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Posted

Loved creating it.  Glad you're enjoying. Thanks for letting your opinion known.

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System Specs:

Spoiler

📻Callsign:Kandy  💻Processor:13th Gen Intel(R) Core(TM) i9-13900K - 🧠RAM: 64GB - 🎥Video Card: NVIDIA RTX 4090 - 🥽 Display: Pimax 8kx VR Headset - 🕹️Accessories:  VKB Gunfighter III MCG Ultimate, VKB STECS Standard, Thrustmaster TPR Pedals, Simshaker JetPad, Predator HOTAS Mounts, 3D Printed Flight Button Box 

📹 Video Capture Software:  Open Broadcaster Software (OBS), 🎞️ Video Editing Software:  PowerDirector 35

 Into The Jungle (MP Mission)  F18: Scorpion's Sting  Apache Campaign - Griffins  Kiowa Campaign - Assassins 

 

Posted
On 11/2/2025 at 4:01 AM, Devil 505 said:

Current progress on the fixed wing airbase.  Still in the early stages, so please, I welcome feedback.

Sorry for the delayed feedback, I wanted to get home from work so I could watch the vid on something bigger than a phone!

Looking awesome, and sounding very sensible. Can't do better than looking at as many pics as possible, absorbing the feel and then trying to match it with the available assets 🙂

The only constructive point, which I'm sure you're all over but I saw a couple of examples, is to be as sympathetic as possible to the textures: eg not having aircraft stands interrupt the textured 'taxiways', or 'high traffic' assets (like stands) on top of apparently 'low traffic' textures. It's a small thing, and I get it's always a compromise, but a bit jarring nonetheless.

On performance, again it sounds like you're on it and the base map improvements will be welcome, just keep in mind 90% of us only see stuff between the stand and the runway...and that we'll do many more takeoffs than landings! The details are immersive and appreciated, but sticking with a broad brush kind of approach for the field in general sounds spot on.

I wonder if it's 'cheaper' in terms of performance to have a couple of airfields, each with only a couple of flyable aircraft types to allow client slots to be positioned in stands near the threshold, than one big airfield with everything (meaning more 'taxi to takeoff' pathways, and so more requirement for those immersive details)...you'll have the data on that, tho!

But keep doing what you boys do! V1 remains brilliant, such a fun playground, and V2 is the thing I'm most looking forward to in all of DCS.

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Nah, I've only just met 'er...:pilotfly:

Posted
11 hours ago, Tonker said:

Sorry for the delayed feedback, I wanted to get home from work so I could watch the vid on something bigger than a phone!

Looking awesome, and sounding very sensible. Can't do better than looking at as many pics as possible, absorbing the feel and then trying to match it with the available assets 🙂

The only constructive point, which I'm sure you're all over but I saw a couple of examples, is to be as sympathetic as possible to the textures: eg not having aircraft stands interrupt the textured 'taxiways', or 'high traffic' assets (like stands) on top of apparently 'low traffic' textures. It's a small thing, and I get it's always a compromise, but a bit jarring nonetheless.

On performance, again it sounds like you're on it and the base map improvements will be welcome, just keep in mind 90% of us only see stuff between the stand and the runway...and that we'll do many more takeoffs than landings! The details are immersive and appreciated, but sticking with a broad brush kind of approach for the field in general sounds spot on.

I wonder if it's 'cheaper' in terms of performance to have a couple of airfields, each with only a couple of flyable aircraft types to allow client slots to be positioned in stands near the threshold, than one big airfield with everything (meaning more 'taxi to takeoff' pathways, and so more requirement for those immersive details)...you'll have the data on that, tho!

But keep doing what you boys do! V1 remains brilliant, such a fun playground, and V2 is the thing I'm most looking forward to in all of DCS.

Greatly appreciate the kind words my friend and constructive feedback.  Taken for sure!!! As far as the stands go, most that stuff on the field crazy enough is in game on the default WW2 map I cannot remove.  I have had to build around it, OR, when placing assets around or on it, it disappears. Things are coming along well though.

I have been late on any recent videos because my PIMAX finally crashed and burned.  I purchased a Meta Quest 3 because I am not going back to Pimax (Long story for another day, but their QA is <profanity>. Coming from a guy who has been with them since the kickstarter days and owned both an 8K and Crystal Light).  I lost my wide field of view and have had to become a FNG again figuring out the right OBS settings for recording with the Quest 3.  Just about got it tuned in.  Once Meta or Valve release a competitor for Pimax with a wide FOV, I will update again.  

I owe the Vietnam War Vessel @TeTeT guys a video. Been testing some of their new AI assets and it has completely added a new immersion level around the base.  More good stuff to come there.  I hope to be in a spot where I can push some new stuff out this weekend.  Standby, but more coming soon! Also still waiting on ViolentNomads Cobra.  In huge trouble when that comes out.  Wont be taking the headset off. 

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