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Posts posted by RaTzo
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Here is a basic description.lua for a livery using the new bort system. It is created assuming you have made a new diff1 and diff2 and have created three different files for bort numbers. A right side (leaning left), a left side (leaning right), and a straight up and down.
By changing one setting at a time I have confirmed what each section actually does. It would be wonderful if ED bothered to give us notes on this. It would be even better if it worked properly.
Bugs I have noted:
Argument [27] or [0027] is reportedly supposed to defeat the upper tail bort numbers but it does not for me in game. It does in the model viewer. To defeat the upper tail bort number showing use "empty", true in the two locations for the upper tail
The Tail Small bort numbers are in two different locations for the left and right tail.
Text of the description.lua
Quotelivery = {
{"f18c1", 0 ,"F18C_1_DIFF",false};
{"f18c2", 0 ,"F18C_2_DIFF",false};
{"FPU_8A", 0 ,"FPU_8A",true};
{"pilot_F18_helmet", 0 ,"pilot_F18_helmet",true];
{"pilot_F18_patch", 0 , "pilot_F18_patch", true};
{"pilot_F18", 0 , "pilot_F18", true};
-- New Bort System-- USE RIGHT SIDE BORT NUMBERS (Top of Nose)
{"f18c1_number_nose_right", 0 ,"F18C_1_DIFF",false};{"f18c1_number_nose_right", DECAL ,"YOURFILENAME",false};
-- USE LEFT SIDE BORT NUMBERS (Top of Nose)
{"f18c1_number_nose_left", 0 ,"F18C_1_DIFF",false};{"f18c1_number_nose_left", DECAL ,"YOURFILENAME",false};
-- USE RIGHT SIDE BORT NUMBERS (Upper Tail Right)
{"f18c2_kil_right", 0 ,"F18C_1_DIFF",false};{"f18c2_kil_right", DECAL ,"YOURFILENAME",false};
-- USE LEFT SIDE BORT NUMBERS (Upper Tail Left)
{"f18c2_kil_left", 0 ,"F18C_1_DIFF",false};{"f18c2_kil_left", DECAL ,"YOURFILENAME",false};
-- USE STRAIGHT BORT NUMBERS (Lower Nose, Forward Fuselage, Rear Fuselage, Gear Doors)
{"f18c1_number_F", 0 ,"F18C_1_DIFF",false};{"f18c1_number_F", DECAL ,"YOURFILENAME",false};
-- USE STRAIGHT BORT NUMBERS (Flaps, Small Tail, Large Tail)
{"f18c2_number_X", 0 ,"F18C_1_DIFF",false};{"f18c2_number_X", DECAL ,"YOURFILENAME",false};
}name = "YOUR SKIN NAME"
custom_args =
{
--Set to 1.0 to make number NOT appear[27] = 0.0, -- Does Nothing For me (supposedly controls upper tail for some)
[1000] = 0.0, -- Flaps
[1001] = 0.0, -- Upper Nose Nose
[1002] = 0.0, -- Large Tail and Lower Nose
[1003] = 0.0, -- Rear Fuselage & Gear Doors Two Numbers
[1004] = 0.0, -- Mid Fuselage Two Numbers
[1005] = 0.0, -- Tail Small
[1006] = 1.0, -- Blue Angels (does nothing for me)}
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This doesn't really solve the problem of the upper tail numbers still showing when [0027] is set to 1.0 though. It is just a workaround.
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On 5/29/2023 at 5:29 PM, Megalax said:
I have just mapped out most of it myself and was about to reply when I saw your reply.
NOTE TO ANYONE USING THIS: I have created my own roughmet files and so this tells the game to look for them. You can -- out those lines if you have not created one for yourself.
I am remapping this and confirming. Discovered some minor issues while testing today. I will post an accurate version shortly.
--[1001] Upper Nose Large Right
{"f18c1_number_nose_right", 0 ,"F18C_1_DIFF",false};
{"f18c1_number_nose_right", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};
{"f18c1_number_nose_right", DECAL ,"InsertYourFileNameNere",false};--[1001] Upper Nose Large Left
{"f18c1_number_nose_left", 0 ,"F18C_1_DIFF",false};
{"f18c1_number_nose_left", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};
{"f18c1_number_nose_left", DECAL ,"InsertYourFileNameNere",false};--[0027] Upper Tail Right
{"f18c2_kil_right", 0 ,"F18C_1_DIFF",false};
{"f18c2_kil_right", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
{"f18c2_kil_right", DECAL ,"InsertYourFileNameNere",false};
--[0027] Upper Tail Left
{"f18c2_kil_left", 0 ,"F18C_1_DIFF",false};
{"f18c2_kil_left", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
{"f18c2_kil_left", DECAL ,"InsertYourFileNameNere",false};
-- [1002] small lower nose and small rear fuselage
{"f18c1_number_F", 0 ,"F18C_1_DIFF",false};
{"f18c1_number_F", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};
{"f18c1_number_F", DECAL ,"InsertYourFileNameNere",false};-- [1000] Flaps, 1002 Middle Tail Large, 1005 Vert Stab medium
{"f18c2_number_X", 0 ,"F18C_1_DIFF",false};
{"f18c2_number_X", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
{"f18c2_number_X", DECAL ,"InsertYourFileNameNere",false};-- Controls Visibility of the Groups:Setting all to 1.0 remove's all Borts,[0027] = 0.0, -- Upper Tail change of type of board number (0.0 -default USA, 0.1- )
[1000] = 0.0, -- Flaps
[1001] = 0.0, -- Upper Nose Nose
[1002] = 0.0, -- Middle Tail and Lower Nose
[1003] = 0.0, -- Rear Fuselage Side & Gear Doors
[1004] = 0.0, -- Forward Fuselage Small
[1005] = 0.0, -- Vertical Stabs medium
I am out of time and didn't get to the forward fuselage small [1004] it must be tied to one of the others.On 5/29/2023 at 3:01 PM, UN9249 said:who knows how to make different fonts on left side and right side? (left arabic for example and right standart digits)?
You'll have to create them and use the description.lua to get the game to use them. See my post above this one. You can only use different files on the left and right for the upper nose and the top of the tail locations.
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I was wrong about replacing both of the X and F with empty removing the upper tail numbers.
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OK well I'm trying all kinds of things and just found another couple of strange behaviours.
If you replace the F and X with an empty texture both the tail tops and the flaps numbers disappear.If you replace just the X the large numbers on the stabs and the flaps disappear. If you replace only the F textures with an empty texture nothing appears to disappear.
Also the medium numbers on the stabs [0005] go in two different locations on the left and right.... see screenshots attached. -
Can get rid of the tail tops by setting the X and F textures to empty..... of course that removes the flap numbers as well. It is mixing the old and new ways of doing things and will surely be a pain later.
Would be nice if ED would give some documentation.-
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13 minutes ago, Megalax said:
Did you try not dashing out the bort number lines and actually assigning something to them, along with the args values? Seems to be another difference I have in mine.
Yes of course. That was how I had the file at first. If they are dashed out then the game simply draws the default bort number file. When they are not dashed out then it draws the custom files assigned.
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1 hour ago, Megalax said:
Hm.. mine just say [27] not [0027] and it works.
Doesn't make a difference for me.
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2 hours ago, Megalax said:
What does your description.lua look like?
livery = {
{"f18c1", 0 ,"F18C_1_DIFF",false};
-- this Normal Map makes the Canadian type antenna on top
{"f18c1", 1 ,"F18C_1_nm",false};-- This RoughMet makes the Canadian spotlight shinny
{"f18c1", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};{"f18c2", 0 ,"F18C_2_DIFF",false};
{"FPU_8A", 0 ,"FPU_8A",false};
{"pilot_F18_helmet", 0 ,"pilot_F18_helmet",false};-- format for upper folders {"SPOT REF", TYPE ,"../RodentAssets/FILENAME",false};
-- Clean Bort Decals
-- "../RodentAssets/F18_bort_clean_LEFT",false};
-- "../RodentAssets/F18_bort_clean_RIGHT",false};-- Dirty Bort Decals V1
-- "../RodentAssets/F18_bort_100_LEFT",false};
-- "../RodentAssets/F18_bort_10_LEFT",false};
-- "../RodentAssets/F18_bort_01_LEFT",false};
-- "../RodentAssets/F18_bort_100_RIGHT",false};
-- "../RodentAssets/F18_bort_10_RIGHT",false};
-- "../RodentAssets/F18_bort_01_RIGHT",false};-- Dirty Bort Decals V2
-- "../RodentAssets/F18_bort_100V2_LEFT",false};
-- "../RodentAssets/F18_bort_10V2_LEFT",false};
-- "../RodentAssets/F18_bort_01V2_LEFT",false};
-- "../RodentAssets/F18_bort_100V2_RIGHT",false};
-- "../RodentAssets/F18_bort_10V2_RIGHT",false};
-- "../RodentAssets/F18_bort_01V2_RIGHT",false};
--Nameplate Cockpit
--{"f18c_cpt01-console-arg466", 0 , "f18c_cpt-tex01", false};{"pilot_F18_patch", 0 , "pilot_F18_patch", false};
{"pilot_F18", 0 , "pilot_F18", false};
-- New Bort System--{"f18c1_number_nose_right", 0 ,"F18C_1_DIFF",false};
--{"f18c1_number_nose_right", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};
--{"f18c1_number_nose_right", DECAL ,"../RodentAssets/F18_bort_clean_RIGHT",false};--{"f18c1_number_nose_left", 0 ,"F18C_1_DIFF",false};
--{"f18c1_number_nose_left", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};
--{"f18c1_number_nose_left", DECAL ,"../RodentAssets/F18_bort_clean_LEFT",false};--{"f18c2_kil_right", 0 ,"F18C_1_DIFF",false};
--{"f18c2_kil_right", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
--{"f18c2_kil_right", DECAL ,"../RodentAssets/F18_bort_clean_RIGHT",false};
--{"f18c2_kil_left", 0 ,"F18C_1_DIFF",false};
--{"f18c2_kil_left", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
--{"f18c2_kil_left", DECAL ,"../RodentAssets/F18_bort_clean_LEFT",false};
--{"f18c1_number_F", 0 ,"F18C_1_DIFF",false};
--{"f18c1_number_F", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};
--{"f18c1_number_F", DECAL ,"../RodentAssets/F18_bort_clean_LEFT",false};--{"f18c2_number_X", 0 ,"F18C_1_DIFF",false};
--{"f18c2_number_X", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
--{"f18c2_number_X", DECAL ,"../RodentAssets/F18_bort_clean_LEFT",false};
-- Controls Visibility of the Groups:Setting all to 1.0 remove's all Borts,
-- Arg0027: Upper tail,
-- Arg1000: Flaps,
-- Arg1001: Nose Upper,
-- Arg1002: Tail Upper,
-- Arg1003: Rear Fuselage Side and Gear Doors,
-- Arg1004: Forward Fuselage Small,
-- Arg1005: Vertical Tail Large
}
name = "RODENT ONE"order = 953 -- t
custom_args =
{
[0027] = 1.0, -- Upper Tail change of type of board number (0.0 -default USA, 0.1- )
[1000] = 0.0, -- Flaps
[1001] = 0.0, -- Upper Nose Nose
[1002] = 1.0, -- Middle Tail and Lower Nose
[1003] = 1.0, -- Rear Fuselage Side & Gear Doors
[1004] = 1.0, -- Forward Fuselage Small
[1005] = 1.0, -- Vertical Stabs Large}
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22 hours ago, Megalax said:
Is there a USN livery being loaded into your mission at the same time?
Nope, they show up even when I have a single aircraft single player mission loaded.
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Even if I set argument [0027] to 1.0 the top of the tail bort numbers always show. They only show in-game and not in the model viewer or the loadout page in the mission editor.
Any help? -
I cannot get the upper tail bort number NOT to show in game. setting [0027] 1.0 will make it NOT appear in the in-game model viewer on the skin and loadout selection screen but it always shows in-game regardless of how that argument is set.
Any solution? -
It would be wonderful but as others have said the actual impact is different in every different situation and with different hardware. Then there is the problem of ED changing the game and that changing what impacts what.
That being said, there really is no reason why ED cannot take their notes from the settings menu (hover cursor over the options to get a brief description) and make them slightly more detailed and release it as a document. -
4 minutes ago, Thinder said:
Quiet logically, but my insistance into trying to get AMD users to understand what might be holding their system performance is certainly not for no reason...
Here we have a culture of "faster is better" which doesn't work when you understand what your Ryzen CPU is doing, what its limits are and how to improve performances or rather recover the loss due to mediocre RAM/CPU bounding.
I lost the basic knowledge of the Intel CPUs but I know for a fact that they are much more suited to higher frequencies despite the fact that many of them are also limited to 3200MHz, it would take a test with Cl14 to understand precisely where their limits are. For the time being here is a clue. Intel: How to Overclock RAM.
I just changed from an i9900k which was comfortable at 4.9 and fine up to 5.2 in cooler weather. I now have a new system, Ryzen 9 7900x with the same 6800xt I had before. Have not installed DCS yet as I'm waiting on a new powersupply. Hoping it is going to help with the FPS and frame times in MP. I've been overclocking intel CPUs since the 90s... only had a first gen Athlon back in the day so this is my first real go around with a modern AMD chip. Got the 6800xt for retail off of the shelf randomly back in 2020 so grabbed it without a lot of thought. It's been OK if not inspiring.
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59 minutes ago, VpR81 said:
If AMD turns out to have better VR performance in DCS, i´m happy to buy AMD instantly. I was referring to a user saying "Right now NVIDIA seems to be better for DCS VR" and i just asked if this has ever been different. It seems more like, that some people get hurt by the truth.
Read these two sentences from you. Do you not see the glaring contradiction? If I, the user you are talking about, says "right now nv seems to be better" you ask "when has this ever been different?" RIGHT AFTER you say you'd be " If AMD turns out to have better VR performance in DCS, I'm happy to buy AMD instantly."
lol.... you've had enough internent arguing for one day.
Right now, Nv seems to be better but that may well change with the next driver update. I actually expect it to be so because the 7900XTX is already better at 4k flat screen than the 4080 is.
Not at war with you Friend.-
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2 hours ago, VpR81 said:
No, i´m drawing conclusions on all GPU generations NVIDIA and AMD came up with since VR became a thing in DCS. Can you name a single AMD card that has ever been better for DCS VR than it´s NVIDIA counterpart? I guess not. Every 2 years, when a new GPU genreation hits the market, we hear the same wishfull thinkings about "AMD will now finally beat NVIDIA" or "the new AMD cards will wipe the floor with NVIDIA". Now... how often did this turned out to be true, especially for VR? Not a single time.
It must simply be silly to want to see the numbers then. Obviously we should all just be Team Nv!!
Yeah I'm not a team buyer. I don't care who is better... turns out "better" is a fairly complicated and situationally dependent thing. I for one will decide based on the factors which determine which is "better" for me and not the color fo the box.
So any head to head DCS 4080 vs 7900XTX tests in VR? DCS is a nasty beast to accurately benchmark but more information is always better.-
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On 12/30/2022 at 4:40 PM, dock999 said:
Such a nice comprehensive review . I am convinced . Basically 4080 is adequate to play DCS in VR. I saw someone had got both 4080 and 4090 and he thought the 4090 was not that good in terms of lifting performance . I wonder the 4090 may require next generation CPU to fully utilize its GPU power .
Right now it seems nVidia is the best choice for DCS VR... ticks me off but that doesn't change the reality.
My fear is the 4080 seems to be an over expensive compromise card. It's priced to be a zero compromise product but it isn't. Soooo... the painful thing is to look to see if the 4090 is enough faster to justify the insane price that it sits at.
I have not each and every post in the thread (sue me) but does anyone have a link to a 4080 vs 4090 in DCS VR comparison? -
This is awesome! Great work!
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On 4/3/2022 at 9:16 PM, ThatPieMan said:
Have a re-read through the original post. You'll notice that it specifically says that the FSR mod is not supported. The openXR toolkit has an FSR mode, but its a bit hit and miss.
Yes I am aware. I removed the FSR Mod and used the toolkit to try to enable FSR. I thought that was obvious
It isn't working for me - hence my asking if there was something else I should try.
I guess there isn't anything else I should try then..... -
21 hours ago, nikoel said:
Bruh! Seriously?
----------------Anyway
If you are using the EVGA Precision X1 software make sure to NOT upgrade to the 3/28 version. This is causing issues with OpenXR Toolkit. If you already installed it, you can delete the following file to solve the problem: C:\Windows\System32\FW1FontWrapper.dll.
If the EVGA software is set to auto update make sure to disable that tooNo I'm totally joking... I followed the guide and watched two videos on it. If I am missing something it isn't because I didn't follow your instructions.
If you have a link to some explanation or help that sure would be better than "Bruh! Seriously?" -
FSR does not appear to be working. Is there something else to install for that to work? I've previously used the FSR mod and so I am familiar with how it looks in game.
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33 minutes ago, Jenson said:
Hi Niko,
I followed your steps, but when I double click DCS icon, it runs as 2D mode instead of VR mode, can you elaborate how to run it in VR mode after get everything done? Thanks again
Solution is to do a repair first. Follow the guide. Do a repair again. Then copy the files back into the bin folder yet again. Now it works for me.
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15 minutes ago, Jenson said:
Hi Niko,
I followed your steps, but when I double click DCS icon, it runs as 2D mode instead of VR mode, can you elaborate how to run it in VR mode after get everything done? Thanks again
I was having same problem. So I went to the folder and clicked on the game's exe and it loaded in SteamVR even though I have that turned off in WMRP settings.
How do we get DCS to launch using OpenXR?
DCS: Afghanistan FAQ
in DCS: Afghanistan
Posted
I suspect this is a preview of how the "world" map will work.
I'm not against it. I would like to know if we'll be able to disable the high detail areas we don't want to currently use. A map this large will surely be a performance hog.