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SkateZilla

ED Beta Testers
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Everything posted by SkateZilla

  1. The raytracing and ray traced reflections are new.
  2. The reflections are likely to be tuned, as said, Raytracing in the DCS Engine is new. As for some of the anti-reflection comments, How many of those are based on real world experience vs anti-change fueled? (ie you're not used to seeing them, so you immediately get defensive). outside of some minor tweaks, and maybe resolution increase (can res be tied to the Sub Viewports settings?) The raytraced reflections are correctly rendered in the environment, more so than the old Static textures. I've sat in a few cockpits and flown back seat in a few, and considering it's a game there's going to be adjustments vs real life visuals. As far as camera lens making the reflections.... Polarized lenses only block high intensity horizontal light, most of the time, canopy reflections are low intensity vertical light.. so... You dont need to be a pilot, drive your car down the highway and look at the windshield when the light passes through it, you can see reflections of your air vents etc etc pretty clearly, I wear polarized sunglasses while driving, and it doesnt affect windshield reflections at all, however, it does affect the glare off the hood, the dash, other cars windshields and rear windows.
  3. Well, when the powers that control the data for those aircraft, say no.. then it's out of ED's hands.
  4. The SU-25T / TM External Models were already newer than the A-10A, F-15C, SU-27 and SU-33
  5. Generally a little more information is required, System Specs, DCS Settings, Etc Etc.. Simply saying "I get stuttering with this, but not with that" with zero context, will not get you a solution.
  6. As long as rooster knows which one to close to magically turn everything on in aligned modes, we should be fine.
  7. For the record, there is no updater in the \bin-mt\ folder, It only resides in the \bin\ folder
  8. At airshows, they are governed by Public demonstration restrictions in altitude and maneuvers. in fact, the USAF F-22 demo team recently got in trouble for violating those restrictions. It was a fantastic show, but the restrictions are there for crowd safety. You cannot judge and aircraft's capabilities by an airshow tactical demonstration. I have seen all 3 F-35s as well as the F-22's current tactical demonstrations, as well as talk to pilots of both F-35Cs and F-22s daily. F-22 is more Agile Physically, but avionics were designed around old processors and system language which inhibits upgradability as well as battlefield connectivity. Couple that with the tooling still M.I.A. from the crates.. and we are down to what 182 flight capable units (I'll have to check to see how many were lost in the last storm). F-35 is a network hub w/ wings, that thing can connect to practically any battlefield system, pilots can literally see through their plane. yes, the Airforce airframe can pull 9Gs, but only in limited situations and configurations, (airshow configuration w/ no pylons and limited fuel being one of them.) Marines and Naval versions are limited to 7.5Gs globally. the F-22 can pull 9 G's in nearly every configuration. (except w/ external pylons attached, I believe they are limited to 7.5G) A single F-22 Pilot recently took out 6 F-15Es and 6 F-35s in an exercise, and not 1 pilot was able to get anywhere close to a firing solution on the F-22. The only negative things about the F-22A is the Processor core suite, System language, and the fact that production was halted in under 200 units w/ no chance of even ordering more or to develop an improved block w/ newer avionics. F-35 basically got handed it's job on a platter, congress decided to take money from the F-22 program and give it to the F-35 program. Super Hornet program was cut short for the Navy, and the Legacy hornet upgrade program was cancelled for the USMC. The only aircraft left that it was meant to replace is the F-16, it was designed to be a connected battlefield aircraft along side the F-15EX (and originally block III SH, but the navy has already decided to move to a pure F-35C Fleet in a few decades). The F-16s is like the Honda Civic of the export Fighter Aircraft market, there are endless variants and addon options . There's really 5 F-35 Variants, as some of the export versions have distinct changes that affect the flight envelope.
  9. Geez F-22 and F-35 guys get along about as much as F-14 and Super Hornet Guys did in the 2000's.
  10. because those are the OLD material names.
  11. the EX hasn't even reached IOC and finished its test program, there's no where near enough data.
  12. Pretty sure HB already said the tomcats (A-Early, A and B) would be transitioned to the new framework developed for the phantom.
  13. 2024-02-11 12:13:49.033 ERROR DX11BACKEND (3380): DX device removed. Reason: 0x887A0006 This error is usually driver related, as the system unloads the unresponsive display driver to avoid a full on kernel crash. Unstable overclock, temperatures and/or voltages can cause GPU to become unresponsive. If DEBUG mode fixed it, then it's one or both of those items.
  14. the only time my app would launch repair, is if user set the advanced options to purge shader cache and re-compile them after update. Also the next public update wont be until ED's next patch likely, as there is a significant amount of re-writing under the hood being done due to branch restructuring. plus a bunch of other things I wont get into, but alas the current change log, even after purging testing related items is over 200 Lines.
  15. Honestly, I have the fail safe system of, A 2 TB M2, and a 2nd 2 TB M.2 w/ SymLinks for \Mods\Terrain and \_downloads\. For example, \terrains\ is 74% of my overall build size, and that's ~637 GB
  16. apologies, just noticed my line in my prev. post had one to many -'s, corrected
  17. You should still be able to use a launch app, or make your own shortcuts for even the Steam Version. Navigate to your Steam Library folder <drive><root>\SteamApps\Common\DCS World\bin-mt\ Make a shortcut for DCS.exe Add the arguments. "x:<root>\steamapps\common\DCS World\bin-mt\DCS.exe" --force_enable_VR ----force_oculus_VR or simply add "--force_enable_VR --force_oculus_VR" to the launch arguments in steam.
  18. There's no physical stop preventing the handle from being set to locked position, which is correct in DCS. However, if one was to simply turn the handle and push to locked position, the lock pins would be extended before the wings are unfolded and the lock pin would be broken, and the system should report that the wings are not locked (i'll have to go through manual to look for the specific message/alert), last I remember the "WING UNLK" flag on the MFD would remain. it would be something that needs to be integrated into the wing fold systems damage modelling, ie: if lock pins are engaged before unfolded 100% then lock pins should break, and wings should still be reported as unlocked. But this honestly isnt 100% important, as it's something that can be easily explained as a Realistic -> Sim procedure adjustment.
  19. its a complicated issue, as the ALT + F1 View Hides all cockpit geometry as well as external geometry. So at the end of the day, it's not a quick and easy fix.
  20. It can be a Super Hornet or a Export Lot 21/22, or the few and far between F/A-18C++'s that are now cancelled, that were being upgraded out of Cecil for the USMC. As far as the panel colors, it would need to be public data and not a manual that's still restricted, I don't have active samples here to sit in and check IRL anymore (all USN Legacy hornets have been retired). But the last I remember is earlier and export lots had both colors, the later USN blocks only had green to unify instrument panel scheme, as the amber is more commonly linked to warning lights, reduce workload of having to switch, green is more carrier friendly. Amber lighting had no advantage in visibility vs the green, so the green was made permanent by the USN..
  21. Honestly, You should limit the FPS to the refresh rate of your monitor. if you're on a 60Hz screen rendering at 300 fps, you're wasting 240 of those frame, as you never see them, and dropping 240 frames from the render pipeline via the VPU to the screen would cause stuttering without Frame Time Increases or drops, as the GPU is Rendering 300 FPS the motion is smooth for those 300, now the VPU says I only need 60, so the last 240 get dumped, you now have a 240 frame gap between frame 59 and frame 0 of the next second. not to mention, Power Consumption wasted, heat output, wear and tear on silicon, CPU usage for the DX11 render pipeline, etc etc. even on a 240Hz screen, those spikes to 300 are just wasting GPU resources, limit the GPU to only render what it needs, so it has resources to buff out those dips a little bit.
  22. It's integrated internally, I had to wait for MT ModelViewer to be stable.
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