Jump to content

jason_peters

Members
  • Posts

    310
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by jason_peters

  1. Thanks for the pointers guys... If I set the water to low and load the demo / mission it now loads.... However if I then quit the mission and change the water back to high and load the mission again it still loads.... strange eh? can u guys test to see if u get the same! I have also noticed that when fog is in a mission I have to load the mission, quit the mission and load it again (ie click the fly button) to make the buildings fade in correctly. This would point to a bug in Lockon rather than the drivers - maybe a combo of both???
  2. When I load or creater a mission which used clouds at 9 or 10 Lockon crashes - did not used to happen --- I've uninstalled all mods but still the same issue using 7.6cats with x1950xtx crosfire (x2) any thoughts?
  3. Same here Great improvement to the overall look but need to fix the visible through cloud issue
  4. great work again --- very nice There is an issue with pop-up in the fog/mist ---- would be good if this could be fixed
  5. IMO this is one of the best mods that has come out - makes a massive visual impact (along with birdy's tree mod) I have found the best combination as follows....... - Install the medium structures visibility mod - Set the visible ring to High (yes I know we just installed the med vis mod - but this gives better results) - edit the graphics.cfg to the following....... High { near_clip = 0.2; middle_clip = 4.; far_clip = 80000; structures = {65, 8500}; trees = {100000, 10000}; dynamic = {300, 20000}; objects = {4000, 70000}; mirage = {4000, 20000}; surface = {20000, 80000}; lights = {100, 50000}; lod = 1.5; } FogParam1 = 15.5; FogParam2 = 1.1; ObjectFogMultiplier = 0.8; --------------------- This is a sene form in game http://www.picoodle.com/view.php?srv=img35&img=/9/7/10/f_nopopm_fea65be.jpg Great job TT :D
  6. That makes perfect sense - thankyou. I tried the mod last night and as I noticed more pop-up at long distances - maybe I need to change the fog 1 and fog perameters in the graphics.cfg to get them to fade in like they currently do. Thanks again for finding how/why the objects pop up Cheers JP PS - Coastline mod is great :)
  7. Hi TT On your web page u state the modified distances. What were the original distances? Also how does the coefficient calc work?? These are just for interest really Great work as always - looking fwd to trying the mod :)
  8. Hi I have been moaning about object popup in the fog for about a year. Eagle changed the rendering process (DXRenderer.dll) in 1.02 and only the objects withing the object count (ie the number set on the graphics.cfg) faded in - others poped-up. In the fog I had the same effect with the fog not obscuring the buildings and then they would just popup as the 'fade in distance' was as it was on a clear day. Was playing last night and it was working how it should - and found if u load the mission and chk the weather page and press the OK button at the bottom it resets the 'fade in distance' for the weather conditions for that mission. If u don't do this i get the pop-up (on my install and config anyway) Clearly a small bug - hope Eagle fix this and hope this helps a few of u guys out there Cheers JP
  9. a pic of it --- not with Lockon but with rF running http://img99.imageshack.us/img99/4871/jpcp1el0.jpg
  10. go for a projector. Needs to be DLP with contrast ratio of 2000:1 I have had 2 projectors. 1 was 800x600 and my current one is 1024x768 I have a BenQ 6200 and would recommend it to anyone (assume they still make this model - I have had it just over 1 year) The higher res makes a massive diff. also u set games at 1280 x 1024 and the projector scales it back to native 1024x768 but this gives you a performance free Antialiasing :)
  11. Thanks Birdy -- heres looking fwd to 1.2 ;)
  12. I think the german mig29 is in english
  13. It used to be changing the range of the min / max zoom values in the view.cfg. TIR then centered in the middle of the two. However this does not seem to work after the patch 1.12a :( Any help would be appreciated here also :)
  14. wow 8) Thats a lot of data Thanks again to the addon :)
  15. Question The new SCN is twice the size of the old one -- If only trees were added around the air bases - why is it so much bigger? Cheers JP
  16. great mod thanks for the effort in producing this U got any more plans?
  17. Well put Ice - totally understand Does this mean you can say whats not fixed or being addressed??? Have they addressed the one single bug that totally destroys the immersion for me and many others.... that's the object pop-up bug that was introduced in 1.02
  18. Will 1.12 address this issue?????
  19. Yeah - its really annoying this bug - please let us know if you are going to address the problem
  20. Glad I'm not the only one who thinks this is a major bug. We really do need a word from the devs - even just to say why they can't fix it and why it changed from 1.00 or 1.01. But better would be a hot-fix to correct this bug
  21. looks good - hope to try it soon :)
  22. its more the fact that instead of fading the object in at a shorter distance due to fog (FPS saver) the sim just pop-s the objects into view and most are not covered by the fog - It look ridiculous to the point where fog is unusable IMO. I have a goodish rig (AMD 3700 64bit; x600xt 256Mb; 1GB DDR RAM) and run all max options except water at high (not very high) and vis distance between med and high. I would expect this to be addressed. Especially when ED had it working in 1.00 and 1.01 ED - whats your point of view on this????
  23. The fog and pop-up issue is a bug - it worked well in 1.00 and 1.01. It definitely linked to the dxrenderer.dll and needs to be fixed as it detracts massively from the immersion factor. REALLY disappointed it was not addressed in the patch - may be a hot fix???
  24. After much testing with the settings in the graphich.cfg I can say with much confidence that using fog in a mission only causes massive pop-up of object. This graphics option is very poorly implemented with objects not being covered in fog and just being rendered at a shorter distance to the player. very poor. Therefore the fog option is not usable in Lockon - shame Anyone that has settings that does not do this then please post them
×
×
  • Create New...