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Info:

So while I have a few *issues* with nighttime in this game (insert smiley face), I decided to mess with the NVGs a little bit. Credit goes to
post of getting me thinking of this mod, wish I could of done more but this is all for now.

 

Installation:

Download the attached
from this post and install files to DCS World.

 

Make sure to edit DCS World/config/graphics and change PrecompiledEffects mode to "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES" (Its already there, but commented out).

 

Not doing so will not let this mod work!

Color:

The NVG mod desaturates the areas under the NVGs as their brightness increases. This reflects what you see in most images taken through night vision goggles such as the image below.

 

Nvgvies.jpg

Noise:

A Slight hint of noise is added to the area under the effect of the NVGs

Perception:

While this is a hack in its current form it none the less is trying to produce something based on the real world.

 

Because the sensor on NVGs is not at the same XYZ coordinate as your eyeballs retina in real life, the image that you see makes objects appear to be closer. Think of the AH-64 Apache, its nightvision cameras are on the front of the aircraft. What the pilot see's through his helmet display is not that as if it were through his eye but some 5-8ft or so in front of him.

 

The NVG mod does a half baked version of this and simply scales the image area under the effect of the NVGs up.

Fullscreen Mode (Optional):

You can run with NVGs in full screen.

Options:

You can tweak the mod through few options to customize the output to something more of your fitting.

Release notes 1.0v2:

------------------

- Installation

------------------

 

Make sure to edit DCS World/config/graphics and change PrecompiledEffects mode

to "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES" (Its already there, but commented out).

 

Not doing so will not let this mod work!

 

------------------

- Tweaking

------------------

 

// Center of the circle used to represent the NVGs.

//

// Now let's imagine we use 1000x1000 Pixels as In-game Resolution:

// And lets say we want the center at 300px from the left and 650px from the bottom.

//

// 1000px=1 so 300px = 0.3

//

// The Values are starting to count from the Bottom-Left corner of your Res, first is for for

// Horizontal position and the second for Vertical:

//

//

const float2 EYE_CENTER = float2(0.5f, 0.57f);

 

// In precent of screen size. Since most monitors are not 1:1 aspect ratio most often you will

// choose your height was the percent value then you take the pixel value of that percentage and

// divide that by your screen width.

//

// Example: Resolution = 1920x1080

// You want the eye to be 85% the size of 1080. You take 1080*.85=918, now to figure out same

// size width take 918/1920=0.4781. Now your circle will be the same width and height.

//

// Here are the some numbers for different common aspect-ratios:

// 4:3 = 1.333 -> Triplehead 4:3 = 4

// 5:4 = 1.25 -> Triplehead 5:4 = 3.75

// 16:10 = 1.6 -> Triplehead 16:10 = 4.8

// 16:9 = 1.78 -> riplehead 16:9 = 5.333

//

// First value is for width second for height:

//

//const float2 EYE_SIZE = float2(0.5344f, 0.95f);

const float2 EYE_SIZE = float2(0.5906f, 1.05f);

 

// How much to scale the image in RENDER_MODE=1. Anything greater then 20% is a bit crazy!

const float EYE_SCALE = 0.19f;

 

// Min value to multiply noise.

const float NOISE_MIN[2] =

{

0.5f, // A-10C

0.75f // KA-50

};

 

// Max value to multiply noise.

const float NOISE_MAX[2] =

{

0.5f, // A-10C

0.75f // KA-50

};

 

// Color to use for NVGs.

const float2x3 COLORIZE_COLOR =

{

{0.65f, 1.00f, 0.35f}, // A-10C

{0.2f, 0.46f, 0.22f} // KA-50

};

 

// Based on the NVG magnification the image is lifted by this.

// (COLORIZE_COLOR * nvgmag) * this

 

const float NVG_COLOR_LIFT[2] =

{

0.175f, // A-10C

0.175f // KA-50

};

 

// Changes the Circle rendering mode.

//

// 0 = Circle without zoom

// 1 = Circle with zoom

// 2 = Fullscreen without zoom.

//

const int RENDER_MODE = 1;

 

// Enables a slight distortion along the edges of the NVG glass.

const bool ENABLE_RIM_DISTORT = true;

 

// Changes the blur rendering mode.

//

// 0 = Use default game blur

//

// Not yet implemented

//

const int NVG_INNER_BLUR_MODE = 0;

 

------------------

- Changes

------------------

 

verison 1.0v4b2:

* Fixed a bug that use incorrect translations coords in RENDER_MODE=1 for users of multi-display

setups.

 

* Fixed a bug that rendered the IR laser outside the NVG area. Also made it so that the IR laser no

longer uses a texture file to define the NVG area mask. Just like the NVG area the IR laser uses

a on the fly generated mask.

 

* Reverted the feature that when the NVG gain was set to 0 the NVG area would render like binoculars

instead of drawing black.

 

version 1.0v2:

 

* Changed NVG Shape.

 

* Tweaked NVG color. Noise no longer affects bright illuminated areas and its affect

increases/decreases with the NVGs sensitivity setting as well.

 

* Added lens distortions to the rim of the NVG Glass.

 

* Added a few more configuration variables.

36047253_NVGMod001.thumb.jpg.82341c26698ccb460f50739bb8ecc957.jpg

1005322483_NVGMod002.thumb.jpg.e24515539b63812444c8d64655574fda.jpg

nvg_mod_1.0v4b2.zip


Edited by nrgized
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wow nice work

thank you

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EDIT: this is manly for all Ka-50 pilots:

 

>>> nrgized nvgmod_1.0v3 with Ka-50.zip

 

Now the Ka-50 works also with Nrgized NVG Mod.

 

Sorry I couldn't carry over the periodic static, but I tried hard to be so close as I could to the original OVN-1 Skosok NVG (..and its limitations).

 

Please read the README - there are some changes and new options.

 

attachment.php?attachmentid=76295&stc=1&d=1358809183

 

 

 

 

 

 

 

>>> NVG ANVS-9 more REAL...

 

 

@nrgized

 

OK ! :)

Great implementation!

 

...

 

Still I have some remarks about the read-me, I fear that some will have to follow all necessary steps when they use a "unexpected" monitor-setup:

>>> http://forums.eagle.ru/showthread.php?p=1654769#post1654769


Edited by PeterP

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Hi Peter,

 

The config options in the file allow for multiple monitor and different aspect ratio setups. Everything is UV coord based so you can move and re-shape things.

 

The shape was minimal as it was a first pass :)

 

I've just uploaded a new version (At the start of the thread attached) that tweaked the noise, shape, and also adds lens distortion to the edges of the lens for those that are interested. If you dont like the distortion you can turn it off in the file by setting ENABLE_RIM_DISTORT to "0".

 

You can see the lens distortion at the top of the HUD.

 

Cheers!

 

attachment.php?attachmentid=76091&d=1358425595


Edited by nrgized
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Don't have a new version today, spent yesterday just messing around with ideas.

 

As Peter pointed out depth of field would be killer, unfortunately post process effects have no access to the zbuffer.

 

ED would have to pass the zbuffer in as a texture and it would be super killer if they added that feature. Currently the textures alpha is just a straight value of 1.0 and I wouldn't see it being missed if it were instead replaced with the z That or pass it in as a second single channel texture.

 

@JG14 and ajax

I came to PSL for the fail train of DD and just havent left yet, even though its been over a year now I dont know the local area much nor the lingo :).

 

Even though the images (attached to this post) are totally incorrect in depth, bokeh, etc... None the less its still cool to see what it could possibly look like. I've included a few screenshots of the mod heavily tweaked trying its darnedest to show what it could look like if the zbuffer were available. I wont release this bastardized version as it only looks nice in the screenshots. Anywhere else and your cockpit is lit up like someone droped a couple hundred glowsticks on your lap :).

 

Cheers!

nvg_fake_depth.thumb.png.1f15d94f24b885b186c8fccdd7299f65.png

nvg_fake_depth_bokeh_a.thumb.png.93ab32d3361247f5cab006f3696d0d3b.png

nvg_fake_depth_bokeh_b.thumb.png.ffbef8acfdffad3384103d1db829dfda.png

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You know, when I was doing the look dev on the blur I was just flying in circles. I wondered what it was like flying the mountains and what it would be like with the limited view.

 

Well let me tell ya... Its claustrophobic as all hell having no peripheral vision!

 

Who do I have to pay at ED for the zdepth pass given to the post process effects buffer? :)

 

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I also already experimented with a blurred outside .

But It is not really correct as you lost the ability to "peek down" in the cockpit

and the click-able cockpit becomes totally useless while wearing the NVG.

When I mentioned the DOF I only meant to blur the cockpit inside the image of the NVG as seen on this picture: http://i1132.photobucket.com/albums/m561/peterpank1/blur.jpg

 

But this will also a little tricky as the HUD is right now rendered to close and is inside the cockpit-interior ... , so when blurring the cockpit it will also blur the HUD... >>> Demo for a HUD that works in stereoscopic 3D

 

-whatever-

 

Being able to zoom the NVG image Is already a big step forward. And also that we dont have to modify the focus.png at all is a big improvement !

I hope this gets its way into the regular DCS version!

 

 

 

I spend some time to give a helping hand for the people that are not used to think in mathematical expressions and percentages :

 

Feel free to ad this to the ReadMe.

 

 

 

//First things First:

//Before editing these following values for the NVG make sure you have modified your "grafics.cfg" to let this Mod work:

// open (with a proper editor = Notepad++ < make a web-search for it ) this file :

// ...\Eagle Dynamics\DCS World\Config\graphics.cfg

// edit in line #73 >>> //mode = "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES";

// to >>> //mode = "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES";

// and in the next line change>>> mode = "USE_PRECOMPILED_EFFECTS_ONLY";

// add the two missing slashes so it looks like this:

// //mode = "USE_PRECOMPILED_EFFECTS_ONLY"

// save it in the same place and overwrite.

 

// now read further:

 

// The NVG Center - "EYE_CENTER"

// of the circle used to represent the NVGs:

//

// Now let's imagine we use 1000x1000 Pixels as In-game Resolution:

// And lets say we want the center at 300px from the left and 650px from the bottom.

// 1000px=1 so 300px = 0.3

// The Values are starting to count from the Bottom-Left corner of your Res,

// first is for for Horizontal position and the second for Vertical:

// Please look at attached Example image >>> NVG Mod positioning and size example at 1000x1000px.jpg

 

const float2 EYE_CENTER = float2(0.5f, 0.65f);

 

 

// The NVG size - "EYE_SIZE"

// In percent of screen size.

//

// Since most monitors are not 1:1 aspect ratio most often you will choose your height was the percent value

// then you take the pixel value of that percentage and divide that by your screen width.

//

// Example: Resolution in DCS World > Options > System > RESOLUTION = 1920x1080

// You want the NVG to be a perfect circle and to be 85% the Height of your Total in-game Resolution.

// To have a perfect circle we need first your aspect-ration by dividing Width with Height.

// It is 1,777777777777778 (= 16/9) for 1920x1080

// now do this calculation: 0.85% / 1,777777777777778 = 0,4781249999999999

// shorten it to four numbers behind the point and you will get your wished value for the round NVG.

// Now your circle will be the same width and height.

// First value is for width second for height:

// const float2 EYE_SIZE = float2(0.>width<f, 0.>height<f)

//

// Tip:

// The real ANVIS-9 NVG googels cover around 40° of your view - so when you mostly use a 100°FOV setting

// and you want the most realistic view: set it up that the 'inside' of NVG covers 40° of your total FOV(aka Zoom).

 

const float2 EYE_SIZE = float2(0.50f, 0.50f);

attachment.php?attachmentid=76150&stc=1&d=1358521552

 

 

And I highly recommend to use a lower grain/noise value

We had already some discussion about it in these thread:

NVG ANVS-9 more REAL... - Page 16 - ED Forums

With a lot of info of Real-Pilots and people that used the AnVis-9.

 

Here are the values that I'm using now and happy with at 3840x1792:

// Min value to multiple noise.

const float NOISE_MIN = 0.5f;

 

// Max value to multiple noise.

const float NOISE_MAX = 0.5f;

I also added a little yellow touch to the 100% green:

// Color to use for NVGs

const float3 COLORIZE_COLOR = float3(0.25f, 1.0f, 0.0f);

And I also Made the Border of the Masking bigger:

////

// STATIC VARS

////

 

float INNER_RANGE_MIN = 0.6f;

float INNER_RANGE_MAX = 0.7f;

float OUTTER_RANGE_MIN = 0.85f;

float OUTTER_RANGE_MAX = 1.0f;

float INNER_RANGE_DIST_MIN = 0.775f;

float INNER_RANGE_DIST_MAX = 0.8f;

And I found a mistake :

 

// 0=Circle with zoom, 1=Circle without zoom, 2=Fullscreen without zoom.

const int RENDER_MODE = 1;

It must be swapped .

 

1 is with zoom and 0 is without zoom

1968407419_NVGModpositioningandsizeexampleat1000x1000px.thumb.jpg.7b6793701bd1e81d0b56c99c5a7eee64.jpg


Edited by PeterP

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I tried PeterP´s adjustments and tweaked a tiny bit. It really looks awesome!

 

Anyways im running 1920 x 1080 so I added a bit more grain and yellow color :thumbup:

 

see attached file

nvd.rar


Edited by Chazz_BMF

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I tried PeterP´s adjustments and tweaked a tiny bit. It really looks awesome!

 

Anyways im running 1920 x 1080 so I added a bit more grain and yellow color :thumbup:

 

Thanks for pointing this out.

 

I forgot to mention:

 

The 'right' grain/noise value highly depends on your

pixel density = size of monitor

and the used overall resolution.

 

So: What works for me or nrgized can be too much or too little for you...

 

You have to find your own 'right' setting.

This is directly bound to your physical monitor size (=pixel density) and used resolution and FOV setting.

 

 

Here is a High-res video filmed with the AnVis-9 that should give you a good guess how it should be:

 

...but keep in mind that the real experience can be much clearer - like some say in this thread:

http://forums.eagle.ru/showthread.php?p=1560670#post1560670

, as the image/video below is already 'transformed' three times.

 

1. We don't now much what camera filmed the ANVIS-9 image and how this affected the quality.

2. Sizing and compressing the image can change the grain once again significant.

3. How big and on what screen you are watching this video?

...

See, there are many factors that has to be taken into consideration before you can say "I have set the Grain absolute right!"

 

watch_video_black.pngWatch the Video

 

 

 

 

 

Technical Notes

We built a custom rig to secure two 3 CCD, 1 lux cameras side by side for simultaneous recording. Anvis 9 NVGs were aligned and secured to one camera to simulate a pilot’s view through night vision goggles while a second camera simultaneously recorded a pilot’s view without the benefit of NVGs.

 

NVG-Night-Vision-Anvis-9-4.jpg

:)
Edited by PeterP

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Is there a way to make this mod work for the Shark???

:pilotfly:Wolfpack Production:pilotfly:

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https://www.youtube.com/user/WolfpackproductionDK

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How to use it in Black Shark Ka=50?

 

Is there a way to make this mod work for the Shark???

 

 

Yes , sure it is possible -and I have a good guess about the "how-to",

But I can't test it this evening,

So you have to wait.

Wait until I have tested it fully.

Or much better:

nrgized will deliver the answer .(or someone else)

 

 

@nrgized

 

If you don't own the Ka-50 module:

 

The "main_out main_alternative(const vAP_Output v)" controls the appearance of the Russan NVG.

 

Please don't just use the same values as for the A-10 when you add the zoom and Masking.

 

The russian NVG has much more static and a whitish colour, and also a periodic interference that moves as a band (sorry don't know how to say it better it in English;)).

 

 

main_out main_alternative(const vAP_Output v)
{
   main_out ret_val;

   float2 uv = v.vTexCoords.xy;
   
   ret_val.scene = tex2D(sDiffuseMap, uv).rgb;
   float3 noiseUV = float3(uv * float2(widthTX / 75.0, heightTX / 75.0), frac((time * 10.0) / 64.0));
   float noise   = tex3D(sNoise, noiseUV).r;
   float3 blur   = tex2D(sResampleMap, uv).rgb;

   float dst = frac(uv.y + time);
   dst *= (1 - dst);

   noise = pow((1.0 - dst), 4.0) * noise;
   
   float R = 1.0;
   float L = pow(dot(ret_val.scene, LUM), R);

   float3 color = float3(0.08 * (L * magn + blur.r * blurM),
                         0.08 * (L * magn + blur.r * blurM),
                         0.08 * (L * magn + blur.r * blurM));
    ret_val.color = color * saturate(0.7 + 0.3 * noise);

   return ret_val;
};


Edited by PeterP

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Can someone please point me in the right direction for getting the NVG to the center of my 3840x1080 setting?

 

I am really not good at thinking in numbers like Peter is.

 

Please guys, help me out!

 

Thanks

 

Tim

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If it got tits or wings, it makes you trouble!!

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First things first: this mod uses percentages to define a position / size.

 

 

your info:

3840x1080 is the total in game resolution you are using . -right?

 

you want the NVG in the middle , means: at 1920 from left and 540 from bottom. - right?

 

 

...Every value that is put in this mod by you is a expression of a percentage, but 100% is written as 1.00

 

Before I answer ,let me first ask you two questions, that will brings us back to 4th/5th grade school-days :D:

(don't get me wrong - this is not meant to compromise you - I do it this way so others can read - think - and learn.;))

 

If 3840 is 100% - how many percent is 1920 ?

if 1080 is 100% - how many percent is 540 ?

 

 

the answer:

 

 

both is 50% percent.

 

Your "EYE_CENTER" line has to look like this if you want to place the center of the NVG exactly in the middle of you total in-game reselution:

 

const float2 EYE_CENTER = float2(0.5f, 0.5f);

 


Edited by PeterP

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Ok ok! That was not that complicated! I agree!

But sometimes it needs a little push in the right direction, to come to the right solution!

 

I thank you very much! Have a nice Weekend!

 

Greetz

 

Tim

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Lots of good ideas and points made.

 

I'm gonna toss the yellow tint into the mod as suggested and I'll have a look at the border tweaks you mentioned which I'm almost positive will get put in as well.

 

One thing I forgot to mention earlier is in my current dev version I modified the blurring of the NVG area. Instead of the default 16x16 blur that the game does, the mod is mixing from a 4x4, 8x8, and 16x16 blur based on the luminance under NVGS. This gives a better soft edge around darker objects and a bigger blur for brighter objects.

 

Some thoughts...

Depth Blurring

 

Peter I had seen your concept for in goggle blurring however I was just messing around with outer blur. Your points about a clickable cockpit I was well aware of :). I actually first ran into that issue when zooming the goggles viewpoint in. Because the NVG area is zoomed in mouse clicks are not in the correct position if you try and click inside the NVG area.

 

Lets talk for a moment as if I had the zbuffer access for a realistic version.

 

Areas outside the NVG:

  • Cockpit

     

    The cockpit I would blur a ton. I would do this as a two pass process though. The reason for a two pass process would be so that I could calculate the average min and max depth values. Bassed on that information I could lower or even remove the blur on the cockpit. This would allow detection that you are heads down (becuase the average depths would be low). This would be a usability feature and is creative license more then realism.

     

    It would be super cool if ED would set a float3 value passed to the shader that represented the camera vector. This would allow for much easier detection when looking down.

     

     

  • Outside the aircraft (the world)

     

    Outside the cockpit I would blur the world and add bokeh effects so that citys and lights appear brighter. In my hackjob super blur test it was awesome looking at citys, they appeared to twinkle on the horizon.

Areas inside the NVG:

  • Overall

     

    To be honest I don't think I'd do to much. This is an area that I think would get more creative license then realism. I can't really say much without being able to play around with it. Its such a tricky spot with the HUD and all that you might not be able to do to much because of limitations.

 

Noise

 

I'm going to try and see about setting up a two pass filter for the noise. What I would like to do is figure out the average luminescence of the NVG area and based on that determine how much noise to apply. Thus when your NVGs are getting a lot of light coming in they show little to almost no noise. When the NVG area is much darker the noise will show itself much more. This is pretty much how I would expect it to be IRL and what I've seen in videos and commented on by people. Lots of ambient light equals little grain, little light equals lots of grain.

 

Thats it for now thanks all for the feedback. Oh and as for the Ka-50 version, I'd like to wrap this up but I don't see why we couldnt do one for that too. I don't have that DCS mod but I'm sure thats not a barrier we cant overcome :).

 

Cheers!

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Areas outside the NVG:

  • Cockpit
     
    The cockpit I would blur a ton.

No, - please don't do it.

You don't have to blur the cockpit outside the NVGs at all.

This is only a try to mimic a "artificial" effect. - your Eye-consciousness takes care of it.

Means: When I look at the NVG - I cant look at the cockpit.

...Let the user decide what he sees.

And also think about further developments like using real 3D output devises.

A effect like this would only make trouble. -even if it may looks nice on 2D screen-shot

 

When I look outside of the NVG i want to have the cockpit in focus. - like I would have in RL when I peek down to touch a button.

Areas inside the NVG:Overall

 

To be honest I don't think I'd do to much. This is an area that I think would get more creative license then realism.

Look at the picture again:

 

http://i1132.photobucket.com/albums/m561/peterpank1/blur.jpg

 

Now if we assume that DOF is possible we would need to blur the interior of the cockpit that you see through the ANVIS-9.

The picture simulates exactly how a close-up would look like.(well, maybe a little to strong...- later more about this)

 

It would be even necessary to run this filter on a stereoscopic out-put as these are areas that can't be put in focus by your eye-adjustment.

It's the optics/design of the ANVIS-9 that makes a it impossible to focus everything absolute clearly that is within 9 feet .

 

 

Quote from a RL helicopter pilot that uses the ANVIS-9 on a daily basis:

only one word.....: "UNBELIEVABLE"!!!

 

I love you PeterP! Now DCS Nvgs Lookslike a real ANVS-9!

 

Only one fix if possible! The shader that you have implemented are so strong, because in the real life the anvis 9, when you look an area with high lights, the googles autodim the tube, and adjust his gain, and the pilot can see inside the area! In the Sim this one its not possible, but if you reduce a little bit the shader, it's more real, and reduce the blur effect, your post elaborated photo of cockpit it's to much blur!THX

 

You are great man, thanks for your job and passion for DCS series!!!

He is referring to my edited screen shot. - he doesn't say that is is wrong at all - it just has to be reduced.

 

And another quote from someone who uses the ANVIS-9 :

Your eyes change focus automatically, and very quickly, when you change what you're looking at. Goggles can't do that, you set the focus manually. When you're flying with goggles, you set the focal point out to inifinity, which results in everything from about 20 feet on out being in focus. But as you come closer, everything gradually falls out of focus. By the time you get into the cockpit, everything through the goggles would be terribly out of focus. You would be able to tell that you were looking at a gauge, for example, but you wouldn't be able to see the indicator or any of the numbers. In order to read the cockpit instruments, you look "under" the goggles. What this means is that you keep your head up like you're still looking outside, but you look down with your eyes, so that you are not looking at the instruments through your goggles.

Edited by PeterP

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i have a problem guys what i have to edit exactly to make this mod work

 

i change PrecompiledEffects mode to "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES"

 

but it doesnt work

[sIGPIC][/sIGPIC]W10(64bit)Asus Rog Strix Z370-F - i7 8700K - Dark Rock Pro 4 - 16 giga ram Corsair vengeance 3000 - MSI RTX 2070 Super - Asus Rog Phobeus soundcard - Z906 Surround speaker - Track ir5 - HOTAS Warthog

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i have a problem guys what i have to edit exactly to make this mod work

 

i change PrecompiledEffects mode to "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES"

 

but it doesnt work

 

did you put the nvd.fx into the correct folder? ...and check that you make the // in front of the old precompiled line.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

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did you put the nvd.fx into the correct folder? ...and check that you make the // in front of the old precompiled line.

 

thanks for the reply

can you copy and paste the lines in the graphics Gonfg

just to see how it looks to set it up correctly:helpsmilie:

[sIGPIC][/sIGPIC]W10(64bit)Asus Rog Strix Z370-F - i7 8700K - Dark Rock Pro 4 - 16 giga ram Corsair vengeance 3000 - MSI RTX 2070 Super - Asus Rog Phobeus soundcard - Z906 Surround speaker - Track ir5 - HOTAS Warthog

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