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Benom8

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  1. Yes, optional would be good (who knows what scripts people use that rely on pressing the keys a fixed number of times). Thanks I know about the f10 shortcut, but it's not really a workaround, as you need to find the target on the map and it also requires the use of the mouse, not just keyboard.
  2. Hi, When cycling views with the f-keys, it's very easy to skip past the object you were looking for and have to go through all the objects again to find it again. It's also, for example, not possible to quickly return to the f1 view briefly between time spent spectating on an object, without cycling through all objects in that category again to find it each time. Any or all of the following changes/additional bindings for the f-keys would be very handy for quickly switching to the view you want: F-keys remember to the last selected object in that category, and switch back to it when changing category An additional binding to cycle backwards through a category A 'previous view' keybinding to step back through the last few categories and objects recently viewed. Thanks, Benom8 EDIT: I think the most glaring omission and least disruptive of the three to add is item 2. The others suggestions might need some more thought on the details, but something along those lines would be awesome.
  3. I'm still looking forward to using this map more as it develops, but I can't say I'm too happy if this is the way it is going. It would be good to get confirmation of what the devs are planning in this regard, i.e. is this the final state of these areas? How widespread will these artifacts be? And finally, why?
  4. @Flappie That's interesting! Thanks for working that out, and passing it on to the devs.
  5. Hi all, Apologies for not checking in on this in a while, it seems like it's still happening (on my system at least). I've run a slow repair and with the attached track I get the following results: Mirrors on FPS Mirrors off FPS Mirrors hidden Threading Version 25 30 25 ST 2.8.6.41066 43-46 50-54 43-46 MT 2.8.6.41066 nullDCS settings attached. Mi24-Mirrors-FPS_2.trk
  6. I've seen it several times before where a disembarking group does not include all units immediately. Upon the AI controller getting a task or maybe when the group starts moving, the remaining units appear in the group.
  7. I also noticed the smoke disappears sometimes. Just checked and you're right, it seems to be toggling at the altitude it starts at. Thanks for figuring this out!
  8. Being able to manually edit the .miz files to make certain modules optional to join a server is important to our group. Will this still check against only the requiredModules section in the miz file, or will editing that no-longer prevent users being blocked from joining?
  9. Will the limited-time upgrade price apply for users purchasing The Channel map after release, or is it only for users who own the older map before the release date?
  10. Hi, Just wanted to share my findings from updating liveries from the F1CE to the EE, in case it saves someone some troubleshooting. You need to set the right animation values in description.lua, otherwise you won't see the probe, updated cockpit version (for the external model), and some other small changes to the model. Based on one of the included liveries, I set the following animation params to non-zero values: custom_args = { [70] = 0.26,-- Mirage F1 cockpit [987] = 0.1,--NOSE [988] = 0.1,--RWR variant [989] = 0.1,--OIL DRAIN variant }
  11. Good thought @Hiob, but that binding just cycles between reflections on, off and mirrors removed, so pressing it while they're removed just turns them back on with reflections. I should clarify that the FPS hit mentioned in the OP was not using fullscreen mode, but a similar thing happens in fullscreen just with higher total fps figures.
  12. Hi, Being able to remove the mirrors completely is a neat feature, but I noticed that doing so gives the same FPS hit as having them rendering reflections. Brief track attached, sitting on the tarmac at Tinian, where mirrors seem to make a big FPS difference on my system. The only geometry behind the mirrors was the ground. With the mirrors on but not rendering reflections I got 60FPS (vsync limit), but with the reflections on, or mirrors removed it was down to around 40. Apologies if this is already known, I couldn't find a thread about it. Key system specs: i5-9600K, 32GB RAM, GTX 1660S. Mi24-Mirrors-FPS.trk
  13. That's good news about the template! In the mean time, you can edit a copy of the dds file and include it in the same folder as your other livery textures. That way it doesn't affect any other liveries. Make sure you have the following line in your description.lua file (assumes the file you added to the livery is still called "mi-24p_evu.dds") : {"mi_24p_evu", DIFFUSE, "mi-24p_evu", false};
  14. The IR suppressors are not part of the template last time I checked, but look for mi-24p_evu.dds. You don't have the various layers, but without too much effort you can approximately extract the dirt and non-paint colours to put over your livery.
  15. I noticed that in this map there's currently a flagpole on one of the perimeter fences slightly to the right of centerline when landing on runway 29 at Ercan. This is a real hazard when flying a 2.5 degree glideslope to the threshold. Wanted to query this as it seems an unlikely setup in reality.
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