

Talonx1
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unable to reproduce Wings rip off with passing through wake turbulence
Talonx1 replied to Talonx1's topic in Bugs and Problems
I guess two of our guys were launching off the carrier on cats 1 and 2 the other night and the second aircrafts wings were ripped off on cat launch by the preceeding aircrafts wake. -
unable to reproduce Wings rip off with passing through wake turbulence
Talonx1 replied to Talonx1's topic in Bugs and Problems
Cant remember the mission but there's one f16 mission starting at dawn where you cold start in the parking area pointed at the runway and as a group of f15's begin takeoff they will blow your plane completely over and destroy it before you can even finish startup. -
This has been posted in other forums as happening to other aircraft, particularly the mirage. When trying to dogfight with wake turb turned on and flying through an aircrafts wake (even under low g load) has been causing the wings to rip off. Up till now I've mostly seen it in the mirage and had heard of it happening in the f16, tonight it happened to multiple people multiple times in a single session while flying the F18. In the past ED has said this is a problem with 3rd party module design but when its happening to their own modules you have to call BS. Wake turb is significantly too powerful and needs tweaking.
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Agreed that glideslope on the SC is off you have to be a good bit high entering the groove or it calls you low. And often lso will be telling me I'm low and overlay says I'm low and I'll actually be so high I miss all 4 wires. Had no issue w regular 3 wire traps on old carrier and finding SC very inconsistant.
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Nor is it the cause. The effect happens w zero mods. His customized hanger just made it more apparent as to the cause because you could clearly id the vertical stabs.
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Often reported but seldom responded to by ED.
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Interesting, was wondering if it was actually coming from something. Have to say though that I dont have to open the map for it to show up. Its often there as soon as I get in the cockpit. As for someones report about it being there when aircraft is set to client vs player, thats likely not accurate. Sometimes its there amd sometimes it isnt. You would need a large sample size to confirm. Log in 20 times as client and 20 times a player and see if it holds true 100% of the time. If so then it "may" be related if not then its disproven.
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It DOES happen in rift headsets.
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Op, your opinion of what open beta is meant for is irrelevant.
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You guys should really stop calling a patch that doesnt really fix emerging problems and isnt even pushed out in a rapid (fix the game cause its broken) fashion a "hotfix." Hot fixes are supposed to identify specific issues and *gasp* fix them. Not try to introduce new "features" and break more stuff in the process of not actually fixing the original blasted issues that necesitated a "hotfix." And thats not a personal attack btw. Its aimed at the people making the decisions for which youre tasked with announcing.
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Stable isnt some magic version. Its just an old version of open beta and the fact that beta is always broken explains why stable never gets updates amd when it does... surprise it has the same bugs that were in open beta at that time.
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WTF do ppl keep giving them more money for modules when this is the state of the core software?
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It doesnt seem that complex a problem when the shared parser option fixes pretty much all of the eye variation rendering issues. If the lights just rendered in both eyes and SC deck crew would render in both eyes using the parser option then it would be fixed. Others have also reported simply changing LOD distance on clouds fixes the issues for clouds. That unfortunately breaks integrity check though. Why a change that simple (lod lua change) isnt included in a hotfix is hard to understand. Also it varies depending on the mission or environment so not really sure why you would say it seems fine to you when these problems have been reported by a lot of ppl for a long time.
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LOD rendering issue does happen with rift. Clouds, shadow, textures all sorts of things end up rendering in one eye and not the other. Happens in some circumstances and not others. For example the CAS mission for the F18, clouds are all sorts of jacked up but on our MP server clouds are perfect. Different cloud coverage settings most likely. Same mission also crashes for me every time. I've done reinstall, repair etc etc and have never been able to complete that cas mission without a crash. Sometimes sitting on the carrier deck details will render fine, other times I might see different LOD for other ships in the fleet in different eyes and sometimea even other aircraft on the carrier deck with me render differently in each eye. Its' borked. The shared parser option seems to fix it all but then entire objects and lights will render in one eye and not at all in the other so it's obviously no help.
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[REPORTED]Bizarre night sky texture [Persian Gulf]
Talonx1 replied to VFA41_Lion's topic in General Bugs
Those nvidia settings have no effect on vr and the only way to remove all the terrible texture noise in vr is to disable the "milkyway.dds." -
[REPORTED]Bizarre night sky texture [Persian Gulf]
Talonx1 replied to VFA41_Lion's topic in General Bugs
Have to dissagree. The bubble around the pilot was not a visually appealing effect. At any gamma level. If a true "milkyway" effect is desired it should be in the sky, not shrink wrapped around the camera. -
[REPORTED]Bizarre night sky texture [Persian Gulf]
Talonx1 replied to VFA41_Lion's topic in General Bugs
Thank you soo much for this. Flying at night is actually possible again. -
Similar issues, especially w range arrows dissapearing and radar doesnt want to stop operating like its in acm mode. Ussually have to toggle out of AA mode and back again to clear it.
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Posted elsewhere, same thing. Only time I've not had it was SP with no aircraft parked on deck. (Banklers case 1 Super carrier version) Its quite bad and is really wrecking my ability to get good traps. Hasnt caused a crash yet but has come very close.
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Ppl should be sure that they are not using any display mods and that vr bloom is disabled. Both have bad effects after last patch. With those disabled I'm finding lighting "ok"(not to say it's not messed up because it still is. Just sharing that those things helped me a little) but the weird smudge cloud around the vr view at night is unbearable, gamma is all out of wack and radar is getting very buggy. Also cloud render range seems to have been reduced dramatically but I'm no longer experiencing issues with clouds rendering in one eye but not the other.
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not related to LSO calls for me. Its when I'm in close just a second before I hit the deck.
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In MP servers we're having issues with the carrier changing course to avoid civ traffic, then just driving straight into shorelines. Any one found a solution for this, particularly on long reset MP servers?
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Happens every time to me. Just as I'm crossing the stern into the wires the game hangs for a second or 2. Time doesnt matter, shadows off. Fps everywhere else if just fine. Making it hard to get good traps because for that second or 2 I just have to pray I'm where I need to be and cant make any adjustments.
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[REPORTED]Bizarre night sky texture [Persian Gulf]
Talonx1 replied to VFA41_Lion's topic in General Bugs
https://forums.eagle.ru/showthread.php?t=276474 What I see in VR. -
Those "clouds" for lack of a better word sit just a few feet away from the viewer and exist as a bubble around me. Those were taken after removing all mods and deleting fxo and metashader2 folders. In the top image you can clearly see the polar pinching of the map. It looks like the old dust/dirt map thats being blown out by the new lighting. I turned up the gamma in the top shot to make the effect more apparent in a screen shot but it pretty closely represents what I see in VR at normal gamma levels. In the nvg shot the "clouds" are there but not the bright smudges I mentioned before. However what looks like a bright light or perhaps the moon on the top left is not. Its a baked in glare that moves with my head movement.