Jump to content

FoxTwo

Members
  • Posts

    942
  • Joined

  • Last visited

Everything posted by FoxTwo

  1. Have you tried playing with the frame rate limiter in special options?
  2. I reported this as a bug a while ago and it got moved to the wishlist lol
  3. Any thoughts about this? I'm really not seeing the same effect in PG or the Caucasus. Haven't checked NTTR. But it's definitely a super noticeable problem in Syria and the Marianas.
  4. You'll need to buy the sound module from andre to make it work with simshaker for aviators.
  5. https://chucksguides.mudspike.com/DCS/DCS Mi-24P Hind Guide.pdf Page 63 Floating Reticle Brightness Control Knob
  6. I've had mine for more than two years, put 2000+ hours in DCS VR on them, and haven't had a single problem.
  7. Guess that explains why it works for some and not others. Hilarious. @BIGNEWY Can we get this bug acknowledged please? Thank you.
  8. It's not just MP, I can reproduce this in SP. Cold start, either with rearming and adding dispensers/bombs or spawning with them already, you cannot drop bombs. Hot start, everything works fine. So I guess it COULD be something we're all not doing in cold start, but I'd like to know what it is because as far as I can tell I've got everything on. cold-start_dispenser.trk And here's the same mission with hot start being the only change. hot-start_dispenser.trk
  9. Yeah, nah. I just tried it again, cold start mission, rearm bombs or dispensers. Tried making things up and tried following chuck's guide to the letter. It doesn't work. Changed the mission spawn to parking hot, they dropped just fine. It's a bug. Either petro isn't turning something on when you tell him to arm the weapons or there's some disconnect in the script with cold start compared to hot start, but dispensers/bombs ABSOLUTELY do not drop.
  10. I couldn't drop bombs in a multiplayer mission after loading them via the ground crew. I assumed it was me until I read others having the same problem. I did get them to "drop" via jettison and they exploded but I don't think that's the intended method of weapon deployment.
  11. Sounds like you have parallel projection enabled in pitool and maybe some of the render quality settings dialed up.
  12. She's mostly complaining about the generators not running at the start. The Mi-8 has the same warnings but there's an english translation so you can hop into that to get an idea. You can get context clues, I know one of them is a landing gear warning when you're below a the warning altitude.
  13. It's obvious that the problem with the brightness of the MFDs is a function of camera distance. The further away the camera is from the display, the darker it gets, to the point that at a normal head height distance (VR) you are so far away that they are incredibly dim. Some sort of light falloff calculation bug? You can simulate this effect in 2D by slowly zooming the camera out a click at a time until the MFDs are effectively just empty black screens, and it's honestly not that far back. Something that might seem "perfectly bright enough" at the "normal" camera distance in 2D becomes a source of dim frustration at a natural head position distance in VR.
  14. Thank you for the TID brightness change, it's significantly better in bright daylight missions.
  15. It's time of day/sun position mostly. The lighting engine and overall light output from cockpit devices is lessened as the global light intensity increases, and doesn't seem to take shadow into account. I know it's a terrible photo but it's through the lens, it's as accurate as I can get to explain how difficult it is to make out ANY symbology on the MFDs. Ignore the blurriness, and realize that the camera is actually picking up MORE light than is actually visible thanks to the exposure. This is with game gamma at 2.0. They are just nearly unreadable. Symbology is too dark, lines are too thin.
  16. Yeah I can't say I'm seeing an improvement. I dialed up the stroke thickness and that helps some. Getting rid of the LCD screendoor effect would probably help a bit as well. But overall the luminance of the display is the problem.
  17. It is pretty remarkable that cockpit lighting in a modern fighter aircraft is worse than my Lincoln's instrument lighting in the same daylight conditions.
  18. It would be nice if there was a checkbox or a slider for 'full realism' and 'readable to humans in a simulation that don't have calibrated 8k displays and 20/10 vision'.
  19. Frankly, I think it (along with line thickness) is significantly impacting the MFD readability for me and I'd like to edit/remove it if possible. Anyone know if this is in the materials def lua or where it would be? Here's an example of what I'm talking about. I'd like to get rid of the simulated black space between the "pixels". EDIT: STOP COMBINING EVERYTHING THAT'S TANGENTIALLY RELATED INTO THIS TOPIC GOOD LORD.
  20. I don't think so. But thank you for the offer. The problem is DCS is being super aggressive with texture LOD distance.
  21. I see I can map the spotlight control to buttons for up/down/left/right but is there a way to put it on an axis instead? Looking at the command defs I see some references to it but I'm really only good with defining custom button bindings.
  22. Try aluminum t-slot 80/20 You want 40 series for monstertech compatibility.
  23. I'm noticing the same problem with roads/etc in Marianas as well, seems to be a systemic DCS texture LOD range issue.
  24. ["graphics"] = { ["DOF"] = 0, ["LensEffects"] = 2, ["MSAA"] = 1, ["SSAA"] = 0, ["SSAO"] = 0, ["SSLR"] = 0, ["anisotropy"] = 4, ["aspect"] = 1.7777777777778, ["box_mouse_cursor"] = true, ["chimneySmokeDensity"] = 1, ["civTraffic"] = "", ["clouds"] = 2, ["clutterMaxDistance"] = 1060, ["cockpitGI"] = 0, ["effects"] = 3, ["flatTerrainShadows"] = 0, ["forestDetailsFactor"] = 1, ["forestDistanceFactor"] = 1, ["fullScreen"] = true, ["heatBlr"] = 0, ["height"] = 2160, ["lights"] = 2, ["messagesFontScale"] = 1.25, ["motionBlur"] = 0, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 1.8, ["preloadRadius"] = 75000, ["rainDroplets"] = true, ["scaleGui"] = 1, ["sceneryDetailsFactor"] = 1, ["shadowTree"] = false, ["shadows"] = 3, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["useDeferredShading"] = 1, ["visibRange"] = "Extreme", ["water"] = 2, ["width"] = 3840, },
×
×
  • Create New...