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rogorogo504

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About rogorogo504

  • Birthday 06/01/1975

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    Austria - Mozart, not Kangaroos.

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  1. just a short necro, just today I tested the A-10A (as I try to get someone to use his, to finally start getting into DCS) and I just.could.not.get. the LAAP to work. I do not know whether those switches on the LASTE panel are animated or not, but I followed the correct procedure, aka tried on/off, switch modes only when off and the LAAP would not come on. Once I had a LAAP related line in the HUD, but the plane still would not use the LAAP. Since this happened in Multiplayer and in the O-B branch, and this is a very old module with an AFM (so it has not received any special attention for long) I do not have a problem with it being bugged (except that it makes aiming Mavericks with the TDC and TV a little more tricky when your stick and trim is not the best) - I just would like to know if anyone knows a current state. Thank you in advance UPDATE: with O-B build 2.5.6.49798 the LAAP started working again for me - disregard post
  2. ty, I was aware that the "new" Admiralski is very much a separate ship entity (also good for use in historic period placing). What I typed was refering the the new, separate - but if others were able to have a different experience that is a motivation to dig deeper. I also hope that I encounter a true new Kuz in MP somewhere, I also only ever saw the newbutnotnewone with functions that may or may not have been downtrickled to the already existent Kuz. But thank you again for the replies and any further info is more than welcome. UPDATE: Murphy's law - no sooner than me having typed this, it showed up correctly both in my files an every server I peeked in. Once again proof that one should never hesitate to ask the real dumb questions all the time :)
  3. May I ask a question? I was unable to find many things that were supposed to be working with the "new" Адмирал флота Советского Союза Кузнецов that had already been quite extensively previewed. The overhauled textures of the "post-refit" Kuznetzov did not show up anywhere. The Firetruck still looked like out of Minecraft when placed. The topRadar Dishes were turning, but into the old modeling, and with a low-poly model. The "new" deck texture was nowhere to be found. The entire hull and superstructure outer texture was not to be found. And to "operations" in early access: The Blast-shield could only be raised via standard airfield coms The "brake grills" were never active or to be activated The mentioned keybind for activating the brake-grills and the Blast-shield does not exist yet (not in the "UI-layer" controls or anywhere else). The Ball-lighting was dead (but then, the real one does not really have this system like this, it is a quick code-over imho but still...) But to also provide a positive note - there was an audio signal going off if one got take-off clearance via standard-coms when the shield went up. And the parked planes and heloes looked when approaching. Am I missing something that was communicated, because this was already demo'd and is far less complex than what we can see on the "real" supercarriers. But the changelog or any other sparse information about the current early access entirely omits all of this. I am just asking out of interest, not out of impatience or any emotion. I just really wonder because this was a low effort (as in ressources to be assigned and complexity of the task) sprint compared to the modules main sales-point that could not have been shown as it was if not at least in the workable state as shown (for many reasons, including to not "waste" manhours for a "playable" PR-showcase). So if the OP or anyone else has an information I failed to find, thank you in advance.
  4. just as a remark, you might want to "manage" these 2 open betas via The DCS Updater GUI / Launcher Utility https://forums.eagle.ru/showthread.php?t=160053 To prevent such issues (or rather any further issues)
  5. I too must ask if anyone has any further advice for those who do not have the cockpits working as intended? I tried the cockpits for the MIG-29 in "stable" where they would not work as mentioned in this thread. BUT: I tried the cockpits also in the "open beta" branch (build 2.5.6.47404) And I tried both potential saving locations: from the original readme: From the comments at the mod download page ("instructions slightly outdated" user remark"): (I tried both a build using that folderstructure and my personal build structure) In both cases the drop-down menu for "Customized Cockpit Mig-29AGS" would show an <English> option. In DCS the cockpit labels/textures would remain in <default> Then I tried with folder saved in both mentioned locations in parallel (so 2 copies of the cockpit in 2 locations at the same time). The drop-down menu for "Customized Cockpit Mig-29AGS" would even show TWO <English> options. In DCS the cockpit labels/textures would remain in <default>, not matter which one of the two <English> options was selected. Test was done for the separate MIG-29 airframe module (not from the FC-Package) Open beta build was 2.5.6.47404 Stable build was the latest at the timestamp of this post. OS was Windows 10Pro (fully updated) DCS branch was installed in SSD with drive designation <C> (also the OS drive) Since the cockpits are both working for many people who have downloaded them and the modder it must have to do with <something> of local install or OS condition, unless there is anything in the luas or the textures where this could be mitigated/prevented. Thank you in advance for any further ideas. UPDATE: I caved and followed the advice from above for the stable-branch in the open-beta branch. By saving the folders in the location from the original readme, renaming all 3 folders to <default> and replacing the <English> in the luas for the A & G and in their folders, then selecting the <default> entry in DCS I made the cockpits work in the open-beta branch. For now it passed integrity check for multiplayer aso. UPDATE 2: DCS 2.5.6.50321 Open Beta - all active cockpit bulb lighting broken, grey flat texture instead of correct lighting, labeled lights textstrings do appear if light comes on
  6. latest updates made bug worse before latest updates: Experience from the Mig21 module on the Caucasus map (various scenarios): Bug appears as soon as any PostFX or AA settings are used (in the native settings of the latest DCSWorld Client). Bug especially prevalent in twilight reflection scenarios (sunrise, sunset) - the flickering turns into solid black square artifacts of differing sizes (no transparency, black) that flicker with a high intensity, seemingly related to the left and right side (from the pilot cam) of the canopy (and its reflections) max zoom forward into the gunsight stops the flickering, same goes for looking down. After the latest updates: what once were screenwide transparent flickers and only square artifacts in specific lightings are now ALWAYS BLACK square artifacts blinking in ALL lighting conditions, even complete darkness. the original artifact pulsate blinks around over the sunbox (sun lighting source) when looking directly at it.. with the mirroring artifacts (reflections) blinking at the same rate (but not in sync) starting as soon a reflection would be visible from the pilot cam on any surface and the shape size being the outline of that lightsource reflection. Idk if this only applies to Radeon GPUs.. but with all the non-transparent, full black non-synced artifact blinking all over the display at all times and in all conditions it is now not possible to play, unless by artificially reducing settings until there are effectively no reflections (or any other light effects). ________ Hardware: Win Xpro, i5-2400@3.10GHz (4), 16 GB, SSD, DirectX 12, Radeon RX 570 Series 8 GB driver ver 25.20.15015.1002
  7. Experience from the Mig21 module on the Caucasus map (various scenarios): Bug appears as soon as any PostFX or AA settings are used (in the native settings of the latest DCSWorld Client). Bug especially prevalent in twilight reflection scenarios (sunrise, sunset) - the flickering turns into solid black square artifacts of differing sizes (no transparency, black) that flicker with a high intensity, seemingly related to the left and right side (from the pilot cam) of the canopy (and its reflections) max zoom forward into the gunsight stops the flickering, same goes for looking down.
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