WIP - Ignore this

Don't Look! :(

] [CSAR] ZdrytchX: also how'd you get the sight to not tesselate

[17:43] =WoVi= Defbond: @[CSAR] ZdrytchX by not replacing the sight with a custom sight, which is what exported DDS sights from the CDK essentially are. Instead I referenced the in game sight from a different aircraft, which won't cause the tiling.

[17:47] =WoVi= Defbond: This also eliminates the need for the _empty_collimator.dds file, unless you are trying to convert a gyro sight to still. In that case you replace the original sight with the _empty_collimator.dds then replace that with a reference to an in game sight, not an exported texture, this also eliminates the need to have the exported dds texture file in the template folder of course. The ingame sights all have specific names, the previous method relied on exporting the sight you wanted as a dds file and then referencing it in the .blk file as ;eg "Revi16_collimator.dds", the new method doesn't need an exported dds file and references "Revi16_collimator*" This will make the .blk file use that particular texture already in the game without tiling.(edited)

[17:49] =WoVi= Defbond: so in the case of the Lighting Still+ Gyro it look's like this:

[17:49] =WoVi= Defbond: replace_tex{ from:t="lfs_fixed_collimator" to:t="type1_mk2_collimator" }

[17:50] =WoVi= Defbond: where the lfs_fixed_collimator which has no reference to the center of the sight is replaced with a sight that does and isn't intrusive on the gyro sight, meaning there are no guide lines between the outer circle and center so that the gyro sight doesn't become obscured

[17:51] =WoVi= Defbond: In the case of the Still Only sight, it becomes a bit more complicated: replace_tex{ from:t="lfs_gyro_collimator" to:t="_empty_collimator.dds" } replace_tex{ from:t="lfs_fixed_collimator" to:t="revi16_collimator*" }

[17:51] =WoVi= Defbond: The gyro sight is replaced with a blank texture in the template folder, so it disappears(edited)

[17:53] =WoVi= Defbond: The fixed sight is then optimized to something with guidelines within the center of the outer circle so that lead aiming is possible using vertical and horizontal guidelines, which the Revi16 sight provides. In the case of the Lightning we can see that the gunsight is made up of 2 different in game textures, one is still and one is gyro. These can both be replaced with any other sight.(edited)

[17:55] =WoVi= Defbond: My sight's aren't just randomly replaced with other sights in the game, they are carefully handpicked and optimized for aiming, especially in VR.

\MFD camera angle display still doesn't work (just shows it looking forward regardless of angle) since they were implemented.

When switching betrween cockpit and shooter/atgm view, the camera jumps and the missile often loses tracking and jerks off into space, wasting the missile. Sometimes going to cockpit view makes the shooter mode lose lock.

Shooter/ATGM view is zoomed in by default for some reason. The MFD shows maximum zoom as minimum zoom level so the MFD is rediculously zoomed in. The maximum zoom level is enough to show the width of 2 helicopters at 10km so its not very useful at any setting other than zoomed out, which is about 100 meters wide at 10km.

The tooltip for when ATGM has lost tracking is often inaccurate and doesn't show up when you have lost tracking sometimes, and sometimes shows up while it still tracks.

SAS modes are still laggy. It is very difficult to aim with the guns in cockpit view with SAS mode.

When reloading te Ka-50, for some reason every now and then it reloads you with the rocket pod on the helipads. Rearming usually switches back to the original loadout.

Helipad reparing zones still doesn't reach the outer pads in SB.

Landing gears still provide zero drag

It is impossible to guide the turret in the Ka-50 without zooming in. Having a secondary option using mouse while in cockpit view would really help, especially since we have the glass cockpits.

Glass cockpit mode cannot lock onto targets

Glass cockpit mode lock on mode always locks up the previous targetted position making it pointless.

HUDs in glass-cockpit compatible aircraft are distorted with sidewards head translational movement.

HUDs in glass-cockpit compatible aircraft still have quite a fair bit of missing information. For example while they have drift indicators they don't have an artificial horizon, which is crucial in the cockpit of thick barred helicopters.

Ka-50's roof mirrors do not work and only just block the pilot's view considerably. I'd rather have them removed if they're not going to work.

Tanks often appear and disappear at the edge of the Ka-50's missile range

There is a firing "spin-up" delay for the Ka-50's 30mm gun for some reason when gunpods are equipped.

"Spin-up" delays do not exist in real life for gatling guns because they would have to waste ammunition due to the way gatling guns work. This includes the M61 vulcan. They do however take time to spin up to full RPM so they do not fire at full rate for the first second, only using 70 rounds. And yes, a few hundred miliseconds of firing delay means a lot so that is a terrible solution. A simple programming semi-solution is to fire at quarter-rate for the first quarter second and half rate for the next half second. This provides 61 bullets in the first second period and is a simple no-brain solution.

Helicotpter blade retreating blade stall mechanics still haven't compensated for gyro precession - In WT it just simply reduces lift on one side of the helicopter. In fact in the counter-rotating rotor system on the Ka-50, it experiences absolutely no pitch-up tendancy even though gyro precession logic dictates the helicopter will pitch up with high alpha. On the other side though, high speed and low alpha situations do provide rolling tendancies but that's because the rear side blade cuts through dirty air.

Many helicopters are still twitchy on the pitch axis at high speeds which is wrong. There's an interview about the AH-1F including its flight characteristics saying it actually compresses badly around 180 knots:

SA313B Alouette II still has no rotorblade flexing visuals.

Helicopter reverse torque clutches don't disengage with over-RPM conditions.

Helicopters cannot air start if the engine has stopped for more than a second. Existing engine RPM doesn't shorten the start-up time at all.

Helicopter still have tail rotor authority even after the tail rotor is gone.

Helicopters which have crashed still have rotor RPM, they should just be jammed to zero straight away

Mi24 series and the Ka-50 still does not overheat with zero oil remaining.

Falanga missiles (Mi-24A/D/Mi-4AV) are MCLOS so they shouldn't have a FOV restriction on launch and missile guidance.

You cannot guide multiple missiles at once, which should be possible with beam riding missiles. MCLOS missiles are typically self-destructed before firing a new missile though we should have it as a seperate option.

NEW

title

Low Quality Cloud spotting

tags

ulq clouds

ULQ has been plagued in simulator battles with a spotting bug for years that prevents Low Cloud quality users from spotting beyond 0.8km (but giving the advantage inside a thick cloud as they do not disappear within 0.8km) and many threads has been made about it.

I am making yet another bug report about this issue, again because all the other ones regarding cloud spotting kept getting locked and archived due to inactivity or lacked evidence or not approved in the first place. I replied to a thread recently with over 20 references to prove it but my reply never got through likely because it turns out the thread was a two days "too old." Every new rendering system update in the past since early 2013 never made a difference regarding this issue.

What Happens:

Entities such as aircraft and trees (yes, trees, I am serious) get hidden by clouds if they are further than exactly 0.8 kilometers from the user viewing them regardless the distance away from the cloud (inside, outside, does not matter).

The aircraft or trees still render but they are just rendered the same colour as the cloud and I can only identify the aircraft outside 0.8km with a cloud behind him if the cloud behind is very thin opacity-wise such as the edges of the clouds.

Replay files and screenshots are not applicable but you can view for yourself using the default ULQ settings and I have provided some of the obvious video examples below, although they are from before 1.53's rendering update (the bug is still valid as it never was fixed, regardless):

Flight of Swallows @ 2:20

Intercepting B17 @ 1:10

Shooting down a PBJ-2 at the beginning

(I have plenty more if you need them)

Logs is something I doubt to be helpful (p.s. don't discriminate against my hardware, the bug exists throughout all hardware as far as I know) but since you guys demand them so much:

DXDiag: http://pastebin.com/1A4SWGaa

Client Log: [attachment=170601:2015_11_12_00_48_36__5296.clog]

Video of where the client log was recorded:

https://youtu.be/W1y9dU0ZTvk

title

ULQ water is too detailed, consuming too much resources

tags

ulq water sea framerate

ULQ user is ridiculously overly detailed especially over a long distance that even makes a visual noise/starry like effect from its reflections with low resolutions.

All maps containing water are effected.

Client Log: [attachment=170605:2015_11_12_01_16_12__5176.clog]

DxDiag: http://pastebin.com/1A4SWGaa

Video in reference to the client log:

https://www.youtube.com/watch?v=WDqxKaoTnRE

Video (Online, Guam):

https://www.youtube.com/watch?v=rhTMj8Of834