en/files/3302602/ The image is where I am so far.. -
I think I'm going mad, because the cockpit seemed to have much better shading after the last beta update, but now its back to what looks like zero shading on the floor again. :huh: I've tried repairing, and reinstalling the module, but still looks the original textures etc. Can someone please confirm if the cockpit update improved the shading especially on the floor please?
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The rework of the cockpit is much appreciated, but something really simple letting down the quality is the aliasing cased by the leading edge of the gun sight filter. It's really distracting and especially in VR unless anti-aliasing is turned up to 4. I'm ok with modding texture files with Photoshop, but no luck yet finding the right file and then co-ordinates on the image to remove the reflective property of that edge, which I think would be real simple fix and improvement. Any clues would be much appreciated and happy to share once modded. :thumbup:
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Why no tailwheel lock on the Spit?
Charlie-1 replied to imacken's topic in DCS: Spitfire L.F. Mk. IX
I thought you could lock the tailwheel as written in the manual's takeoff procedure? "6 Pull stick fully back to ensure that tailwheel remains straight" "8 Slowly release control stick to center position as aircraft gains speed and tailwheel leaves the ground" -
Thanks very much, but that's weird..I've just watched video tutorials on using the 'G'..No worries.. 'F' it is then :)
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I'm running the latest Beta, but can't see the IR Mavericks to select in the loadout editor.. what am I doing wrong please?
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As above with the following summary; (some may be repeated) 1. Use User missions to set location, weather and less number of opponents. 2. Use Nevada or any map away from buildings and towns. 3. Cities are a no go and IMO pointless for aerial combat. 4. Avoid Normandy. 5. Don't use heavy clouds, overcast or precipitation. 6. Use Super sampling in Steam VR instead of in-game MSAA, SSAA and PD at 1 (I run at 2 - 2.5 x SS) 7. Use motion smoothing in Steam VR if you can for jets. 8. Avoid some planes with higher system overhead like the Hawk, FA-18; Best I use is the F15 and AV-8B 9) Use low to medium shadows. (I have mine on medium) With the above in mind, I'm now enjoying smooth, immersive game play with my modest setup :thumbup:
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I know what you mean about originality, but it's hard to tell what's real or not when I look down in the Spitfire's cockpit and it's just glowing light green... I see no shadows at all.. The current cockpit doesent look real compared compared to the AV-8B for instance and especially in VR. I'll have the opportunity of sitting in a MkV in two weeks time, so I'll see what's what then. :-)
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No worries... It looks like the cockpit hasn't been updated for deferred shading yet..Everything, including the gauges look much better in 1.58. Hopefully it will get some official attention soon
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I've made a higher contrast set of gauges here, http://www.digitalcombatsimulator.com/en/files/3302602/ which look more like the ones originally released. Not sure how to back light them yet, or even if its possible to introduce new light sources into the model.
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It was seeing the DCS tutorial for taxi & takeoff that reminded me. I've attached a screenshot from the video which can be seen here.
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Im not sure if I'm imagining it, but I'm sure I've seen the gauges with internal or backlighting before and not just flood lighting? If so, can anyone help with how to turn it on please?
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It seems much promotional material and map development focuses on cities like Vegas, Dubai etc, whereas in reality those areas are worst performing on medium to lower spec machines and even higher spec systems from looking at the other posts. Night lighting is still an issue and not as good as it was in 1.5. I see the FPS drop when even looking towards these areas, so wonder why the focus on these features in maps in the absence of an efficient game engine to run them without performance impact.
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Dare I say I run a modest setup by DCS standards, but do not suffer stutter. I only really play off line, but it now runs ok with reasonable settings for both monitor and VR. If there's anything I can share system wise to find out why it's ok here Im happy to do so. PS pre deferred shading was much better image quality than it is now, so all in all not worth the extra overhead the sim currently demands. I have other Sims with much better performance and quality in VR than DCS.
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Too hard to sink a FFL1124.4 Grisha ship?
Charlie-1 replied to Warlock1606688821's topic in General Bugs
Funny seeing this as I like to practice on this ship with the AV-8B..It's hard to get past its missiles so I found the best way is lock on from a distance and launch 4 x AGM IR's (ensuring they all hit) or a steep dive bomb from 15k ft with 4-6 Mk83s. I don't know how its damage model compares with others though. -
I'm seeing this 45fps cap too. I think it's something new happening in Steam VR? I just checked back in version 1.58 and 2.5 (Deferred shading off) and both also show a similar cap with occasional increases up to 90fps whereas they would happily run up at that fps constantly before. Still cant believe how much better the image quality/ resolution was is in VR in those versions, but won't go there! :-(
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The F-4 is the only thing on the current development list I would be interested to buy..What about a Tornado too!:thumbup:
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Suffering Jaggies? Try Bokeh depth of field
Charlie-1 replied to Charlie-1's topic in Game Performance Bugs
I agree... I didn't think it does anything for VR either. Its monitor use I've seen a big improvement. IMO:thumbup: -
Suffering Jaggies? Try Bokeh depth of field
Charlie-1 replied to Charlie-1's topic in Game Performance Bugs
It's in the left hand column in the main options menu under Depth of field.. . Bokeh basically means to send the distance out of focus.. Slight blur, as in real life you wouldn't focus on the cockpit and terrain at the same time. I found it works in F1 view and it helps appearance without an FPS hit. I think it does have an FPS impact in F2 view though. -
Suffering Jaggies? Try Bokeh depth of field
Charlie-1 replied to Charlie-1's topic in Game Performance Bugs
I'm using it in cockpit and if anything I'd say it improves performance. Looks smooth even with 2 x MSAA -
As the title suggests.. so much smoother with Bokeh on! :)
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What Would You Think About a Fully-developed CA Module?
Charlie-1 replied to rassy7's topic in DCS: Combined Arms
I just don't get why a game named Digital Combat Simulator would find something like the introduction a Yak 52 is more important than sorting out basics like the VR isn't working in ground combat simulation? The CA module has so much potential.:doh: