

Clorydric
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Everything posted by Clorydric
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There's a plugin for windows media player ("WMP+", see here) allowing to map custom shortcuts, and some 3rd party media players (foobar, winamp, vlc...) have a native keyboard shortcuts settings page. Although the tape player is a very good easter egg (and the F-14 soundtrack is just awesome), using a dedicated media player is more convenient...
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Unless you consider the rescue flare gun as a weapon, I don't think the pilatus is able to have any offensive loadout. Impatient de voir le résultat final... Il a déjà l'air génial ! Même si j'ai toujours pensé que les pilatus avaient meilleure "gueule" en rouge :D
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I was thinking of this, but it seems he doesn't have any afterburner texture mod... If you search for "afterburner" in your dcs folder, do you have dds files somewhere else ? Maybe try a DCS repair ? If the repair doesn't work, it could be an issue within the saved games folder.
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Do you also have this problem with AI aircrafts or only with player-controlled ? Don't know if it will help, but... Have you tried to empty the "fxo" and "metashaders2" folders in your ...\Saved Games\DCS\ folder ?
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The default AB texture is in \DCSWorld\Bazar\Effects\ParticleSystem2\afterburner.dds and should look like this : afterburner fx v1 and original afterburner.dds in attachment edit : v3 has been uploaded to User Files with Harker's changes. Thanks ! (hotAirPower = 0.05) Also noticed the effect is absolutely UGLY with the AI viggen afterburner.zip
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Do you use an AB texture mod ? (ie. Werewolf's/Jokeract's mod) I tested many planes yesterday and haven't noticed this issue with vanilla texture. I'm thinking of this because the hornet uses a module-specific afterburner texture while most other planes use the default one. edit : This is what I get with the default texture, heat blur enabled (AI aircraft, I don't own the M2kC): The AB is slightly too large, but if you want to get if fixed, you may have to ask Razbam otherwise it will break IC (see #6 by Harker). For the heat blur... Sorry, can't reproduce this. Usually I fly with hb turned off (for VR perf reasons), and if I turn it on, I always get this, no matter the settings of maxSegmentsHotAir and hotAirPower. : Testing with Su-27, 'coz I don't own the hornet neither. It gets better in flight, but on the ground it's really strange.
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UPDATED 2019-11-24 : v2 - AB trail color was slightly changed for night, should be a little more white. - Noticed some noise was ADDED to the opacity, hence the hard cut visible when you push AB to 100%. Used another way to add noise, so that the end of the trail will remain fully transparent. As a side-effect, the trail may appear a little shorter. (Modifying code to fix it would break IC) However, you may get better results with another AB texture... Preview F-18C : Preview Su-27 (and other aircrafts) :
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Thanks for the tip ! However, I think modifying this lua causes IC issues. The issue is that the "end" of the afterburner texture is supposed to always be at 0% opacity. Increasing the overall opacity within the shader fx change this behavior, thus the afterburner become visible where the texture ends. Either I should lower the AB opacity, or trying to find a way to make an opacity gradient... The first one is somewhat easy (well, I restarted DCS around 40 times to get a +/- good result for the whole sunset/sundown, hence the "somewhat"), but I don't have any idea for the latter. Editing the texture won't fix it as the transparency layer is already pitch black (0% opacity), and I'm far from being a code monkey :D Pas de quoi' ;)
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Nope. I'll investigate, but it could be something else, ie. for performance reasons. Looks like the final color can be plane-dependant. It is much more blue with the hornet than FC3 aircrafts. If you open the file with notepad++, around line 300, I've added some comments. The color is set by the function lerp(float3(r,g,b),float3(r,g,b), vector) You'll want to change the float3(r,g,b) having the higher blue (b) value. Remember that values are in range [0;1], so if you take colors from photoshop, you'll have to do value/255. If you use values like (0.7,0.6,0.9) it might do the trick.
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If your need more pics, they have a website : https://www.f16darkfalcon.com/airshow-pictures ;) (just can't wait for this livery...) https://www.aviation24.be/military-aircraft/belgian-air-component/belgian-air-force-reveals-new-f-16-solo-display-livery-nicknamed-dark-falcon/ https://www.kc-photography.be/meet-the-dark-falcon
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Wow ! I suppose we have to say "thanks for all the fishes" :D Just wondering... Now we have dolphins and whales... What about mices and a bowl of petunia ?
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WARNING ! CRITICAL ISSUE ! 2020-05-22 PLEASE DO NOT USE THE F-14 FIX WITH THE LATEST OPEN BETA UPDATE (Supercarrier release, build 2.5.6.49314). ANY EDITS TO THE "DCS WORLD\COREMODS" FOLDER WILL BREAK THE MODIFIED MODULE AND MAKE IT UNAVAILABLE. Hi ! I'm trying to mod the afterburner FX to get it a bit more realistic... (actually, there was a commented line that's supposed to change AB colors, so I uncommented and modded it to react to sun brightness) Current changes : - Afterburner color now changes according to gSunAttenuation. You should have a more red/orange tone during day, and it will fade to white/light purple during night (like most night AB picture : flames are completely over-exposed and white balance is often messed up) - Afterburner trail's opacity will also change according to gSunAttenuation. It will be almost invisible with a bright sunlight, and more opaque during night (again, over-exposition) - Missiles and rockets exhausts color will change over time. Vanilla DCS color in daytime, more blue/purple at night. Same for flares (white balance thing). Colors, opacity and fading will probably need a lot of tweaking to be right, your comments or advices are welcome ! Preview... v3 and higher, screenshot taken at twilight F-14, with fix : Missile exhaust FX : Flares FX : Mod released to https://www.digitalcombatsimulator.com/fr/files/3307061/ WARNING - MULTIPLAYER ISSUES ------------------- While modifying *.fx files won't cause any issues with the IC (aka Integrity Check, kind of anti-cheat for multiplayer, enabled on some servers), any edits to *.hlsl files and afterburner.dds will and you'll be unable to join some servers. If you want to play multiplayer, please choose the mod variant accordingly ! The F-14 fix will trigger an instant IC failure. "afterburner.dds" (texture) mods will cause IC failure when you load a mission/access a server or when you try to respawn/restart a mission. Same issue for *.hlsl files (ie. Flare FX mod). CHANGELOG ----------------- (previous changes in spoiler) 2019-12-30 : v10 - Added flares fx. SINGLE-PLAYER ONLY. THIS FILE MAY CAUSE IC (integrity check) FAILURE IN MULTIPLAYER. Moved missile/rocket exhaust fx to differents mod variant. Moved new afterburner texture to "Bazar\TempTextures" and restored DCS default "Bazar\Effects\ParticleSystem2\afterburner.dds" (Don't worry, textures in "TempTexture" folder have priority over the other ones). WARNING - DCSW UPDATE 2.5.6 : Update 2.5.6 from 2020-02-14 changed the default afterburner FX. This mod NO LONGER WORKS IN 2.5.6. An update is in progess, please check #32 : https://forums.eagle.ru/showpost.php?p=4214452&postcount=32 Unfortunately, I don't have access to my main computer ATM, so you'll have to wait for an update in the user files.
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VR Shaders mod for better VR experience
Clorydric replied to Kegetys's topic in Utility/Program Mods for DCS World
FYI, if you're annoyed with the double lens flare effect, you can mod : ...\DCSWorld\Bazar\shaders\PostEffects\lensEffect.fx pass Ghosts PASS_BODY(vsGhost(), psGhost(), aberrationBlend) Change the last argument to "disableColorOutput", so it looks like : pass Ghosts PASS_BODY(vsGhost(), psGhost(), disableColorOutput) This pass IC. ;) -
Thrustmaster T.A.R.G.E.T tutorial
Clorydric replied to ambision's topic in PC Hardware and Related Software
Basic scripts aren't hard to make, you don't have to know anything about C++. The only downside is that TARGET won't recognize other joysticks. So if you have an arduino/bodnar board with your landing gear lever, you won't be able to use this to modify your hotas output. Little warning if you use TARGET on Win10... It looks like there's an issue with the Windows store hijacking some "rights" on your physical devices. If TARGET scripts takes more than 2 seconds to load or you'll end up with both the "Thrustmaster Combined" and your hotas physical devices available, you'll have this issue. If you start a TARGET script right after the logon, you probably won't have the issue. If you wait a few more seconds, you'll probably have to taskkill the winstore for TARGET to work properly. The easiest way to do so is to make a shortcut on your desktop (right-click > new > shortcut) and enter this command: taskkill.exe /f /im winstore.app.exe TM is aware of the issue (looks like they have a bunch of customers impacted). They're trying to find a definitive solution to avoid users fiddling with the OS, but as the issue is a windows core component... I heard Teamspeak may be concerned too. -
Just discover the .fx responsible of this effect... Could anyone give a test to the following mod to confirm it works ? Seems to be good in desktop mode but haven't tried in VR yet. It should pass IC without issue. - Head to "...\DCSWorld\Bazar\shaders\PostEffects" - Backup "lensEffect.fx" (a simple copy-paste should be good) - Open it with notepad++ and look for line 97: pass Ghosts PASS_BODY(vsGhost(), psGhost(), aberrationBlend) Change the last argument to "disableColorOutput", so it looks like : pass Ghosts PASS_BODY(vsGhost(), psGhost(), disableColorOutput)
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Not for the exterior model, still using specular last time I checked. And the unofficial roughmet patch red channel is based off the specular textures (instead of "shadows" included in the texture template) ;) I tried updating the normals for exterior while doing a 4k retex of some swiss skins, but quickly gave up.
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If only we could have higher quality normal/AO maps for both interior and exterior, that would be great. Diffuse and rough/met maps could easily be done by community members, even in 4K. But normal and AO require access to the max model to be rendered if i'm not mistaken. (oh, and the radar please ;))
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You have to release DG or DM mode ("Dogfight/Resume search") if you want to shoot rockets/drop bombs.
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Pour les lua, c'est sûrement dans ...\DCS World\Mods\aircraft\M-2000C\Input\Joystick\ Et les .PR0, c'est marqué dans les commentaires ;) C:\Users\Public\Documents\Logitech\X56 (cela dit, n'ayant ni le mirage, ni de X56, difficile de vérifier)
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Is there any lua wizard here ? I'm trying to make a mod to improve our radar screen, but it's not that convincing atm. Small demo : https://imgur.com/a/S7DMK7f (sorry, can't capture video with my computer if I don't want the GPU to die... :music_whistling:) Mod : https://www.digitalcombatsimulator.com/fr/files/3305860/
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F14 Skinners thread (Paintkit in 1st post)
Clorydric replied to David A Sell's topic in DCS: F-14A & B
Check this thread : https://forums.eagle.ru/showthread.php?t=193596 I suggest you to work with 3 folders (one per primary color, R,G,B) and apply layers styles on each folder to filters colors (don't remember if it's already done in the HB paintkit). It is easier to "paint" each channel this way, as you only have to care about the channel lightness. You don't need to really pay attention to the red channel as it's the ambient occlusion. You only need to modify it when converting specular maps to roughmet. Pay attention to your diffuse (color) map when using high metallic (Blue=255 on roughmet) values... And don't forget that "chrome" liveries are also affected by the normal maps. A few references... For the green (255=rough,mat) and blue (255=met) channels : G 0 / B ~255 : chrome. Use pure white (or nearly pure white) for the diffuse map. A light grey may render a very dark metal in game. G 40 / B 220 : steel G 15 / B 220 : engines G 10 / B 200 : Aluminium G 110 / B 210 : Gun metal. Use a medium gray for the diffuse map. G ~10 / B ~10 : High gloss paints (mostly for airliners and acro teams). Avoid G0 B0, doesn't render well (looks like cheap plastic) except when diffuse map is almost pure white. G 100~230 / B 5 : Mat paints G 150~200 / B 2 : Rubber (tires...) G 170 / B 50 : Radar radome You can have pretty good examples by googling "PBR textures". Don't forget that some softwares doesn't exactly map R=AO / G=Rough / B=Metal. Sometimes you have to invert the green channel... -
Got mine today (VF-1)... Just when I asked my boss to arrive a bit later tomorrow in order to go to the local post office and ask if they haven't got anything for me. :D Time to find my old Top Gun patch to avoid any further GoT references...
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Everytime I land (well, actually "try to land") on a carrier... "I'm Morgan Freeman... Aaaand this thing is going to a museum now..." "Yep, I think the LSO just abandoned ship... Thanks god he took the paddles with him"
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Same here. Probably an issue with the latest EDM cockpit model as I don't see any changes in texture files since 13/03/2019... Btw range lines are missing on the exported screen as well.... Would it be possible to have the range lines rendered from the radar lua rather than in a tga/dds ?
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There is probably an easier way to fix this now... Editing the jesterai_page.lua shouldn't be required anymore. But I think 1920x1080 as height/width is wrong, the wheel would draw on the whole screen (?) X and Y are the coords of the upper left corner. So, if you want U and V as the wheel center, you'll end up with: x = U - (width/2) Y = V - (height/2) width and height = whatever you want. I'm using 800 x 800 what about this : ?