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Everything posted by draconus
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Anytime, Baby! - F-14 Docu-Campaign Announcement
draconus replied to Reflected's topic in Community News
This was my feedback, not a test for understanding the author's idea. I like flying missions as IRL. Any comments or narrations are not part of real mission or pilot experience and hence spoil the simulation fun for me. Ex. Bio's teachings before and after the mission in Zone 5 was fine as it was supposed to be the RIO's voice that was flying in the back seat. -
Since you're fine with this unrealistic setting why not just simply fly outside of contrail producing altitude? As already said it was already reported: And btw you want a fix badly but not one track file was given yet.
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As always, when finding a bug, uninstall all mods and try again.
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There are supposed to be an independent settings for units and cockpit language.
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Of course, you can turn off armament control whenever you want but I remember you like to go boom things so you might want to keep it on
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https://forum.dcs.world/topic/378051-mig-29a-introduction-and-progress-high-alpha-hooligans-dogfight-tournament/
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Please, disregard, I was counting in EUR instead
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This is realistic as is. Add some air/ground defences if you need.
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I think it's clear enough to leave no disambiguity.
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From Wags comment: "It will come a bit later, but planned." [https://www.youtube.com/watch?v=aUlafaMDuU0]
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Unrealistic!
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A few words to open your eyes to the "problem" because some still have trouble naming what is what and what is the cause. Shimmering comes from 2 things at play together: poor/no AA and image movement. This means high number of contrasting pixels constantly changing at fps frequency because of your constant head micromovements or any movement that comes from what is happening on the screen (ex. you flying forward 99% of the time and that it's a problem on a monitor as well). We can play with AA but no head movement smoothing I'm aware of. MSAA does help somewhat but is not best for it. DLAA/DLSS does it pretty well but comes with its own blurring/ghosting. Image sharpening exaggerates the shimmering issue. AF has nothing to do with this. You can turn it off and have blurry textures in front of you, losing any runway lines in the process, it may seem like some shimmers are gone, but only those coming from the textures, not those from distant objects and edges. You have to differentiate between DLAA/DLSS (or any other temporal AA) ghosting and VR reprojection (ASW for Oculus). Double aircraft, edges, artifacts all come from RP/ASW - you can only disable it in your VR software or try to set it all up low enough that you keep your headset on full fps. Ghosting like multiple blurred shapes around some details or asynched gelly looking MFDs come from temporal AA. Now pick your poison. As always higher fps, higher res and better hardware performs better. It's not a problem of DCS only - other games may just do AA and head movement smoothing on their own and have generally higher fps, automatically setting it best for your hardware, so you won't notice it. Not.
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A lot can be reused in the works but it's still new external model, whole new rear cockpit, FM, DM, MP synch code, liveries...
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They have to be in one group so you can select formation for them and move as a group. While driving a vehicle you can hold G key and order the group to move wherever you click.
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They were there from the start. You choose either monitor or VR play.
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1. Lights would be a nice option - best to be controlled by ME or a driving player, because some vehicles don't use lights to keep them hidden in the dark or use special faint low level lights when moving. Some vehicles do use lights at night in DCS. Check LAV Tigr and M92 assets. Braking lights is a detail I didn't check. 2. DM of ground assets is very simple and there are some far future plans to improve it. Some small steps are being made though with newer assets. 3. I think it's done for the game purpose of triggering the kill faster. Since the DM is simple it'd have to be randomized. 4. Reaction to threat is controllable in ME and the vehicles go back on track after a while. Can't remember if you can set the time they get back on track. The ground vehicles crew is not simulated at all. After losing enough % of HP the unit starts smoking, drives slower, then stop and eventually stop firing too (can't remember which of the last two happens first) before the final kill and exploding. You're expecting too much from a flight simulator. Some of it would require a lot of work and additional computing power during gameplay. It's a good wish though to have more realistic AI, ground vehicles behavior and damage models