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Everything posted by Mustang
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Try this out guys - extract the Config and MissionEditor folders to root install of DCS and allow merge/overwrite of files https://drive.google.com/file/d/17BpEMbAXc30rSFOXN3JMkvju7sYDrFHZ/view?usp=sharing I have created two new visibility settings within the options page of DCS - 'Ultimate' (x2 the draw distance of Extreme) and 'Insane' (4x the draw distance of Extreme) The problem with object 'pop-in' was solved by increasing the Instancer buffer values in terrainoptions41.lua.
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DCS Persian Gulf - terrain noise tiles fix.
Mustang replied to Mustang's topic in Texture/Map Mods for DCS World
These textures are only for PG and Syria if you check the contents, they are edited textures not lua parameters - i'll need to reinstall the NTTR map to do the ones you want, I'll take a look this weekend. -
DCS Persian Gulf - terrain noise tiles fix.
Mustang replied to Mustang's topic in Texture/Map Mods for DCS World
Hi all, to anyone still interested in this mod I have made a fresh version https://drive.google.com/file/d/1i64wpyu_4TSw0azkfFNNlrJlr7TNvGOk/view?usp=sharing I'll get around to updating first post once I get some time off work the next few days.- 144 replies
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Even with stock you see ghosting, check out the edges of the drop tanks in this video at the start
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edit : link is up.
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Tested for the past hour in 2.7.2 and all seems to be compatible with this version.
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Yeah I remember you leafer, welcome back
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Water is too dark and horrible
Mustang replied to Fabiano-VIKING's topic in Weather System Bugs & Problems
Did anyone notice the much better looking water in the two videos Wags demoed today? -
Water is too dark and horrible
Mustang replied to Fabiano-VIKING's topic in Weather System Bugs & Problems
While we wait for official changes from ED there is the shader edits mod that help with the water, both in terms of colour and reflectivity. -
@Gravy Jonesno idea mate I never use mod managers so I am unsure, best method to me is the direct application of files manually to the game directory - 99% of people who use this mod have no major issues. v0.96 is uploaded today with some minor adjustments to the water reflectivity brightness and a workaround for the black/white sparkly dots sometimes seen when camera is very low on water looking towards distant horizon.
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@Dave317 open grass.fx with Notepad++ and goto line 329: o.color.a *= input.params.z*1.5; // height scale by distance edit the figure above in bold to increase/decrease height. Also a heads up - mod pack v0.95 is uploaded in first post which includes an attempt of reducing the cloud reflections on water surfaces.
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For the distant shimmer - try bumping up your 'far_clip' parameter in graphics.lua to a higher amount, say 300000 just for a test.
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resolved Clouds issue with SSAA 1.5 in new patch
Mustang replied to Ala12Rv-Muscat's topic in Weather System Bugs & Problems
Just updated and SSAA 1.5 works perfectly again here, thanks ED -
resolved Clouds issue with SSAA 1.5 in new patch
Mustang replied to Ala12Rv-Muscat's topic in Weather System Bugs & Problems
Only 1.5 SSAA is the culprit, 2xSSAA works fine. -
Water is too dark and horrible
Mustang replied to Fabiano-VIKING's topic in Weather System Bugs & Problems
Try this - open water.fx with Notepad++ (DCS World OpenBeta\Bazar\shaders\enlight) and goto line 343 and change it to: float deepFactor = calcWaterDeepFactor(water_depth, -0.3); this will drastically change the water transparency - one thing to bear in mind, it does not suit the Caucasus Sea map as it's too clear for that body of water and looks wrong, this edit is best for PG and Syria maps. -
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Please take a look at my latest shader mod update 0.91, it includes a workaround for this problem
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v0.91 uploaded in first post, added adjusted water.fx to mitigate the water transparency so it looks far less clearer (example here )
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'Effects. Updated smoke presets' interested to know more on this.
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You can force the draw distance of clouds further by modifying far_clip = 150000; in your graphics.lua to whatever you like, 300000 is a good ballpark.
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Try using maxfps = 0; this will remove any FPS cap.