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bigalsunit

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Posts posted by bigalsunit

  1. Are there any static vehicles that explode immediately when hit with rounds? As opposed to burning for a while and then exploding.
     

    I’m getting back into mission building and I feel like there used to be certain vehicles that would do this. Similar to the static vehicles that are parked around the airbases on the Caucasus map. They seem to explode immediately. Thanks

  2.  

    9 minutes ago, deadpool said:

     

    Are you telling me that the stable version really has the defects fixed? 

    They just get the defects and fixes later. That's absolutely all.

     

    Or do you see any popular servers on Stable? And if not, ask yourself why!
    I really can't hear this: "but you're playing open beta" excuse anymore. It's tiring and has no merit.

    I agree. And it will be very telling when they push 2.7 to stable without correcting the cloud jittering issue. What then? Well, we will be told that we should go back to 2.5 and wait it out. That’ll be something!

  3. On 5/6/2021 at 7:46 PM, Gunnar81 said:

    This bug has been going on for awhile now but it seems there is only one cold start position for the Huey on the Tarawa deck. Several patches ago(might have even been more than 6months) we could select from one of the 4 helo start positions on the left side of the Tarawa deck, now regardless of which parking spot is picked the Huey always starts at the bow of the ship. Not sure if this is the same with the other chopper modules as I only use the Huey. Bug or something that has been overlooked?

    Not sure if you’ve tried it yet, but if you place a static object on the bow spot, it will block that position. Then the Huey will start at a different spot. On the SC I have to place several static objects in all the various spots where it tries to spawn me. Then eventual It’ll spawn me further back towards the stern. I haven’t tried this on the Tarawa but it should work the same way.

  4. 56 minutes ago, Skysurfer said:

    Not armchair pilots but actual pilots who have flown over bodies of water countless times. My biggest gripe with the current depiction is the lack of height perception since the reflections and light interaction looks fake and you can barely see wave patterns from altitude. This was not the case pre 2.7 hence why no one was complaining. You can still see wave patterns etc. from a flat angle and down low (around 1000 feet and below) but once you get higher you lose the reference. And once again, this was mostly fine pre 2.7 - no need to post countless pictures of bodies of water to concoct some new "actually" argument.

    Nailed it! Thanks for posting this.
     

     

    • Like 1
  5. 4 hours ago, BIGNEWY said:

     

    yes it is a challenging issue, I am confident the team will find a solution. 

     

    thanks

    Appreciate the update. Just to be clear though, the team has found a solution for fixing the clouds in VR and they are just working to implement that fix, right?! Or have we not found a solution yet? 

  6. 1 minute ago, LaFleur said:

    I mean.... Guys... The problem is not just waves. After the update water looks like an oil spill... fC7Y8bA.jpg

    That is a great example of what I’m seeing as well. The water in 2.5 is not perfect, but it’s definitely better than that! Just out of curiosity, is that with your water settings on High?

  7. 5 hours ago, DST said:

    Sorry for off topic, but maybe it´s related to the "clouds stuck on low quality in VR" issue, but water definitely also looks like lowest setting in VR since 2.7. no matter which option in graphic settings menu.

    So I decided to switch back to stable until further patches. Along with the wobbling clouds in VR this is just too much that feels rather like a step back since ver. 2.56

     

    Too bad I´m on steam and have to download 30 GB again :(((

    You are correct about this. My flying buddies and I have noticed that water quality does not change with the option settings. Very similar to what is being reported with the clouds. The admins moved the thread that mentions the water but, as far as I know, they have not acknowledged the issue.

     

     

  8. 18 minutes ago, Art-J said:

     

    The point is, the 2.5.6 pic shows exactly what was very wrong about sea surface in all versions of 2.5.xx - the waves didn't scale properly with distance at all. Their size at the distant shore was almost the same as the ones below player's aircraft, not to mention that they looked pretty much the same whether you flew 500 ft or 5000 ft or 15 000 ft over the surface.

     

    Now in 2.7 they scale properly at last, resembling something closer to reality.

     

     I do agree with you about lack of whitecaps, though. 

    I’ll agree with you. They didn’t scale properly in 2.5.6. They needed to be reduced as altitude increased. But at least it showed some kind of depth and life. I realize that this is a very subjective topic and I am not trying to discount anyone’s opinion on the matter. My main concern is that in VR the water quality settings do not seem to have any effect on the visuals in-game and I am not sure if this is intentional or not.

  9. 27 minutes ago, Marklar said:

    Water is not flat, I don't understand what you are talking about. Clouds are not as good as on 2D monitor but still miles better than in 2.5.6.

     

    yGObjY4.png

     

    V7vH8lz.png

     

    ZoQVdEG.png

    This is at 6000 ft with a 20kt wind. Flat as a mountain lake on a clear, calm morning. This is reminiscent of what the Medium setting used to look like in 2.5. Now in 2.7 this is what it looks like at Low, Medium, and High. Like it or not, just like the cloud quality settings, something is definitely up with the water in VR. Honestly, my only question is whether or not the devs know these settings aren’t taking for VR users or if this is the “new normal” that we should get used to.

    050F9329-DD8C-4992-8060-4CCE92015FA1.png

    • Like 1
  10. 28 minutes ago, Lurker said:

     

    BigNewy, so are you saying that this is NOT a bug? I, and many others have not noticed any difference between the different settings for Clouds in VR. Does this mean that the setting only works for 2d? 

    If you are unsure, could you maybe check with someone on the cloud development team? I know you guys are very busy and all, but it really would be great if we could clarify whether this is working as intended or not. 

     

    This is the same thing I have noticed with the water quality settings. Just like the cloud quality, in VR the low, medium, and high option settings for water don’t visibly change anything anymore. I am in agreement with the post above. We need clarification as to whether or not these issues are bugs or if they are, in fact, by design. Clearly someone on the team has to know. Right?!

    • Like 3
  11. First picture, OpenBeta 2.5, water quality High. Note the white caps and “rolling sea” effect.
     

    Second screenshot, OpenBeta 2.7, water quality High. No textures whatsoever. Just flat blue. 
     

    Edit: Wind speed is 10kts in both screenshots.

    4E967CF3-6E50-4C56-93C8-259017F7EE19.jpeg

    B7835AB2-0932-49FB-9859-207BB767FFAC.jpeg

    • Like 3
  12. I’m glad to finally see this post! I thought it was just me.

     

    The water is now devoid of any depth or texture, especially at altitude. In 2.5 at least we had subtle color gradients and distant “rollers.” Regardless of wind speed, the water texture can now only be seen within a very small radius from the sun’s reflection. Once outside of that, the sea is extremely flat and lifeless. 
     

    Case in point, there seems to be no discernible difference anymore between the medium and high water quality settings. In 2.5 there was a significant difference between the two. I hope this is acknowledged by the devs.

    • Like 2
  13. I think most of us have accepted what early access is and also understand why it is needed. What people are truly upset about is how it is handled.

     

    It isn't about "I want it now," it's more about "I want what I paid for and what I was told I would get."

     

    We didn't know that development would stop on the Hornet and go to the Viper, we were actually told the complete opposite. We didn't know the Viper would be released in such a poor state, considering the standard of high quality set by previous modules. We didn't know that development would now end up having to alternate between the Hornet and Viper.

     

    Bait and switch tactics, money grab...whether intentional or not, that is the perception of what early access seems to be right now.

     

    What is being viewed as good news from Wags for the Hornet right now, is actually bad news for the Viper. When development switches back to the Viper, it will be bad news for the Hornet again. I don't think any of us envisioned this being how things would progress for either aircraft when we originally purchased them.

     

    I think a lot of this could have been avoided if ED was honest and forthcoming from the very beginning. Tell us that there aren't enough employees to fully support multiple aircraft, causing development to switch back and forth. Tell us that the F-16 would be released as extremely early access and not meet the standard of high quality set by previous modules. This information must be out in the open before taking money from people and asking for their support.

     

    +1 Very good post.

  14. Thanks, tried that already and once switched on it weirdly couldn't be turned off. It's cool, I've got what I was after. I'm just hoping the rest of the triggers will be unaffected, need more testing.

    Thanks for your input[/quote

     

    Sweet! If you ever go back to the “ADF static” way of doing it, you can get it to shut off by putting the ADF switch to center then selecting the squelch action for com 1 or 2 on the UFC. It took me a while to finally figure it out. Anyways I’m glad you got it sorted with the triggers. Good luck with the testing!

  15. Hey there Rain, will this work in F/A-18C? I noticed it's for A-10C

     

    It works in the Hornet. If you move the ADF switch to 1 or 2 it will play on a loop. It replaces the squelch static in every aircraft. I used to use triggers but this is much easier for what I was looking for. Just ambient, tactical radio chatter.

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