HELLAS (IKAROS Theater)
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I took off from Souda (Crete) in IKAROS v2.2 yesterday and noted that the tarmac / ramp texture disappeared and popped in again when looking out to the right side (the tarmac texture being replaced by the ground / grass texture).
When landing at Kasteli on RW 20, there are several tall buildings on the approach just before the runway, no biggie though.
Keep up the great work & efcharisto poli!
Uwe
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I took off from Souda (Crete) in IKAROS v2.2 yesterday and noted that the tarmac / ramp texture disappeared and popped in again when looking out to the right side (the tarmac texture being replaced by the ground / grass texture).
When landing at Kasteli on RW 20, there are several tall buildings on the approach just before the runway, no biggie though.
Keep up the great work & efcharisto poli!
Uwe
Sparta the known problem with the values on the hitbox in lodeditor.
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I took off from Souda (Crete) in IKAROS v2.2 yesterday and noted that the tarmac / ramp texture disappeared and popped in again when looking out to the right side (the tarmac texture being replaced by the ground / grass texture).
When landing at Kasteli on RW 20, there are several tall buildings on the approach just before the runway, no biggie though.
Keep up the great work & efcharisto poli!
Uwe
Thank you very much hoover
ok Arty I am on it
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Hi folks,
I created a really simple TE today to check if IKAROS has the same problem on Karpathos as Aegean V1.5 (ground units moving through water on their way to the south of the island, starting off in the North of the main island), and I saw something really strange: I’d dropped all my ordnance, but all weapons were still visible externally and one GBU mounted in a really strange location:
Originally my loadout consisted of 2 GBU/12 and 2 JSOW-154 (testing only ;)), but only one GBU remained visible. Has anyone else seen something similar?
I was flying the F-16 52 w/o CFT in case you can’t tell from the screenshot.
Also, the red ground forces where not visible in GMT mode, only GM mode which means they are ignoring their orders to capture Karpathos (I double checked in TE builder that the orders were ok for all four batallions). Any idea what could be causing this?
All the best & thanks in advance,
Uwe
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I took another look at the issue and it seems ground units can’t / don’t move on Karpathos at all. Movement works ok on Crete. Maybe some sort of “pathing / tiling” issue with Karpathos (sorry, I really have no idea what I’m talking about ;))
Cheers, Uwe
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one GBU mounted in a really strange location:
I haven’t yet tried the theater, nor checked the db for any problems, but in real all HAF Viper blocks are certified to carry 1 Mk-82 series weapon on the centerline MAU-12 pylon.
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Thanks for your replay, Raptor. I’ll check the loadout visually the next time.
Uwe
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Hello gents,
made a few easy TEs (no Tac fact.) for sightseeing and wanna share this, at some shots I named the airbases so users can find them on a map.
Some are really distinctive.Hope you do not mind the flood of screens. In the last 5-6 pics, I will post a few graphical glitches on the coast-triangle texture overlapping-and a humble suggestion for texture inclusion…
Of course the shots are edited-some-but close to what can be archieved with Sweet FX and monitor settings, and maybe some look crappy.
…my rig is still not fast.:wfish:
The next is Balikesir IIRC, the rain is not meant anti Turkish, just coincidence of the mission.
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wow Great shots Tom… and nice input.
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Great screenies, really! Did you use some kind of colour enhancement software (such as SweetFX) or image postprocessing?
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TBH I simply worked with Irfan view after taking them to get the shots a bit better, no secret. But I use a Sweet FX setting (a very mild one) ingame, along with a monitor switch that somehow enhances light and contrast. The combined effect is nice but not that nice.
Ingame it does not look that extremely saturated.
But I can recommend a trick for those who want a similar effect:
Use Sweet FX and enable “Tonemap” plus try some settings for it. This gives similar results.This e.g., are my Sweet FX settings, yet Tonemap not activated-and no sharpening active as well.
Another iseful tool is gapa gamma, it has less options but is also less intrusive.
http://simhq.com/forum/ubbthreads.php/topics/2697554/Gapa_Gamma_panel_utility.html/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines. #define USE_LUMASHARPEN 0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.18 // [0.05 to 0.20] Edge detection threshold #define SMAA_MAX_SEARCH_STEPS 50 // [0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 100 // [0 to 100] Determines the percent of antialiasing to apply to corners. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 1 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.200 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 1 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. // I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.446 //[0.0000 to 8.0000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.11 //[0.0 to 1.0] #define TechniPower 2.8 //[0.0 to 8.0] #define redNegativeAmount 0.88 //[0.0 to 1.0] #define greenNegativeAmount 0.88 //[0.0 to 1.0] #define blueNegativeAmount 0.88 //[0.0 to 1.0] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 8.0 //[1.0 to 15.0] #define ColorGamma 1.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 1.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 //[0.6 to 0.2] #define GreenC 0.36 //[0.6 to 0.2] #define BlueC 0.34 //[0.6 to 0.2] #define Blend 0.04 //[0.0 to 0.1] How strong the effect should be. /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.002, 1.003, 1.006) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.002, 1.003, 1.006) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.002, 1.003, 1.006) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.0 //[0.00 to 2.00] Adjust midtones #define Exposure 0.00 //[-1.00 to 1.00] Adjust exposure #define Saturation 0.00 //[-1.00 to 1.00] Adjust saturation #define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors #define Defog 0.000 //[0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.15 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_contrast -0.03 //[-1.0 to 1.0] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 6 //[1|2|3|4|5|6|7] The constrast s-curve you want to use. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers) #define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00] Center of effect. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section. //Note that the checkerboard pattern used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 3 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
Hope that helps. Lol, wish I could afford a better hardware. My system is sort of cro magnon.
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Thank you so much, Tom, for your thorough explanation! I tried SweetFX once, but it devastated my FPS, so I quit. My ATI HD6750 gfx is pre-Cro Magnon…
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You’re welcome TommyGun, if you spare settings like LUMASHARPEN and BLOOM with Sweet FX…, there should not be any performance hit.
Cheers
Tom
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Who is responsible for the tiling and texture on Lemnos and Agios Efstratios?
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Like you had to ask.
Kouritis. -
Obviously it seems Falcon BMS 4.33 uses both different cockpit files as also sound files, somehow I managed to get Ikaros working.
If anyone succeded and wants to try a different HUD/canopy etc set, here it is.
http://www.mediafire.com/download/muskym9dsp4g32n/F-16C+Blk+52+Ikaros.rar
IIRC
Canopy reflection base-unknown to me modder
HUD part FanOfBMS4.32 AFAIK
Rest me
IIRC…Cheers
Tom
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Thanks a lot for sharing, Tom!
Who knows, might they be used for other theathers too? Those for the Tornado, just to say one, don’t work except for Korea.
Best regards,
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Hi Jackal…
They will fit for Korea e.g. as well, but I would not use any but the 8005.dds there, and only after backing it up.
I’m sure over time other mods will pop up.ATM I try to figure out why the HUD setup looks completely different in Ikaros than in Korea for my game/sim install with same files. Weird. I may post an upgrade of what I posted in the community mods section… if I encounter an error.
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Link updated and also this should work with Aegean as well.
(The only reason I did not download Aegean 1.6 so far is the issue I have with the default media host and slow load time of the alternative link. I am sure I will love the 4.33 version.)