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Everything posted by FoxTwo
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So I just played around with this a little bit, using the quick mission generator and the PG map ended up with the game setting the year to 2100. No stars were visible and it broke a lot of other things as well. Try editing your mission and make sure your date is something reasonable (I used 2004) and you should see the stars.
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Which map? So far I've just tested it in Nevada and saw tons of stars.
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How about no.
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Are you resetting FCS and enabling take-off trim on startup?
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Opening the refueling probe at altitude depressurizes the tanks. The warning is normal and it did it before the latest update.
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First color temperature of the ground lights; while much of the world is now using LEDs I'd say sodium-vapor lights are generally more commonplace. Most of the street/building lights should be a mixture of yellow or orange ~2700k or 3000k, and not the white/blue of an LED at 4300-5000k. Particularly for the years that our maps are meant to represent. Secondly, while I understand how light falloff works, differences in lumens of individual lights in an area would probably mean that there would likely be a more gradual dimming than the hard cutoff that appears to exist in the current implementation. Right now there's just a black curtain at around a mile or two where the game just stops rendering lights entirely, except for a few "priority" lights like runway lights. Lastly, the stars. They look great. But can they be white? Right now they're a sickly green. Thanks for the lighting improvements overall.
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World engine lighting has been too low in 2.5. Tomcat comes out in 2.5 with boosted lighting to compensate. World lighting fixed in 2.5.6. 3rd party module builders like heatblur and razbam will need to adjust their lighting to reflect the new engine baseline. In the meantime, maybe turn the lights down in the affected modules?
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It's not just the tomcat. Every cockpit is destroyed with SSLR enabled. Just leave it off for now.
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Yes.
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Haven't had a problem other than the mission bug where a unit will turn off both tacacn and ICLS radios every now and again.
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Looks like a great combination of utility for both the ICP and UFC. I'll put an order in as soon as they reach production!
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You can't find the spacebar by touch in VR? Really?
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No. Not anytime soon. Topic covered in the VR subforum.
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To put it back on topic, it would be nice if Jester would like... relax a bit at least on the ground. I know there's a MiG-29 on the RWR 15 miles away but it's pretty hilarious trying to run through startup with Jester alternating between frantic and calm.
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Make sure the lights are on in the room, and that you have a sufficiently 'interesting' wall around the camera view area for it to track accurately.
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Pretty sure the ALE-47 system is WIP but I don't think master arm has to be enabled. Just the dispenser switch set to on with the ALE-47 set to a manual program or the switch in bypass.
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[Official] SimShaker for Aviators
FoxTwo replied to f4l0's topic in PC Hardware and Related Software
Sorry, you're correct I misread the support for BMS in Aviators. Aviators supported titles: DCS World, Microsoft Flight Simulator X, Prepar3D, X-Plane11 Wings supported titles: Falcon BMS, War Thunder (both 64 and 32 bit clients), AeroFly FS 2, IL-2 Great Battles -
[Official] SimShaker for Aviators
FoxTwo replied to f4l0's topic in PC Hardware and Related Software
It will work fine you can select any audio device as the output device in the sound module. -
[Official] SimShaker for Aviators
FoxTwo replied to f4l0's topic in PC Hardware and Related Software
Simshaker Wings is for every flight sim except DCS and Falcon BMS. Falcon BMS and DCS uses Simshaker for Aviators. http://simshaker.azurewebsites.net/downloads/SimShaker%20for%20Aviators_release_clickonce_setup.zip -
[Official] SimShaker for Aviators
FoxTwo replied to f4l0's topic in PC Hardware and Related Software
SimShaker for Aviators will work by itself if you're using a vibrating seat pad like the jetseat. If you want to use it with an audio transducer, you will need the sound module as well. Put simply, Simshaker for Aviators interfaces with DCS. It reads the output from the simulator (not audio but actual aircraft information like engine speed, flaps position, AoA, g-force, etc), and generates a vibration effect. The Sound Module reads information broadcast by Simshaker for Aviators, translates the effect to a corresponding sound file and plays it back the to the audio output of your choice, which is converted to vibration by an audio transducer. A subwoofer won't really work because the effect is intended to be felt not heard. -
Don't preorder. Anything. Always wait for stock. Or have we not learned anything from all the vendors promising the moon and being unable to deliver?
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Sometimes in multiplayer I may select a few different aircraft for a different part of a mission. After the switching to the second or sometimes third aircraft, performance tanks and VRAM usage skyrockets (up to 20GB reported by the ctrl + pause overlay). According to MSI Afterburner, system RAM skyrockets to over 29GB consumed, the video card is pegged at 11GB, and the game slows to a crawl even menus don't open. CPU is running warm at 50-60% but not pegged on any single core. It doesn't seem like the old textures/assets are being unloaded when you switch aircraft. For reference I have a 1080ti with 11GB VRAM and 32GB of physical system RAM. Here's a track of me hoping around different aircraft, by the time I make it to the JF-17 I have to go to task manager to kill the DCS task because the game becomes unresponsive. This is an extreme example, I've had it happen on my second aircraft. Aerobatics Online Caucasus OpenBeta-20200128-184302.trk
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Not for live ordnance, no.
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[Official] SimShaker for Aviators
FoxTwo replied to f4l0's topic in PC Hardware and Related Software
Wings isn't for DCS, you want to use Simshaker for Aviators (free) and the Sound Module (paid).