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Clorydric

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Everything posted by Clorydric

  1. Hi ! I had a few issues with SRS to run, and just found the issue : NLog (though it might be usefull to share ;)). TL;DR : You might have issues if you have outdated .NET development tools installed. Either update NLog (found the DLL on https://www.nuget.org/packages/NLog/4.6.4) or delete it (check C:\Windows\Microsoft.NET\assembly\GAC_MSIL\NLog\) So, for the "troubleshooting list"...
  2. Former RF-5A-40-NO (hence the lack of HUD) assigned to the RNoAF, now F-5A registered N685TC. You can see the radio call in the cockpit at ~8:39. The engine sound is great. Anyone to make a sound mod for our beloved tiger ? :D
  3. Maybe an issue with the comms menu ? I've just tried to ask wingman to engage ground targets (F1>F1>F5), DCS crashed. Single player, F-5 instant mission, steam open beta.
  4. It all depends of your definition of "desert"... Antartica is the largest desert on earth. Most mountains ranges are "desert". Any mountains area would be pretty fun actually... Caucasus is already done, so we're left with : - Alps (too much cities) - Atlas (not really a modern conflict area) - Andes (not a WWII area) - Rockies/Colorado (already in NTTR ?,, not a WWII area) - Anatolia (Too close to Caucasus) - Himalaya and Altai are excluded being either too high or not close enough to the sea. And... - Ethiopian highlands : WWII area, close to the sea, located in Africa (current maps are Europe/America/Asia), a good bunch of mountains...
  5. If it's impossible to have a "global" or "smart" dynamic weathering, why not adding them to some planes liveries (description.lua) ? It *seems* to work properly with the tiger (but it's a much 'lighter' module than the cat, I agree). What about having a (almost) perfectly clean cockpit on the default textures then adding the weathering to the DECAL layer ? Or simply loading a different set of cockpit diffuse textures from each livery's .lua? How hard would it be ? As much, technically for HB as for our (V)RAM ? I've seen lots of year-specific liveries, so it should allow to make a difference between a 1975 tomcat and a 2004 one.
  6. 1 - So we'll end up with : -Europe (WWII/Cold war) -North-africa, expanded to middle-east (WWII/Gulf wars) -Far-east/pacific (WWII, war of Corea, nowadays "issues" with China/North Korea) The whole america can be excluded as WWII never reached this ground. 2- We can exclude a good part of scandinavia, too much trees. Desert and sea are probably the best performance-friendly maps, but we already have 2 desert maps. 3/4 - So we'll need land and sea for both sides. Excludes Hawaii or small islands in the middle of nowhere. 5- East of Europe is already covered by caucasus and middle-east by PG. Normandy somewhat cover western Europe. So, a few guess... -North africa, but I think our WWII planes came a bit later. -Suez strait, going up to South-Syria. Maybe too close to Persian gulf. -Japan/Korea -Baltic sea -New Guinea/Solomons, perfect for an F-4U (Remember the VMF-214 ?), lots of water. However, we don't have japanese WWII planes atm. -Philippine islands/Taiwan -South-Europe/ North of mediterranea : Will perfectly cover WWII (operation Dragoon), but won't be very usefull for modern war. Flying in the alps would be awesome anyway. -Gibraltar ?
  7. The real question is "Will one be able to see such details in DCS"... Don't get me wrong, this is awesome. But as I've noticed last month doing some retex for the F-5E, the level of detail you can see in the model viewer is much higher than what you can see in DCS (you can't get inside the model bounding/user box in DCS) and you might get a bit disappointed when testing in game. When it comes to performances, don't worry. I have more issues with the stock F-14 than with the tiger loaded with 4K uncompressed diffuse, roughmet and normals maps (~65Mb per file, so around 800Mb for a full livery). And i'm playing with a 780m, waaaaay underpowered compared to nowadays GPU's. As for school, do not ever neglect your studies. But if you plan to do some "artistic" studies later, don't forget that good photoshop knowledge will help you A LOT. Actually, even if you don't, it's always usefull... You never know what kind of stupid things your friends may do in front of a camera :D
  8. Actually, you can use the "ultra" option... Head to \DCSWorld\MissionEditor\modules\Options\optionsDb.lua, around line 206, add the line with 'ULTRA' (and don't forget to backup the original) : graphics('shadows') :setValue(2) :combo({Name(_('OFF')) :Value(0), Name(_('FLAT ONLY')):Value(1), Name(_('LOW')) :Value(2), Name(_('MEDIUM')) :Value(3), Name(_('HIGH')) :Value(4), Name(_('ULTRA')) :Value(5) }):low(1):medium(1):high(4):VR(3) I haven't played in multiplayer yet, but the mp window doesn't detect integrity failure.
  9. You don't actually need a 5 way switch but a 4way+1. Then you just have to bind each position of the switch to a DX button, so you'll end with something like position 1 : Joystick 1 = SAFE position 2 : Joystick 2 = Guns position 3 : Joystick 3 = Sidewinder position 4 : Joystick 4 = Sparrow/Phoenix. { down=device_commands.STICK_Weapon_Selector, cockpit_device_id=devices.WEAPONS, value_down=-1.0, name=_('Weapon Selector Off'), category=_('Stick')}, { down=device_commands.STICK_Weapon_Selector, cockpit_device_id=devices.WEAPONS, value_down=1.0, name=_('Weapon Selector Gun'), category=_('Stick')}, { down=device_commands.STICK_Weapon_Selector, cockpit_device_id=devices.WEAPONS, value_down=-0.5, name=_('Weapon Selector Sidewinder Missiles'), category=_('Stick')}, { down=device_commands.STICK_Weapon_Selector, cockpit_device_id=devices.WEAPONS, value_down=0.5, name=_('Weapon Selector Sparrow or Phoenix Missiles'), category=_('Stick')}, Unfortunately, the same value is used for both sparrows and phoenix, so you'll have to use another switch (momentary, normally closed) in series with the 4th position to break the contact and alternate between aim-7/-54.
  10. Have you installed the mod or you just copied the textures inside your livery folder ? Got a similar issue with F-5 roughmets till I installed the "unofficial roughmet patch". then you only have to copy the livery lines in the lua and replace the "0" by "ROUGHNESS_METALLIC". Don't forget to change the bolean to false, or it won't take the livery's DDS. Example for the F-5E : {"F-5E3_nose" , 0 , "f-5e3_nose_diffuse" , false}; {"F-5E3_nose" , ROUGHNESS_METALLIC , "f-5e3_nose_RoughMet" , false};
  11. Hi there ! I'm currently playing with the 'Patrouille Suisse' skins, 2014 edition for the 50th anniversary of the team. Does anyone have close-up pictures of the rear/belly of their tigers for the tail.dds ? I mean with *readable* texts... New textures are 4K, so I just can't stand leaving some blurry things :cry: Weathering has been reduced ("Pshiit pshiit !"), almost all painting/stencils are made of PS shapes (based on PSV_Tango wonderful work ;) ), and roughmet maps were made (mostly) from scratch. Haven't seen them IRL for a while, so don't hesitate to comment out I know, there's an issue with the fuel tank rendering. Looks like the model wasn't converted to PBR yet... (Or maybe I did something wrong ?) Screenshots :
  12. Well... When you don't have a TrackIR or VR headset, it's faster to use a hat switch than having to Alt+C and move your mouse. However, I agree for the precision... It's too easy to select "Jettison" when trying to hit another option. Would be great to have a submenu to confirm weapons/drop tanks jettison.
  13. It seems Jester wheel position is handled by a lua (DCSWorld\Mods\aircraft\F14\Cockpit\Scripts\JesterAI\JesterAI_Page.lua). Line 43 : grid_origin.init_pos = {0, 0, 0}I set it to grid_origin.init_pos = {-1.8, 0, 0} and it's much better. However it may depends on your screen config... I'm running a 2560*1080 on the left (main screen) and a 1920*1080 on the right (instruments). Haven't found any "try_find_assigned_viewport" string for the RWR, so I suppose they're not exportable without editing their init.lua.
  14. "Watch ekran..." Wait...WHAT ?
  15. That's a good news ! Anyway, am I the only one having issue with the scale knob? It does not seem to change the grid brightness anymore ... (see attached screenshot.) Doesn't matter if I scroll full CW or CCW, the grid is always the same. That said, it's not a big deal.
  16. Still the same... Though if it's only for aesthetics purposes, a little bit of photoshop should do the trick. AFAIK the B-sweep is a .TGA. Getting it to sweep across the whole screen should be good too, but I guess there's also a .lua to edit...
  17. Got the same issue when I bought the F-5 a few weeks ago, but as far as I'm concerned, I suspect it was more a keybinding issue... I found this in ...\DCSWorld\Mods\aircraft\F-5E\Input\F-5E_easy\joystick\default.lua (probably also in others default.lua... But I only backed up this one): {down = iCommandPlaneTrimUp, up = iCommandPlaneTrimUp, value_down = 1, value_up = 0, name = _('Elevator Trimmer Switch, PULL(CLIMB)'), category = _('Flight Control')}, {down = iCommandPlaneTrimDown, up = iCommandPlaneTrimDown, value_down = 1, value_up = 0, name = _('Elevator Trimmer Switch, PUSH(DESCEND)'), category = _('Flight Control')}, {down = iCommandPlaneTrimLeft, up = iCommandPlaneTrimLeft, value_down = 1, value_up = 0, name = _('Aileron Trimmer Switch, LEFT'), category = _('Flight Control')}, {down = iCommandPlaneTrimRight, up = iCommandPlaneTrimRight, value_down = 1, value_up = 0, name = _('Aileron Trimmer Switch, RIGHT'), category = _('Flight Control')},So I opened every "default.lua" in \DCSWorld\Mods\aircraft\F-5E\Input\... and : -> replaced "up = iCommandPlaneTrim..." by "up = iCommandPlaneTrimStop" -> removed "value_down = 1, value_up = 0" e.g. {down = iCommandPlaneTrimUp, up = iCommandPlaneTrimStop, name = _('Elevator Trimmer Switch, PULL(CLIMB)'), category = _('Flight Control')}, {down = iCommandPlaneTrimDown, up = iCommandPlaneTrimStop, name = _('Elevator Trimmer Switch, PUSH(DESCEND)'), category = _('Flight Control')}, {down = iCommandPlaneTrimLeft, up = iCommandPlaneTrimStop, name = _('Aileron Trimmer Switch, LEFT'), category = _('Flight Control')}, {down = iCommandPlaneTrimRight, up = iCommandPlaneTrimStop, name = _('Aileron Trimmer Switch, RIGHT'), category = _('Flight Control')},And now it works fine... (Btw, what's the difference between "down = ..." and "pressed = ..." ? Since F-5E\...\*.lua uses "pressed = " and F-5E_easy\...\*.lua uses "down = "...)
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