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jtmedina

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Everything posted by jtmedina

  1. I am still having stuttering when increase tree visibility to 8000-9000 m. It happens in cockpit view and it's almost impossible to look around. Here is my hardware and graphics settings. Catalyst control center everything set to app settings. Intel Core 2 Quad Q8300 @ 2.50GHz ATI Radeon HD 5700 Series 4.0GB Settings... http://img847.imageshack.us/f/screen110307190632.jpg
  2. I have noticed stuttering when increase the tree visibility to 10,000 m, It happened when in cockpit view and using the trackIR.
  3. The only problem I found is that those settings are affected by scenes settings. If they are low I can`t see a tree. There should be two distance settings one for buildings (without affecting air bases) and another for trees.
  4. I checked out the checklist you posted http://forums.eagle.ru/showpost.php?p=1122275&postcount=9 Very useful I think from now on I'll start to use it. Now I understand when you said ugly...:D
  5. No one uses the checklist from the manual?
  6. LANTIRN
  7. Glad you noticed it too. In DCS A-10 in my opinion the FLIR on the TGP is almost "useless" it's really a pain to detect even units closer than 5 miles. I saw a video showing the FLIR and ground units were much more visible.
  8. Thanks, it worked!. I did. It had to be the way the file is saved. No sure although. Thank you both for your help :thumbup:
  9. Nop, I tried notepad, wordpad and notepad++ I even manage to save it as UTF-8 without BOM but nothing.
  10. Anyway what I really wanted is to show the MFDs on a floating window something like that... http://img251.imageshack.us/f/floatingmfd.jpg I think I was wrong it may not be even possible.
  11. Created a new monitor profile to show two MFDs on the main screen but when I go to options, the profile doesn't show up. I saved it with notepad++ There is the config file.
  12. Request. Add floating MFDs in cockpit view. I was thinking if it maybe possible to add floating MFDs in cockpit view. I know that using alt+f1 is possible to remove the cockpit to only see floating MFDs but I use TrackIR and sometimes it is hard to see the MFDs when I zoom out to have a wider view of the cockpit. I did some photoshop to show what I am referring. http://img251.imageshack.us/f/floatingmfd.jpg
  13. I am having real trouble finding ground targets, even using FAC they illuminate the target using smoke but when pointing at the waypoint using TGP I still have problems finding them. I know that flying at 10,000ft can't be that easy to spot ground targets but I think using TGP shouldn't be that hard.
  14. Thanks for the info
  15. When using the cannon I don't see tracers, I tried it from both external and cockpit view. Also I activated the HDR but it seems like it is not working. Maybe I am mistaking but I don't see same bloom than on the beta 4.
  16. Hi there, Game runs very smooth(everything high except shadows+ 1080 + 2AA) 30 fps when flying over city, on the runway depending where I look at framerate spikes from 20 to 40 but still it feels playable even when framerate goes down. I have an "old" Quad Core 2 8300 2.50 and an ATI 5770 I see the performance much better than on the latest beta 4. Thankfully I'll be able to fly it without a problem apparently. I only got an issue, when ingame I can't center the view of the TrackIr I don't know why but the sim doesn't seem to detect the hotkey(F12). Also the view with trackir moves around the cockpit without any limit of angle(360) not just like in Lockon. It never happened that to me with other sims.
  17. Still downloading here from bittorrent. I can read some people reporting good framerates I hope this version runs smoothly on an average computer.
  18. Exactly. Here is what my idea basically is. I don't know if you could tweak the mission editor to allow that. It would certainly be great. :thumbup:
  19. :) I was trying to create a trigger imitating a radar station on an enemy base. Every time the player passed over that trigger(the radar station), an enemy squadron scrambles from the nearest base. That squadron would be only respawn if it was dead without any need to copy it. That's the idea. If we could respawn dead units without copying them we could create a mega dynamic mission where every enemy base could have its own scramble group to intercept the player trying to the destroy the base. Also having a limit on the number of respawn of a certain group would be great to create the effect of the supplies and reinforcements of the enemy coalition. Shame I don't know if some one could tweak the mission editor to allow that.
  20. I tried this but I still am limited by the number of times I copied the group. I just want something that allows an AI group to spawn everytime I get a player near an enemy base. Apparently there is no condition to revive an AI group after it dies without having to create copies of it.
  21. There is any way to reactivate an AI group that has already been destroyed?. I know how to trigger activate a group but once it is destroyed I don't know how to respawn them. http://img405.imageshack.us/f/launch...1242050212.jpg http://img508.imageshack.us/f/launch...1242050407.jpg
  22. I have a question. There is any way to reactivate a AI group that has already been destroyed?. I know how to trigger activate a group but once it is destroyed I don't know how to respawn them. http://img405.imageshack.us/f/launcher201011242050212.jpg http://img508.imageshack.us/f/launcher201011242050407.jpg
  23. Not true not fair what you are saying. Really??....I already know it. I'll wait until the final release to see what happens...
  24. Take out HDR and bloom effects and it would look almost as BlackShark. It doesn't make any sense this low performance, it is not even the alpha version. I hope they improve it or I won't be able to fly it.
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