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Nate--IRL--

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Everything posted by Nate--IRL--

  1. Air is the medium both travel in. They should remain aligned with the medium, the smoke is being aligned instead to a fixed point in space, rather than a point in the moving medium. Nate
  2. I've wanted this for some time. I remember a disabled chap also asking for this feature too, it was the only way he could use the sim (he was quadriplegic). I did ask for it to be looked at, but alas heard nothing. Nate
  3. The Anisotropic filter is the setting that controls that. Try adjusting in DCS and/or the video card drivers Edit:- sniped :) Nate
  4. I'd guess that each pulse signal could be modulated in such a way to keep it distinct, or even have encoded data in it. When returned it would be identifiable. In fact I can't see how it would work without something like this. Nate
  5. The Nevada Airstart mission in trunk. Nate
  6. I've gotten the P-51 to 30K on my first try in Nevada. Anybody got a mission to show this 17K ceiling behaviour? Nate
  7. Much Obliged! I'll have shot with that and see if it helps. Nate
  8. FFB is not compatible with input curves - I discovered that very early on. Non-FFB only if you use curves. Nate
  9. I think it been this way since Flanker 2 - I've never given it a second thought :) Nate
  10. Looks like you guys got some Exclusive screen-shots too! :) Nate
  11. Are you sure? I could have sworn that was in the release version. Buildings shadowing other buildings was definitely there previously. Nate
  12. €742 delivered to Ireland. Ugh. Too much. :( Nate
  13. Nope, 1.5 doesn't work, it seems VMware does not support DX11 yet - Hyper-V is the way to proceed I think. EDIT:- Isn't Hyper-V part of Win-8/10 now? Could someone give it a go? Nate
  14. You could try Hyper-V server 2012R2? EDIT:- Disregard - I note no GPU in the server. I might test 1.5 in a VMware VM using server 2012 R2 or 2016 - I had 1.2 working no problem. Nate
  15. I agree - but it satisfies "Dynamic shadowing of the terrain and mountains" as is. I am not for one second saying that Shadow/Ray Casting won't return however. Nate
  16. Does this illustrate the dynamic part better? Nice edit to your post BTW :P . iUUTqH2uhO8 Nate
  17. That's correct, there is no shadows being cast onto secondary surfaces (i.e. self shadowing) in the example above. The Current Difference between the Black Sea Map and Nevada, is that the Shadowing that is drawn on the terrain is now Dynamic over time. Nate
  18. Here's a better example of the dynamic shadowing we have now. iUUTqH2uhO8 BTW The shadow casting onto secondary surfaces was never real-time, as the above is. This may change if it does get implemented. Nate
  19. The Definition of "Dynamic" means it changes with time. It is not baked, it is calculated in real-time. That said, the casting of shadow onto secondary surfaces is not present in the above, but the shadows seen are indeed dynamic and not baked. Nate
  20. The Shadowing of the terrain is indeed dynamic as stated, however the casting of shadows seems absent at present. This also may be an artistic decision, I don't know. Nate
  21. Top Notch! Nate
  22. ??? Nate
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