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l3th4l

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  1. will do. thanks for the tip. I'll report back with the results later :beer:
  2. i think you misunderstood ;) there is full interaction with the player (could be seen for example when they showed the player walk through some objects and smoke and it reacted to that more or less realistically. what he meant by 'on the gpu' was merely that the calculations were done on the gpu instead on the cpu. that doesn't mean the resulting data is seperated from what was calculated on the cpu... if you've heard about this physX (or something) card thats been out a short while now you know what i mean. kinda funny actually even though im not really surprised - moving physics calculations onto the gpu which renders that card pretty much obsolete. hehe, could have said 'i told you so' :P edit: mhh.. come to think of it: an easy way to think about this is as multithreading not only on seperate cpu(-cores) but on the graphics card as well. and that processor is a lot more sophisticated(sp?) than your average cpu.
  3. I actually prefer that LoCFG program to modman; it has more options and modman somehow always seems to screw up my graphics.cfg and i have to manually fix it... as for the fps tweak: afaik it consists of several things including the visibility settings (a major contributor to the fps gain). of course you can change the visibility to something else but you'll loose the fps gained by those settings. Personally, after trying out this tweak, i must say i prefer to make adjustments myself since i think lockon looks a lot worse with those settings than on default and ground units seem to be a lot harder to see and only pop up very late. is anybody here who knows how to make those trees less transparent? buildings are ok now (i seem to have a *lot* more ground detail since i've disabled the gradual fade-in) but those trees really stand out now... i've even thought about disabling them alltogether because it bothers me so much. any input on this is appreciated :) also i'm still not clear on what certain things in the clipping settings are: what exactly is 'dynamic'? 'objects'? 'surface'? 'mirage'? i know clipping controls the visibility range, but of what exactly?
  4. the lod bias in the control panel controls the mipmap lod not the lod of the planes model... can't see how that could affect the lod transition of the model within lockon - it simply controls the 'sharpness' of the models textures.
  5. thanks mav - that did wonders to the structures; much better now. rep inbound :beer: ...however... trees are still very transparent and for some reason buildings on my mfd are still partially transparent. strangely enough trees are not transparent on my mfd :dontgetit:
  6. i've recently rediscovered lock-on and started to fly again. everything is running great except for one thing: almost all objects (buildings, trees, etc) are semi-transparent. i realize that this has been done to reduce the pop-up effect caused by objects coming into view but i am hoping there is some way to tweak this fading. keep in mind - i am not talking about the distance objects start to appear but the speed at which they loose their transparancy. i much rather have objects popping up at a distance than to have my sceen filled with semi-transparent buildings and trees. i've been searching several forums for a solution to this but so far i could only find topics talking about tweaking the distance at which objects start to appear. one other question i have is this: how exactly are near-, far-, and middle-clipping values related to the clipping values of specific things like structures, etc, which seem to determing the distance those objects start to fade in? i've experimented with them a little but was not able to see *any* difference between maximum and minimum "far" values for example. also the default value for near is higher on low than on medium? anyway i think all those values need some explaining in what exactly they affect. here is a list of the values available in the LoCFG Tool i am using for tweaking along with what i think they do. please correct any mistake and add anything missing. structures clipping - determines the distance structures (buildings) start to fade in trees clipping - determines the distance trees start to fade in dynamic clipping - no idea really, maybe dynamic objects? like those cranes that move? objects clipping - again, no idea. objects is such an overall term; i've had this set to maximum and minimum without noticable change... mirage clipping - ??? surface clipping - again ??? - maybe things *on* the surface like roads, certain ground features that are layered ontop of the base terrain? light clipping - distance for dynamic lights? not tested though lod - how soon objects switch to a more detailed lod near, far, middle clipping - no idea as far as the density settings are concerned i assume they control the amount of objects displayed - don't know how this works with different scene-file settings though...
  7. yes - thanks - i was aware of a different version being sold there but i much rather have the downloadable version for several reasons: 1: no need for disk in drive 2: can make backup cd 3: i can re-download if i ever misplace my cd 4: cheaper ;) plus im feeling more comportable if the money gets to the dev's directly - personal preference; they deserve every penny they get :)
  8. As i don't have a credit card but a PayPal account which can draw money from my bank account i'd like to know if it's possible for me to buy FC with my PayPal account. It seems the option to pay via paypal has been removed due to some problems with it but maybe it is still possible for people without credit cards somehow? if not, how else can i get FC?
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