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dorianR666

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Everything posted by dorianR666

  1. yep, ED's bugfix didnt actually fix the issue. destroyed statics can still break the debriefing page.
  2. AI adjusts its altitude according to threats, you can override this with the ROE command.
  3. there is a way to trigger this consistently: landing with viggen on a road. wingman will keep saying "rtb" on repeat until crashing into ground shortly after. its been like this for at least two years now from my experience.
  4. run dcs repair. it should fix the file
  5. No problem. Its fine most of the time but looks distracting sometimes. The real problem is that the game renders the reflections at much lower resolution than screen and then upscales it. In regards to my modification, this means that the reflection "pixels" are large and this makes the jittery nature of my mod worse. Each speck of reflection is about 3-4 pixels wide. There is no moddable solution for this, ED would have to add a resolution setting for this. On a positive node, I have found that my mod also entirely eliminates this issue: which happens when you switch cameras sometimes, as you have probably already noticed while playing DCS. ED should program the game to discard the previous frame when switching cameras, as the image cannot possibly be correct.
  6. here is comparison: left side: vanilla DCS (Mustangs shader edits behave this way as well) right side: my modification as described above notice that ghosting of ships antennas (white trailing "shadow"), edges of screen (repeated white lines) and distorted reflections of terrain during zooming, are gone. downside is that the reflections are less smooth.
  7. its part of the SSLR algorithm. its present in vanilla DCS but the shader edits may make it a bit more obvious. the algorithm mixes current frame with previous frame to decrease noise. i found a way how to disable it however. in enlight/waterReflection.hlsl, replace: return float4(mixPrevFrame(refl.xyz, NDC), 1); with: return float4(refl.xyz, 1); and delete: if (useMixPrevFrame) return float4(mixPrevFrame(refl, NDC), 1); else now ghosting is entirely gone but the reflections will be quite noisy. your choice. it would be worthwhile to investigate how to make the shader use exclusively the current frame in reflection areas that werent present in the previous frame based on depth buffer or stencil buffer but thats beyond my abilities. if possible, this would remove both noise and ghosting of objects moving above water. im not smart enough for this sort of stuff.
  8. If you enter AI F-14 with right alt J, while its airbrakes are out, the player-controlled F-14 internally behaves as if airbrakes are in when external model has them out. When player commands airbrakes out, this happens: f14_airbrake.trk
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  9. happens to me often too
  10. this happens to all modules i own. the ejected pilot is an entirely different 3D model thats part of the base game, only used by the modules.
  11. Its probably because of F-14's complicated flight model. I dont know how OP flew in the trackfile it but if you touch the edge of the flight envelope, even the smallest initial difference causes a huge divergence. There is a similar issue thats significantly stronger in F-14 compared to other modules, reliable missile desync in MP, which too happens because of F-14's flight model quirks (when buffeting/stalling at high AoA).
  12. night carrier landing good pics. is your ship wake effect moded? it doesnt have the 3D displacement. id prefer to not have it too (the effect looks too weird since 2.7).
  13. not only does it have weird shape, its abrutly cut off at the end when you position camera near the cut off, youll see the water forming a vertical surface
  14. Ah, I see. Thanks you.
  15. I cant observe any difference whatsoever between hydraulic transfer pump switch being on and off, no matter what scenario I set up to test it. Is it implemented? Example scenario: - hydraulic transfer pump switch off (shutoff) - start up right engine - flight hydraulic system is at 3000psi, combined hydraulic system is at 0 psi - crank switch to left - combined hydraulic system eventually rises to 3000 psi = so far everything behaves as expected - crank switch to neutral - combined hydraulic system starts to slowly drop - hydraulic transfer pump switch on (normal) - combined hydraulic system continues to slowly drop to 0, exactly the same way as when transfer pump is off Why? I thought combined hydraulic system should be kept by the transfer pump at 2400-2600 psi, no? Am I doing something wrong, are there some interlocks im missing?
  16. I have seen this bug too. Sometimes SMS page gets stuck on the S-J format which cant be exited. I think it happens when you attempt to jettison while in MRM or DGFT mastermodes. When you exit MRM or DGFT, youll be still in unexitable JETT mastermode and thus unable to return to AG/AA/NAV.
  17. still broken in current OB
  18. i have noticed this too. its a pretty big issue if you are in the back seat. if you want him to increase altitude and change heading, you need to wait until one is complete to order the another.
  19. Let me guess: you use an AMD graphics card.
  20. It might be best to wait for ED to roll out dynamic campaign first before implementing TARPS, so HB could see if there is a way to connect it. It saves the info into a kneeboard page and into a file after you land. This is very useful because if you disable Lua sanitization, you can read files from within the mission scripting environment and thus make use of the detected radar locations within the mission.
  21. i see this bug too. broke couple of my missions.
  22. Its funny because now the situation is opposite. Switch waypoint works with task push but not task set. lol
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