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AndyB

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Everything posted by AndyB

  1. Update: what I thought was a clear image in the Rift S has been overwritten by the quality of the Quest 3. I now realize it was in fact not even close to being clear. I have no issues now.
  2. I need some help. In VR in the F-18, for some reason I can't actually identify what I'm looking at in the atflir until I'm with in 3-4 or so miles and sometimes closer. The image is clear, not blurry, it just doesn't seem to fully render until I'm with in those ranges. Typically at 20,000ft asl in a 10 mile orbit. I'm in IR mode, I turn off alg, manipulate the gain, contrast, brightness, and the one above gain(sry forgot what it was called) and just cannot make out what I'm looking at. I can see big bombers from a little farther out but smaller targets like technicals, infantry, or even tanks, I have to be damn near on top of them to have any detail to see them. I'm thinking it's a setting issue of some kind somewhere. Or maybe I'm doing something wrong in the Hornet. Settings: Resolution: as small as possible for desktop Res of cockpit displays: 1024 every frame Anti-Aliasing: MSAA 4X Textures: High Terrain Textures: High Shadows: High Visible Range: Extreme Secondary Shadows, SSS, SSAO, SSLR: Off Scenery Details Factor: 1(max) Preload Radius: Max LOD Switch Factor: 2 Anisotropic Filtering 16X Terrain Object Shadows: Default Gamma: 2.2 Pixel Density: 1.5 MSAA Mask Size: 1.0(max) Enable hmd Mask: checked System Specs: Rift S Asus Rog Strix Z670E Motherboard Ryzen 9 7900x Asus TUF RTX 4080 64gb Trident Neo DDR5
  3. The only way I know of, is by nws depress to switch L+S to that contact(assuming your radar sees it and it's not just a data link contact) Otherwise you'd have to drop the lock to get bullseye cursor information. I think that's built into the logic for a good reason.
  4. I've also been experiencing this. Will upload a trk file soon
  5. A little hobby of mine in recent years has been recreating US Tacital Demonstrations. This one being the Navy's Rhino Demo Team, flying the F/A-18F Super Hornet. This one was challenging given that the CJS Super Hornet uses the ED Hornet's FM, so we had to get creative with some of the maneuvers. I hope you enjoy!!
  6. Just played this mission. It's still a bug. Ejected lol
  7. Oh yeah I think you're right lol and haha yeah for sure.
  8. Yeah I agree, should be 3rd person only. The head movement thing is weird when you're not actually moving.
  9. Any plans of the Hornet Pilot being moddeled to simulate being thrown forward in the cockpit when trapping? At least in external view? Maybe a bit unnecessary but just watched a video comparing dcs to the real world and just thought it would be cool to see that. I think it would really add to the immersion. https://www.facebook.com/reel/1250818435586282?sfnsn=mo&mibextid=6AJuK9 yes I know that's a super hornet
  10. I would love to see a quality of life update for the vapor effects, it's one of the last things imo, that'll make dcs feel like a new game. The vapors just seem old and outdated, and it'd be amazing to have aircraft specific vapors
  11. @BIGNEWY I have the .trk file. Also, I have no 3rd party mods installed. The first example is using the F3 Flyby Camera, The second example is using the Lctrl+F3 camera, The third example is the Lctrl+F11/Padlock view. The fourth example is using the F2 camera, all the way to the runway. The takeoff is using the Lctrl+F3 camera, And then I also noticed, once the aircraft leaves the ground, the jiggle effect is active in the F1 cockpit view, I'm pretty sure that is a bug. Thanks for responding, hopefully this can be resolved soon. Keep up the great work! Thanks, AndyB Camera Jiggle Bug.trk
  12. As the topic states, the (Lshift+J) camera jiggle effect only works when aircraft is in motion, then clips off/on hard when aircraft stops or starts moving. It used to move consistently, regardless if the aircraft was moving or not before DCS 2.8, I believe. It makes making cinematics a little less enjoyable, especially when starting to taxi. Does anybody know how to fix this, or @BIGNEWY if this is a bug, can you guys look into this when you have the time? I will upload a .trk file as soon as possible. Much appreciated!
  13. As far as I know yes, but I haven't tried other units, so I'm sure it's possible
  14. Hey Guys! Just found this out, thought it was pretty cool! If you use the Condition, "X: Cockpit Indication Text Is Equal To" INDICATOR ID=5 ELEM NAME=txt_RPM_(L or R) VALUE=(enter rpm number) You can use the RPM of the Hornet to trigger any action! Like ending a mission on engine shut down, or playing a sound when the engine is shut down!
  15. Yeah just found out, if you use, "X: Cockpit Indication Text Is Equal To" you can use the text in the rpm it self to be a Trigger. Just set the INDICATOR ID=5 ELEM NAME=txt_RPM_(L or R) VALUE=(enter rpm number) And you can use whatever rpm number to Trigger an action
  16. So you have to go into the liveries folder for the aircraft, select a livery, go into the description.lua for the livery selected and add the line [8] = 0 under "Custom Args"
  17. If you open the model viewer and open the f-18.edm in the Drive:/DCSWorldOpenBeta/Coremods/aircraft/f-18c/shapes, you can see all the different arguments and their values, and just try adding a line in the liveries folder of the description of the same path
  18. Just found out, if you go to the liveries and add the line - [8] = 0 under "Custom Args" you can change this.
  19. Thank you, my goal was to help people who didn't understand what a Flag was by making it sound as simple as possible and bring some concept to the idea. Adding your post on top of this, brings a lot more complexity and immersion to it, I think between our two posts, this can really help a lot of people, first grab a very simple concept of what a flag is and how it works, and then really hone in and understand a sort of, "flag theory" if you will. Thanks for the response, I really appreciate it. Great Information.
  20. I hope this finds anyone struggling to clearly understand "Flags" in the Mission Editor. The simplest way I can describe a "Flag", is that it is basically just an invisible switch. This "invisible switch" can be turned "On" or "Off" by meeting a specific user set condition. (E.g. flying in or out of a user created trigger zone, pressing a button in the cockpit, or reaching a specific altitude). If a switch("Flag") is turned "On", you can make stuff happen. (E.g. Activate groups, deactivate groups, play a message, spawn enemies, even flick a switch in the cockpit!) Alternatively, you can turn a switch("Flag") "Off" to achieve the same effect. Creating a switch("Flag") is simple! Make a Trigger, set a Condition, and set Action to "Flag On" and set a value to it [x]. Note: You don't necessarily need a condition to just simpily turn a switch("Flag") "On", depending on the Trigger Event. (E.g. On Mission Start) Then, to make it do something, create a new Trigger. Set Condition to "Flag Is True" Make the value the same as the one you just turned on [x]. Then select an Action you want to happen when it is turned on. Note: You can also use "Flag Off". However they're set to off by default. In my opinion, it's easier to have a switch("Flag") turn "On" and perform an action and then build upon the operation of that switch("flag's") orientation. Simple Example: Set Trigger [ONCE] [Name whatever you want, E.g. Test] [NO EVENT] Set Condition [Time More] [Seconds=10] Set Action [Flag On] [Value=1] Create New Trigger Set Trigger [ONCE] [Name whatever you want, E.g. Flag Test ] [NO EVENT] Set Condition [Flag Is True] [Value=1] Set Action [Message To All] [type whatever you want]. And that's it, you're done! Just start the mission, and after 10 seconds the message will appear. Now obviously, you could just set the Action in the first trigger to [Message To All] and bypass the switch("Flag") and it would work just the same. But let's say you wanted that message to say, "Hostiles In The Air" when you fly over a specific point, while at the same time, activate an enemy aircraft, spawn a friendly aircraft, and spawn an enemy ground unit. You can make all that happen at once with just one switch("Flag") under one user condition. So you'll see, as you start building missions, just how useful these switch("Flags")can be. You could have one switch("Flag") turn on while another switch("Flag") turns off in the same action. Deactivating one group and activating another group simultaneously is just one of the literal thousands of different scenarios you can create using flags. I Hope This Helped! Cheers!
  21. Did you get this to work?
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