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Everything posted by RaTzo
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Currently the description.lua method of assigning textures to the cockpit models doesn't yet work. There is apparently a bug which ED & HB are working on. Fubarbrickdust says that nmod will be updated when the method does work.
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DCS: F-14 - Brickdust's "Drunken Sailor" VR Friendly Cockpit
RaTzo replied to Fubarbrickdust's topic in DCS Modding
Impressive. Can't wait for the description.lua in Saved Games to work. That will open up many possibilities. Thanks for your work! -
https://www.digitalcombatsimulator.com/en/files/3304383/
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Found it. https://forums.eagle.ru/showthread.php?t=238582&highlight=cockpit+texture+list Also found something that might be even more helpful to us. Will link in a few mins if it is helpful.
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Would have if I could have remembered where it is. I can't find it.
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Following. HB made a list of the texture files in some thread but it wasn't helpful to me because I was not sure how to use that to build a description.lua
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Funny how so many people react to someone not wanting to repeatedly wait 8 minutes to get flying by equating that desire with wanting "unlimited ammo" "easy flight" "air quake"..... Could it be that while it is a full fidelity flight sim it is a F L I G H T sim not a parking on the tarmac waiting for Jester to say "OK we're aligned" simulator. An option to skip the 8 minutes is a good thing. You don't have to if it improves your game experience but how does someone else who is learning and needs 3 air craft in an hour to be blamed for not wanting to spend nearly half of that hour sitting on the ground waiting for a software timer to count down to when they are allowed to fly again?
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Sadly the Intel plugin doesn't work for this version of .dds files on Mac and the Nvidia plugin isn't available for Mac. The workaround I've been using is to open the .dds in Preview and then export as a Tiff then use the Intel plugin to export my finished work as a .dds
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Thanks Dad
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There is a file called HB_F14_LOD1_3in1.dds in the skins folder that you need to edit as well. It is a collection of smaller versions of all the other dds files in one. Just a reduced resolution skin for rendering the aircraft at medium distances. Put your customized skin on that and it will work out just fine for you.
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I had this while someone was on the other cat. I kept saluting and then a few moments after the other aircraft launched mine was launched unexpectedly.
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Much longer load time in both SP and MP. When the module loads in it loads individual textures one by one so the aircraft kind of builds itself in front of me. i5 9600k @ 5.1GHz, 32GB RAM, GTX 1080Ti, SSD, and Oculus Rift.
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Use Right Control + Right Shift and the keypad - and * keys to move your head position forward and back. You can also use the numbers to move your head position up, down, left, and right. For the 14 I moved myself back a fair amount, and down a bit. Now it seems fine. The IPD is a pain to deal with when it has to be changed per aircraft type. Someone above mentioned that the A10C is too big - it is. Even when you set the IPD so that the cockpit looks to be the right scale the stick looks massive. A hint for setting the proper IPD: look at the flight stick and make it about the same size as your HOTAS stick. Then look outside while flying there will be a sense of being able to discern the correct distance to things on the ground if the IPD is set correctly. Sorry I cannot express that sense any better. It will just suddenly feel real when you have it correct. Setting it to the stick size will get you very close then you can tweak it from there.
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VR performance in the 14 is SIGNIFICANTLY lower than in the A10C for me. i5 9600k @ 5.1GHz, 32GB RAM, 1080 Ti, on a SATA SSD (if that matters to anyone) and the Rift. Also causing performance issues is that it is impossible to read the gauges at anything below a PD of 2.0. Help for anyone else who is suffering: Biggest performance gains are achieved by setting shadows to flat, and turning off MSAA and SSAA. To those who are saying "Early Access" and basically 'suck it up' perhaps this isn't the thread for you. The reality is that many people - everyone I've flown with personally - are experiencing very low performance in VR with this particular module. It is in fact an issue that Heatblur needs to be aware of so they can work on it. The fastest solution would be to cut back the weathering on the text in the cockpits so everyone can lower their PD. This would make people happy and help performance. So there you go, bug reported, help suggested, and a solution suggested. It's not hard to be helpful.
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The dds files are locked. You'll have to open them in something else and export them to a different format. There are a few other threads on the subject here that will contain more detailed info.
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If anyone can unpack the edm to get the cockpit textures and description.lua I will make a version where the text is legible. I was not able to extract the edm myself.
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[NO BUG] VR Challenges and minor issues / suggestions
RaTzo replied to Cake's topic in Bugs and Problems
Almost all of the text in the cockpit is completely unreadable in VR. Vital flight instruments can be seen to be displaying blurry bits of information I wish I could discern. Turning PD up to 2.0 helps but the frame rate drops to below 20fps (9600k 5.1GHz, 32GB RAM, 1080Ti). Oddly the mirror reflections are super sharp and bright. It would be nice if they were blurry and the rest of the cockpit was sharp and bright. -
The procedure detailed here http://www.heatblur.se/F-14Manual/general.html#loading-saving-preset-channel-s-on-uhf-1-and-v-uhf-2 does not load frequencies into presets. It appears the load button is not clickable.
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The level of wear is too high. It looks impressive at first but makes many of the things next to impossible to read. I fly in VR with PD set to 1.6. I can almost never figure out what my airspeed is. The Master Test switch is not even possible to discern. The caution panel is useless. And so on... In a module that is SO VERY GOOD, it is a shame it is held back by poor cosmetic choices. Hopefully this can be addressed quickly.
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On Mac you can open the .dds files in Preview and then export them as .tiff files which can then be opened in Photoshop. Here is the skin I'm working on for TAW. It is rough but being used to develop what I'll do with the .psd whenever it is released. https://photos.app.goo.gl/f2atHiUew5EYN8m4A
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Nope definitely not working. The load button isn't depressible.
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With respect to the operation of the ARC-159 as detailed here http://www.heatblur.se/F-14Manual/general.html#an-arc-159-uhf-1-radio I was not able to store selected frequencies into presets. Is there a specific procedure to follow in order to get this to work or is it not implemented yet? I *believe* followed this procedure while in the cockpit but I may not have. http://www.heatblur.se/F-14Manual/general.html#loading-saving-preset-channel-s-on-uhf-1-and-v-uhf-2
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I have to say I'm deeply impressed by this aircraft. Great work HB.
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Texture files and description.lua files for US Ships
RaTzo replied to RaTzo's topic in Liveries/Skinning
Thanks for trying! -
Texture files and description.lua files for US Ships
RaTzo replied to RaTzo's topic in Liveries/Skinning
Are you able to help with how to format the description.lua files? The lua scripts noted above only have arguments to select a different name from the ship name .dds. They do not have formatting to select which .dds to use for textures.