

SMH
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DCS Super Hercules mod by Anubis
SMH replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
Don't you mean indium? -
An interface to gift an upgrade would be nice too. It doesn't seem to know the receiving account qualifies for the upgrade deal and it charges full price.
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Yes, but look how bright the outside looks at that exposure level. Still, I think you're right. The mod is a bit too black. Note how the edge of the ejection seat leg restraint is a darker black due to being in shadow, so it's not like that photo is overexposed (except for the outside).
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Yeah, I don't remember exactly but it wasn't particularly high speed. Also remembered I had 4 x 19 rockets on. Went back to the same server with the same loadout and tried it again and I couldn't reproduce it, it seems okay now. Flew sideways quite a bit with no issues. I guess we can close this one, I can't reproduce it. Maybe Friday's patch fixed it or something was weird in that session (possible, as the trk file from it is also bugged).
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Sorry, can't, looks like that track file is corrupt (it's showing me a completely different mission than the one it should be and I get errors when I try to unzip it) and I don't see any way to check the client version from a trk anyway. I'll try some more to see if I can reproduce it.
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Yeah, I'm not sure. I wasn't going that fast, was trying to fly sideways a bit to see behind me and it flipped. Also not sure if last Friday's patch was applied but will take a look at my MP tracks to see if I can verify which version it was. (Does anyone know if that can be found somewhere in a .trk file? I'd share the track but it's huge and it happened towards the end and so far I haven't been able to reproduce it on purpose.)
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I'm having a bit of trouble reproducing it now. Not sure what I did that caused it before. Will work on it and get you a track if I can make it happen again. Anyway, I guess it's not as bad as it was before because it used to happen any time you tried to make a tight turn.
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The unintentional rolling behavior during tight turns that seemed to be fixed after the 2.7.18.30765 Open Beta update appears to be back in the 2.8.0.33006 patch.
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DCS Super Hercules mod by Anubis
SMH replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
With most DCS aircraft, once in the air it's RAlt+\ to access the radio menu (keybind is named "Comm switch...") and \ alone stops working. Never quite understood why that is but it's common to all DCS aircraft. Also note it's backslash \ , not forward slash / (you can of course remap it to anything you like). But I just double-checked and the Hercules doesn't seem to have that as one of its keybinds. Just the ground "Communication menu" with \. So yes, good question! -
reported earlier Navigation light changes rolled back?
SMH replied to SMH's topic in Bugs and Problems
I'm 100% sure the nav light distance/LOD issues are still there now as I keep seeing them in various aircraft, particularly the Hornet. What I can't be quite as sure of is my memory of them being fixed or at least greatly improved in 2.7.15.25026, and it would be too difficult for me to roll back to that version to test it (almost out of drive space, barely got it installed as-is). Is the person who did that work available to ask whether they still see it included in the project and/or still see it behaving the way they feel it should? Like, is there an "owner" of this feature we could ask? Do you have internal testers who can perhaps more easily roll back to 2.7.15.25026 and take a look? Thanks. -
Then why are you speaking for them? And they said exactly that. And what will change for me is it will become that much harder to find others to fly with because now we're split across 3 (or is it 3.5?) maps that all pretty much cover the same area of the planet! Again, I can't imagine what you're thinking. Please just take this as some free market research and go rethink this plan. (Also, you just admitted to us you sold us a map by a developer who did a much lower-level job than they should have. Again, that's exactly why the new map should be a replacement.)
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Ridiculous! As if the DCS WWII community wasn't fractured enough already with two semi-overlapping maps competing against each other. Now it'll be 3? (Or even worse with some kinda-sorta-maybe compatibility? You know that's never going to work, right?) The correct way to do this is retire the old map entirely (as you don't seem to want to bring it up to date with your new tech) and give existing Normandy owners the new replacement map for free. (And highly prioritize fixing existing missions and campaigns to use the new map.) Always trying to have your cake and eat it too, with total disregard to how that impacts customers' gameplay and the effectiveness of their previous purchase decisions. And you're only making far more work for yourselves by trying to have it both ways. Will you re-sell the $11 map to enough customers to amortize all that extra work (not to mention the bad PR this is going to rightfully earn you)? I really cannot imagine what you're thinking.
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reported earlier Navigation light changes rolled back?
SMH replied to SMH's topic in Bugs and Problems
It sure seemed to be. I remember being impressed about it when it happened (and found someone's old comments about it in a Discord group, that's how I figured out which update it happened in). I was under the impression it was an across the board lighting fix, not just the Hornet, but I was definitely admiring Hornets when I noticed it. Then the other day I saw a Hornet's nav lights going off with camera distance (and still relatively close range) like they used to. Here's some shots from that thread. -
reported earlier Navigation light changes rolled back?
SMH replied to SMH's topic in Bugs and Problems
It was perfect right after they announced the fix. Nav lights were clear and didn't suddenly disappear at a distance where you should still see them. Then it seemed to go back to the way it was before in some update soon after that. (I'm not sure if it ever made it to the Stable version so maybe that's why you never saw it?) https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.7.15.25026/ I see it's included in the Stable changelog too. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.7.16.28157/ -
Were the recent improvements/adjustments to the navigation lights rolled back? I saw a Hornet's nav lights appear to go off as it flew away the other day but I could have sworn that was fixed several updates ago.
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Thank you!!!
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Link broken or has it been removed?
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failed authorization since last update
SMH replied to markturner1960's topic in Installation Problems
Run a Repair. Happened to me too, files were missing. -
No. Like I said, unrelated to the V-Sync setting (and I would see the horizontal tearing if V-Sync was going off - I can't stand that). What it's doing is switching between equal time for each frame, or fast as possible frames. I prefer the latter. Get them to my eyes ASAP! Anyway, this is a side-issue. I just wanted to mention it because I have noticed it interacts with some things (like the SRS overlay won't overlay in the fast frames mode) and that it doesn't seem to have any effect on the cursor constraining. But spread the word, you can get faster frames this way! And sure, can make a log file, but you probably won't see anything. Will get back to you with that. (Wait, we want a log file of me changing DirectX Fullscreen mode with Alt+Enter? Or of the cursor leaving the constrained screen? Neither one will likely record to track or leave any trace in the log file, particularly the latter. But I'll try both.)
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Full screen, with my DCS screen size set to the native size of my main display, 1920x1080. I also use Alt(either one)+Enter to get some extra frame rate out of DCS. (This is weird. Apparently Alt+Enter is Windows DirectX full screen command - which is why it works with either Alt key unlike DCS commands that just specify one or the other - but it doesn't seem to get set by the DCS fullscreen option. If I don't press it my frame rate will lock to whole number divisors of my display's 60FPS, so it'll usually be exactly 30 or (or exactly 20 or 15 if it's rendering really slow). If I hit Alt+Enter the frame rate is allowed to go in between those values, and I'll get numbers like, say, 37 or 43 and see a noticeable improvement in frame rate. (Yet still no horizontal tearing like you would get with V-Sync off, so it's not doing that.) And if I switch out to another app, it'll go back to the "locked" mode and I have to hit Alt+Enter again to get back to the faster refresh rate. (A bit annoying, but I'm glad we can do it! It was great to discover this hidden bonus framerate!) Anyway, neither mode has any different effect on the cursor constraining. Happens whichever way I have it. At this point it feels almost random. Sometimes the cursor is locked to the DCS screen, sometimes it lets me slide over to the other display as if the constraint setting was off. options.lua
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Also just noticed, when I first open the ME the cursor is confined to the game window. But when I spawn into the mission it's not. And when I quit the mission and return to the ME it's no longer confined either.
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Bullet traces (smokes) do not match bullet flight path
SMH replied to Terzi's topic in Bugs and Problems
Haven't noticed anything glaringly wrong with it. I think net latency sometimes makes other players' guns seem a bit off. And we need to keep in mind the plane is moving forward, so you're flying into your bullet smoke trails. I'll try to take a look in slow-mo next chance I get. Been loving the air-bursting 37mm rounds. We carry our own FLAK! -
Yes, work as they should and burn out as they should. The UV bulbs (which I'm guessing are mercury vapor?) need extra juice to get started, but will burn out if not backed off (to about the end of the arrow) after a few minutes. American planes like the P-47 seem to do this automatically but you have to remember to do it in the MiG. I still forget and burn them out about half the time.
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Tested the MiG-15 for hypoxia when unpressurized, and wasn't able to achieve it even after 50 minutes above 12km, including about 20 minutes above 14km (which is 46,000ft!) Then I induced hypoxia by turning off the oxygen valve. That worked as expected, things rapidly got blurry and lost color saturation, except I was able to recover just by turning the O2 back on. Didn't need to pressurize or lose altitude. That doesn't sound right to me. Would be nice to have a reason to need to use the pressurization system. Thanks! (Have a track but it's 15MB, too big to upload here. Can you just trust me? Easy enough to verify, though it takes an hour of flying.)
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When I try to set the smoke effect density it seems to only take 1 or 0 for the value. No decimal or numbers above 1 are taking. Pretty sure it used to take decimal values between 0 and 1. (Also, there doesn't appear to be any difference between density 0 and density 1. This is using the "huge smoke" preset though all the other presets seem to behave similarly.) Also, did that "huge smoke" preset change its appearance? I don't remember it having any fire effect at all but it now makes an orange glow at the base as if there's a fire, even though there's only black smoke. Sometimes we might just want smoke with no visible fire or lighting effect. Smoke color (or at least a greyscale between white steam and black oil smoke) would be nice too. (Yes, I'm trying to make the Elbrus volcano active. )