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Everything posted by FoxTwo
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Don't hold your breath. ED is working on Vulkan support.
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It probably depends on what AMD does.
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Not talking about the approach turbulence.
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Instrument lighting and floods have been broken since the 2.5.6 lighting change. Hopefully they'll get around to fixing them.
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So like, dynamic weather? I thought they were working on that.
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If your headset FoV is greater than ~90 degrees you'll catch geometry disappearing in your peripheral vision. Also some water geometry gets mapped incorrectly, mostly around the shore area (water at different heights in each eye, ghost land textures, etc ), in addition to the lighting issues. What's funny is that it also fixes some things not rendering in both eyes, like the AV8B engine blades.
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It was pretty hilarious in mine Hariri shot Weed down but weed got off BOTH of his aim-9s at the last second and Hariri was taken out without any intervention from me. Which is good because I took out both of the F4s and was down to guns.
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You missed with the JDAM for the same reason that people are missing in mission 10, the coordinates are in DMS and the JDAM/JSOW only takes coordinates in decimal degrees. So you'd need to bomb N 30 30.0667, E 047 48.0667 or have Smoke do it for you (which is what I did since I LGB'd the truck). Or rather than trying to do the math on the fly, you can switch the HSI to DMS, input the coordinates as a new waypoint, then designate that waypoint as your target and have the tpod relay that to your jdam.
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Posted by folks who clearly haven't flown behind a KC-135 MPRS in DCS with an F-18 with wake turbulence on. Regardless of how it works in real life, in DCS it throws you all over the place.
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Radar on past waypoint 3 is fine. From waypoint 3 to 4 climb to 2500 and no higher. 4 to 5 you can hit 5000. Don't fly in formation with the other F-18 group, your flight should be slightly in front and to the left of them per the briefing. Usually give them a mile or two. Flew the mission several times, never got scrubbed.
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The real question is how many think they can AAR until they enable wake turbulence
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It may be exaggerated by the cockpit global illumination issues as well. Or just overdone in general. Or a product of a poorly simulated effect that works well on 2d but in 3d turns into a mess (like a lot of the other flat screen effects in DCS right now).
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I don't really use autostart because for most of the modules I can go from cold to hot faster than autostart can.
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The script asks you to verify your weapon guidance, and you reply that things are working fine. It's only your wingmen having issues with GPS.
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Found some information that described that the F-16 fuel flow rates above 18,000pph (for centerline) or 30,000pph (for wing tanks) will start to consume fuel from the fuselage tanks because the transfer rate is not sufficient to feed the engine. This should drain the fuselage fuel and prevent the siphon action from the external stores, at which point the wing turbine pumps are pulling a maximum of 6000pph from the stores into the fuselage. At THAT point, extended operation consuming more than 6000pph could cause an engine flameout. Basically you can get into a situation where it looks like you have plenty of fuel left but have a flameout because the engine is starved due to inadequate transfer flow rate. However, in DCS and just going all out at full AB with external tanks, what seems to happen is the center line tank is drained, then the wing tanks, then the fuselage. It doesn't seem like the external store fuel flow rate is being considered or the fuel transfer is modeled at all, unless I'm missing something obvious.
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Confused about the rendering pipeline DCS uses. Forward vs Deferred?
FoxTwo replied to 112th_Rossi's topic in DCS 2.9
As others have stated, MSAA is absolutely compatible with deferred rendering. It just has a horrendous penalty compared to forward + msaa, or other AA solutions. https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm -
Ejection seat arm no key binding
FoxTwo replied to Datajack's topic in Controller Questions and Bugs
Early access. Lots of bindings missing. Add your own. \Eagle Dynamics\DCS World\Mods\aircraft\F-16C\Input\F-16C\joystick\default.lua I'd add it after line 126 but put it wherever { down = cpt_commands.EjectionSafetyLever, cockpit_device_id = devices.CPT_MECH, value_down = 1.0, name = _('Ejection Safety Lever - Down'), category = {_('Systems')}}, { down = cpt_commands.EjectionSafetyLever, cockpit_device_id = devices.CPT_MECH, value_down = 0.0, name = _('Ejection Safety Lever - Up'), category = {_('Systems')}}, -
They said mid September. Which really means possibly late september/early october. They'll post when they're ready.
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It's literally the thing that I get paid to do on a daily basis, so when I say it's fine and it's just a false positive, that's a professional opinion. You can waste your time submitting it to kapersky if you want.
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I'm not talking about the gold or transparent canopy, or the reflections, I'm talking about the mask/shader/haze/glare effect that gets applied to the inside of the F-16 canopy and makes the entire world look glazed over. Any idea where I can nuke that in the lua? It's not so bad in flat screen but in VR it feels like I've got vaseline over the lenses.
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No need, it's an old DCS bug that they have acknowledged and know about, it's in all modules.