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GregP

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Everything posted by GregP

  1. PeterP, this is excellent work, and I'm looking forward to trying it. For clarity, though -- what resolution were you using when you created these? As you say, results will vary depending on FOV and aspect ratio, so I'm trying to determine ahead of time how well these numbers might work for me on my 5900x2160 setup.
  2. I avoided COD until this past Friday, when the last patch came out. I then bought it on Amazon download for 20 bucks. I've spent a lot of time since then getting it tweaked and setting up my HOTAS, and I have to say -- I'm fairly impressed with COD in its current state, especially given how far it's come. On my two 7970's (which admittedly are probably not the average system spec), I run COD in Eyefinity at 5904x1080, with most graphics options maxed but SSAO off and a few things like Forests and Buildings Amount set to Medium. In the missions I've tried so far -- and I admit, it's been limited to mostly quick missions and a few single missions -- I have no problem averaging in the 40-70 FPS range. I do, unfortunately, get a bit of microstuttering quite often, but this comes from Crossfire and not the graphics settings. For the moment I'm willing to put up with it, as it's not that bad, and worth the huge FPS boost I get from the second card. You can run FXAA/SMAA injectors to help 'pretty it up', although in my experience, it is almost impossible to force AA on Radeon cards via these injectors, whereas it seems to work better on Nvidia cards (and/or Nvidia users have access to SGSSAA, which is vastly superior in IQ to the Radeon's SSAA). I currently use SweetFX to change the color palette a bit (reduce the default washed-out look) and sharpen it, and it looks pretty damn good. Thus far, my only two complaints are: - It really does suck that the game does not have any working AA, nor (at least for me) can it be forced from the outside. - Try as I might, including with the PPJoy/GlovePIE trick, I have not been able to get my Fanatec ClubSport pedals working as rudders in-game. The bottom line is, official dev work on this sim is now complete. What we currently have is all we're going to get. For $20, I'm willing to make the best of it. Even with its remaining problems, this is the best WW2 sim out there. Glass half-full, y'know? :) As such, I'm having a lot of fun with it. Of course it doesn't hurt that I totally missed out on the past 18 months of ugliness in the forums... EDIT: I have since writing the above figured out how to get my pedals working; all it took was for me to carefully follow the instructions here.
  3. OK guys -- good news: the problem was me, not DCS. Snapview saving does indeed work in 1.2.1, just slightly differently from how it worked in the A-10C betas. Here's what you do: In 'DCS World\Config\View\View.lua' set: DisableSnapViewSaving=false UseDefaultSnapViews=false When in-game, to save new snapviews, do the following: 1) use RShift+RCtrl+KP keys to move the camera, use KP keys to tilt camera 2) press LWin + KP(x) where x is the KP key you want to bind the snapview to 3) press RAlt + KP0 Your snapviews are now saved in (under Windows 7, at least) C:\Users\[name]\Saved Games\DCS\Config\View\SnapViews.lua. You can do this for every DCS aircraft, and you can also use this process to set a different default cockpit view: define a new snapview on a KP key you don't already have bound to another snapview, then exit the sim, go into the SnapViews.lua file, copy the 'Snap[x][y]' section of lines (where x is your aircraft [as shown in the View.lua aircraft list] and y is the KP key you used + 1) and paste it over the existing 'Snap[x][13]' group of lines, changing your y's to 13's (i.e. 13 = 'KP12', which obviously doesn't exist as an actual key, but defines your default cockpit view). I've now happily got all my default and snapviews defined just how I want them for every aircraft.
  4. Understood, although as I cross-posted over here in the P-51D forum, the 'save cockpit angles' functionality WAS working in 1.2.0's P-51D module (which I know, was still in beta). So apparently something changed between 1.2.0 and 1.2.1 .... fixed in 1.2.0 but broken again in 1.2.1. :(
  5. What's really frustrating is that this process WAS working in 1.2.0, and in that version I saved 'fixed' snapviews, including the center view, for myself for P-51D and everything looked great. But apparently the coordinates have changed in the release version of P-51D, because pasting that 1.2.0 SnapViewsDefault.lua file into 1.2.1 leads to really messed up snapviews in the P-51D (and also Ka-50, I might add, although the 1.2.0 saved snapviews still work fine for the A-10C). Meaning, P-51D is currently essentially unplayable for me. Very frustrating.
  6. EDIT: Problem solved, see my post #4 below. According to the changelog for 1.2.0, this was fixed, but at least for me in 1.2.1.6288, this is not working. Even if I set SnapViewDisableSaving=false in View.lua, following the normal process for saving snapviews (move camera, LWin+KP(), RAlt+KP0) does nothing whatsoever. So, is this still broken? Has anyone else gotten it to work?
  7. OK, I have now confirmed that this process does not work in any of the other modules (A-10C, BS2) in DCS World 1.2.1 ... so the snapview saving process must have changed. Grrrrrr.....
  8. EDIT: Problem solved. See my post over in the main DCS World forum. I've very familiar with the process for changing snapviews in A-10C: View.lua: DisableSnapViewSaving=false Then in-sim, you: 1. use the RShift + RCtrl + KP keys to move your view 2. press LWin + KP() to choose the snapview you want to save to 3. press RAlt + KP0 to save the view This works perfectly well in A-10C. However, in P-51D, the SnapViewsDefault.lua does not have explicit "Snap[x][x]" view settings for the P-51D, which should be index 12. Instead, the snap views are created based on the function "p51_snap_views", which makes sense. But when you then try the process listed above, nothing gets saved to the SnapViewsDefault.lua file. Even if you explicitly create you own Snap[12][x] group of snap views above the function, and remove the function altogether, still, doing the process above does not save anything to the SnapViewsDefault.lua file. I'm pretty sure this DID work in the P-51D betas, though. So, anybody else having this problem? And/or, ED, can you lend a hand here? Why isn't this working? Changing snapviews is absolutely critical for me as I run a 4-screen T-shaped render window, requiring me to manually create not only my default center view (Snap[12][13] in this case) but also all the other snapviews, as all of the defaults are messed up.
  9. Wow, quick response! Right after I posted my complaint I remembered that I read earlier somebody mentioning trying keepcomposition=1 ... I tried, and problem solved. So I quickly came back and deleted my post, only to after that find that you'd answered my question. Oh well .... thanks!
  10. MadTommy, I feel your pain. I have the exact same problem with every DCS update. Since the last version, what I started doing was creating a "DCS Mods" folder outside of my DCS folder, into which I placed a copy of every new or modified file that I changed or added in DCS. When a new DCS version is released, I then just copy the entire contents of my "DCS Mods" folder into my new DCS folder, and everything's there. But of course, some mods & edits are things where individual values need to be changed in lua files and I don't necessarily want to overwrite the new DCS version's files with my own older files. In this case I've created a spreadsheet showing every file I've changed and in what way. When I install a new DCS version, I then go through each file in the new DCS install and change each one according to what is shown in my spreadsheet. Tedious, yes, but at least organized and methodical. The change from the standalone 1.1.1.1 modules to being incorporated into DCS World in 1.2.0 required a HUGE amount of setup work on my part to get everything working, as, in particular, the controller lua files had changed considerably. Hopefully, we won't see such radical changes like that again any time soon.
  11. Does the auto-update function occur automatically every time you start up DCS World? Or does the user have to select the update option from within DCS? I hope the latter, as the former would get very tedious to constantly have to copy the modded files in 'backup001' back into the DCS folder.
  12. Just view it in Chrome, and allow it to auto-translate for you.
  13. Thanks for the interest, guys. Looks like I've found a taker but if it doesn't work out I'll let y'all know.
  14. I got these about two years ago for the DCS: A-10C setup I was building, but then eventually moved to a touchscreen-based setup where I don't have any need for them anymore. Since they're fairly heavy I'd prefer to not bother with having to pack it up and ship it, and so instead I'm offering these for free for anybody who can come pick them up from me in DC. They're in perfect condition, with no problems.
  15. PeterP, amazing as always!!!! Will try to test this out over the weekend. Thanks again for your persistence!
  16. Any chance you might like to repost your writeup over here? SimHQ is blocked for some of us at work, but the ED forums are niiiiiiice and open. :)
  17. Whoa! Ironhand has joined the DCS world? Maaaaan .... I've been waiting for this day for a long time. Definitely hope you plan on sharing some of your expertise with us via tutorial video -- been a BIG fan of your tutorials since the Flanker 2.0 days. I check your website every few months to see if you've secretly started putting out DCS material...and it's always a letdown! Maybe that's about to change? Wishful thinking?
  18. According to PeterP's post here, both Server.lua and View.lua should be modified in order to get 6DOF working properly. I haven't had a chance to try this myself yet, so I'm not sure if it avoids the problem Smokin Hole mentioned, but thought I'd mention it anyway.
  19. My wife and I are planning a 2-week trip to Turkey, August 26 to September 8, for our honeymoon. We're planning 5 days in Istanbul, 3 in Izmir/Cesme/Ephesus/Bodrum, 3 in Capadoccia, and then one last day in Istanbul. I know I've come across at least two Turkish Lock On / DCS fans over the years (Torwak and Yeniceri) but it seems that both of them are less active on the forums these days. But I was wondering if there are any other Turkish DCS fans who might be interested in meeting up for a drink while I'm there? I always like to meet other members of our community here.
  20. It seems that I, too, was a bit confused about setting SPI via the HUD. I had presumed that selecting HUD as SOI and then TMS-U/L'ing would just automatically make the current STP the new SPI. From what you guys pointed out, after testing last night, and after consulting the manual, I realize I was wrong about how the HUD is used to set SPI. And now I agree with what you guys said -- setting the current STP as SPI specifically requires a TMS-D/L, and cannot be done via TMS-U/L. With this sim you learn something new every day!
  21. I presume your reply was addressed to the OP, and not to me, right? Because while I agree with you, it still doesn't answer his original question -- he did in fact make WP2 the new SPI, and so CH-F/L should have slewed the TGP to WP2.
  22. While I agree with what you guys are saying, that still doesn't quite answer his question, does it? If he advances STP to WP2 and makes STP the SPI via TMS-U/L, and then does a CH-F/L to slave all sensors to the new SPI, why doesn't the TGP respond? Seems like it ought to, regardless of what exactly the SPI is (steerpoint, point on the ground, boresight, etc.). Yes, he could force the TGP to the current STP by doing CH-A/L, but that shouldn't be necessary in this case -- CH-F/L ought to force all sensors to the SPI (which happens to coincide with the STP in this case). Granted, if all he wants to do is get his TGP to point to WP2 just like it did at first to WP1, it is quicker to just advance the waypoint via UFC and then do CH-A/L, avoiding the need to first make HUD SOI, advance the waypoint, make STP the SPI, then slave all to SPI ... but the question is not about the best way to do it, but rather why CH-F/L isn't making the TGP slave to the new SPI.
  23. GregP

    Voice Overs

    I'll help out if I can: Male / 36 / American, no particular accent
  24. Also noted in the A-10C FAQ: http://forums.eagle.ru/showthread.php?t=67747 "Q: FAN RPM % does not exceed 82%. Is something wrong with my throttle? A: No. The engine is designed to operate at optimum performance, which is 82% FAN RPM. Also note, that there is a difference between Core RPM and FAN RPM."
  25. I've got a similar setup to what metalnwood describes, but instead of using Helios on the touchscreen, my touchscreen directly renders the instrument panel. This is quite a bit different from just creating your own CDU as the OP is trying to do, but I too tried to go down that path, tried exporting MFCDs, tried Helios, etc. ... and then finally settled on my current config, which is by far the most flexible and intuitive solution I've found yet. So, I thought it was worth mentioning for those who might be interested.
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