BMS 4.35 new features
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But isn’t it handled by Falcon BMS if I leave it at application controlled?
Just to make sure, I set AA to 1 (which is still on I assume?) in the BMS settings, turned V-sync off and triple buffering. Then I forced AA, V-sync and triple buffering through the Nvidia CP, but the MFD fonts were still blurry. It didn’t seem to be affected at all by the changes. This makes me think that it’s unaffected by the settings and “hardcoded” in Falcon BMS? I am playing it on 1920x1080 which is my monitor’s native resolution.The Bullseye information is barely readable even after moving in closer with headtracking.
https://i.postimg.cc/LqSCHw2W/2020-12-22-151308.pngAre other people’s MFDs looking like this? Because if they are, I can accept it as a feature. But I’d hate to play like this if it’s an issue on my end and not supposed to look like this.
playing around i noticed that its better to use the UI graphics settings instead of the card´s settings. I have Vsync on, triple buffering on and AA x8. And my card is an old AMD 7570
Have no blur and the numbers look descent except the 0 where i have to zoom in a bitMy preference regarding the new features would be a little less light when AB is lit at night
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The new TacRef should give you a lead.
How….?
You can see what it is the game but it tells about 0 its modeled function.
It does not show you that AS missile on Tu-22M is literally a hacked Maverick… -
How….?
You can see what it is the game but it tells about 0 its modeled function.
It does not show you that AS missile on Tu-22M is literally a hacked Maverick…But it does show you which ASMs are in the sim.
For a pro like you it is very easy to dig through the db and compare them in sim, no?. -
But it does show you which ASMs are in the sim.
For a pro like you it is very easy to dig through the db and compare them in sim, no?.Honestly, I rather wish to play after so many years of messing around the game. The DB is literally now an alien to me.
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How….?
You can see what it is the game but it tells about 0 its modeled function.
It does not show you that AS missile on Tu-22M is literally a hacked Maverick…The only REDFOR ASMs I had any success with was AI MiG-29M with AS-20, worked but that was in 4.33. Will not be very effective in 4.35 with the ship defences though I think, you will need a lot of them to get through, depending on the target.
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The only REDFOR ASMs I had any success with was AI MiG-29M with AS-20, worked but that was in 4.33. Will not be very effective in 4.35 with the ship defences though I think, you will need a lot of them to get through, depending on the target.
Thx.
I wish to test that ASMs can be targeted or not by human players and planes.
Or is it just an feature for AI controlled SAM? -
For AI controlled SAM.
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I noticed 4.35 doesn’t crash while broadcasting on Discord.
You can go/out 2D-3D without quite broadcasting. -
Amazing version as always, especially features like icing, runway conditions, HARMS and HTS and so on…
After a couple of flights i noticed mostly in AA that the tgp range has been reduced. Before i can see clearly a fighter size at 32nm or so and now this range has been reduced to 23nm. Is intended or maybe related to the new changes in graphics engine.Regards
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Love the new SAM gameplay!
Q: Are there any new features / changes to the DL system?
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Fantastic looking changelog.
I’am super excited to have all that features right before the holidays! -
Y noticed at 4,35 that every time I land at a carrier, a strong reflection of a kind of rear fire explosion happens, I was wondering what was it, until one ocasion in which I landed a Viper with the hook down and it happened again.- So I guess it is a new modelled effect about sparks from the hook in contact with the deck or tarmack.- If it is so, I celebrate it, but I think it is over exagerated as it seems the plane is about to explode.-
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Y noticed at 4,35 that every time I land at a carrier, a strong reflection of a kind of rear fire explosion happens, I was wondering what was it, until one ocasion in which I landed a Viper with the hook down and it happened again.- So I guess it is a new modelled effect about sparks from the hook in contact with the deck or tarmack.- If it is so, I celebrate it, but I think it is over exagerated as it seems the plane is about to explode.-
DX11 lights rendering. Conversion is not 100% fully finished, many things remains to be adjusted or even redone from scratch.
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Y noticed at 4,35 that every time I land at a carrier, a strong reflection of a kind of rear fire explosion happens, I was wondering what was it, until one ocasion in which I landed a Viper with the hook down and it happened again.- So I guess it is a new modelled effect about sparks from the hook in contact with the deck or tarmack.- If it is so, I celebrate it, but I think it is over exagerated as it seems the plane is about to explode.-
Yeah, I noticed the same thing, I thought that I had failed the landing. In 4.34, the deck surroundings would light up to indicate an imminent explosion if you set the jet down too hard on the carrier. I suppose there is some lighting effect at nighttime IRL from the hook hitting the deck but in 4.35 it happens during daytime as well
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I didn’t see anything like that when I was out on USS Lincoln watching night ops from the LSO plat…must be something else.
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Israel and the Balkans are already updated for 4.35
GTX 770 , I7 : Wow !!! ITO has become smoother than ever . Never enjoyed such a fluidity
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But isn’t it handled by Falcon BMS if I leave it at application controlled?
Just to make sure, I set AA to 1 (which is still on I assume?) in the BMS settings, turned V-sync off and triple buffering. Then I forced AA, V-sync and triple buffering through the Nvidia CP, but the MFD fonts were still blurry. It didn’t seem to be affected at all by the changes. This makes me think that it’s unaffected by the settings and “hardcoded” in Falcon BMS? I am playing it on 1920x1080 which is my monitor’s native resolution.The Bullseye information is barely readable even after moving in closer with headtracking.
Are other people’s MFDs looking like this? Because if they are, I can accept it as a feature. But I’d hate to play like this if it’s an issue on my end and not supposed to look like this.
I think you assume wrong. Notice what the numbers are in that dropdown, they’re powers of 2. 1x antialiasing is no antialiasing.
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I just saw my wingman shooting at the same time two missiles to two diferent enemies. In 4.34 i have never seen this, is this implemented now in 4.35??
Regards
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I just saw my wingman shooting at the same time two missiles to two diferent enemies. In 4.34 i have never seen this, is this implemented now in 4.35??
RegardsLOL, be happy he shot at all, mine flew 25 miles to engage and never fired a missile when I gave him the “Attack target” order!
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LOL, be happy he shot at all, mine flew 25 miles to engage and never fired a missile when I gave him the “Attack target” order!
I had got that problem a couple of times. I think is related to an order or a combination of orders that prevent the AI to attack later. Sometimes i order the AI to weapons holds (repeatedly) or snooze radar and y think that from there can come the problem.
Regards