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Showing results for tags 'lighting'.
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Since my update to DCS 2.9.0.46801 the Supercarrier deck crew has no light wands during night operations anymore! See attached screen shot. The light "shadow" ie. green and red or yellow light sheen on the deck crew body is visible, but the actual light wand is missing. This makes it extremely difficult to see the deck crew hand signals at night. Any ideas??
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There is a bug that has been in DCS for a while, if you go to outside view and back in, it overexposes the light outside and you almost cant see anything out. It shouldnt be happening when switching views, it especially happens between F10 map and back into cockpit view. happens in certain modules more than others. The biggest issue with it is the time it takes until "eye adaption" sorts out the difference of light, that part is bugged, it stays on for 10-20 seconds full bright, then suddenly very quickly goes back to normal. I believe it can be very easily recreated if you try yourself, i'm using the Meta Quest 3 VR with the KA-50, it happens to me especially in Persian Gulf and Syria, don't know the times i believe it doesn't matter. The map might not matter too, happens to me in Caucasus. Can this be looked at pleeeeeeaaaase Thanks
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Is it possible to turn the lighting up generally on the Syria map. I know it was improved some patches back but still looks at tad dull and dim, especially when approaching airfields for landing. Thanks guys
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LHA Tarawa lighting is extremely bright Runway "green" lights are illuminating the carrier not only to very unrealistic levels, but also causing a tremendous FPS / performance impacts. Performance during day & night a clearly different and caused by lighting. Requesting a review of lighting levels ( could be easy fix as dimming it down) to make it: a) more performant b) more realistic. c) closer in line with the "dark" lighting mood on other carrier assets. Realistic examples: (same video- different time stamps! )
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Hello! I've had this problem for a while with my lighting in DCS, I can't really explain what is wrong so just see the screenshots below. It also seems like it's a universal problem with all modules. A similar problem also occures if I have fog or dust smoke enabled or if the scenery is dark like at night or in a thunderstorm.
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This is a collection of texture fixes for the cockpit. They range from minor changes to complete reworks. Fixes for the instrument lighting: More even lighting strength Removing strong banding in the lighting. There's still some, probably due to compression Removed the black paint on panels being illuminated Added "BANA" in "BANA/GRÄNS" to illuminate Added "LJUS RADAR" symbols to illuminate - radar brightness Added "BELYSNING" symbols to illuminate - cockpit illumination Added arrow illumination on FR22 panel Added illumination to "MIL" flag, on the distance indicator Fixed white lines in the radar display moving with the sweep Removed lens flare from lights, bloom is still there Added warning flag on CI to be illuminated Changed FLI needles and wings to be lit more realistically Added dots on panels to see what position the rotary switches are in Nice lighting effect on the altimeter STD "cover" Instruments: Remade FLI37 ball texture to be more true to life and to also show correct pitch angle Added 60° and 90° roll lines on FLI37 Remade the Distance indicator to show the distance more accurately. Range accuracy is now within +- 100m (1000m), average accuracy is +-40m (400m). Clearer and more accurate warning panels. Also dotted a few Å,Ä and Ö, and made some - where they were missing. Clearer AFK light Redder altitude warning light Brighter autopilot and altitude warning lamps Clearer radar range numbers Altimeter "0.5 lines" are larger than default Imperial altimeter and distance indicator (optional) Added text on weapon jettison and X-tank jettison covers X-tank jettison cover is duplicated onto the RENSA cover, but it’s not very visible. Unfortunately can not change this Added emissiveness to α15,5 button Removed mipmap for annunciator panels - better text visibility Pilot model: Subtle changes to the vest roughmet Added missing insignia on left arm. Complete with normal and roughmet Changed velcro textures on right arm Added roughmet to name tag on left arm Reduced the normal detail strength on the gloves Changed color on gloves Slight changes to scarf Sound: New Sidewinder tone VR: Viggen themed main menu This is a custom cockpit livery, after installing it you have to select it in the "Special" settings menu! Modloader ready - installed in main game directory v4.0 Download - passes script IC v4.0 English Download - passes script IC Imperial inst. v4.0 Download - passes script IC - only Swedish cockpit v4.0 - Clear IC Download - passes script and texture IC v4.0 - Clear IC English Download - passes script and texture IC Imperial inst. v4.0 - Clear IC Download - passes script and texture IC - only Swedish cockpit
- 100 replies
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- 11
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- textures
- instruments
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Barely visible taxiway/runway/etc. airfield lighting on various maps w/fog, and even when next to the taxiway lights, you can barely see them, even though aircraft lights are visible. Known issue?
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На F/A-18 есть режим для работы в темное время суток с прицельным контейнером? ————————————— Is there a mode on the F/A-18 to work in the dark with the sighting container?
- 12 replies
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- hornet
- nightvision
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Hi everyone, Since the initial release of 2.5.6 over 2 years ago, the Straits of Hormuz/Persian Gulf map has sported drastically improved lights and lightning system compared other maps. The majority of maps typically use low-resolution 2D sprites that don't naturally bloom, often don't account for line of sight, are sometimes fixed (so when viewed from the side they clearly appear 2D), while having poor visibility at distance. The SoH/PG map by comparison looks much more natural, with lights that appear to bloom much more naturally, typically account for line of sight, with drastically improved visibility at a distance. It's also worth pointing out that many of the sprites seen (in particular those used for aircraft warning lights) seem to be used as the default exterior lights for many aircraft and modules, including recent ones (though in the case of the Apache and Hind, they're much smaller), it's also used for flares. While the lights of the SoH/PG map aren't perfect (though the issues they have a more minor: size, positioning, lack of illumination, some bulbs aren't illuminated), they are far superior compared to other maps, there really is no contest. I'll post an absolute load of screenshots comparing 2 maps (see here for the Imgur album) - the SoH/PG map and the latest map, the Marianas. The lights used in the Marianas are common to all other maps (but have increased size in Syria and reduced size in the Caucasus). For both the SoH/PG map and the Marianas, the date and time was set to the 21st of June 2016 (full moon), at midnight. Default weather conditions were used, just with the no clouds preset set. Aircraft Warning Lights: Approach Lighting System: Built-up Area: Flood Lights: Hangar Lights: Lights at Distance: PAPI Lights: Runway Edge Lights: Runway Threshold/End Lights: Runway on approach: Street Lights: Taxiway Lights:
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Are there plans to add dynamic lighting to DCS? I don't mean third party technology as I know ED likes to make their own technology. The video is just an example. Thank You!
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- dynamic lighting
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Hi, Please see below some pictures that I took through my Rift S. It is hard to show but the light scattering around the sun in very strong (I am using 1.7 gamma). I am not trying to show the sun itself but rather the radius at whitch everything around it is blown out and overexposed. It also applies to objects reflecting light (snowy scenery, white concrete wall..). In the first picture the sun is behind the clouds and yet all the highlights are overexposed on a very wide area. Bloom on/off doesn't affect it. Also tried on a monitor and the issue is not that visible because the overexposed areas look way smaller on a screen. I am having this issue on the Caucasus, PG and Marianas map. There is also a new "eye adaptation" effect in DCS that compounds this problem when too much of the cockpit is in frame. Am I missing a setting? Any Rift S users having the same issue? Thanks,