[quotesva]1: Habe mir den LOMAN 2.1 runtergeladen, um die Grafik endlich ruckelfrei zu bekommen. Nachdem ich ein paar einstellungen vorgenommen hatte, gings auch ruckelfrei. Doch die Häuser ect, die sonst aus dem Boden gucken, werden nurnoch als flacher Matsch dargestellt.... habe schon einiges versucht, aber ich finde nicht die Einstellung mit der ich es wieder richten kann. Wer kann mir die sagen ?[/quotesva]
Hast du die aktuellste Version von Lock ON?
https://www.virtual-jabog32.de/download ... ?subcat=10
Hier meine Config/graphics.cfg:
[codesva]start_position = {-61, 1.2, -70};
start_position = {-180, 10.2, 630};
start_position = {-153.5, 0.1, 438};
start_position = {-60, 0.2, -60};
start_position = {0, 0.2, 0};
PlugIns
{
Renderer = "DXRenderer.dll";
Plugin1 = "MitkaGraphics.dll";
Plugin2 = "ZweiBlau.dll";
Plugin3 = "AVIMaker.dll";
Plugin4 = "Weather.dll";
GrEffects = "Effects.dll";
Plugin5 = "RenderEffects.dll";
}
DisplayMode
{
resolution = {1024, 768};
bpp = 32;
fullscreen = 1;
aspect = 1.333333373;
Interface
{
resolution = {1024, 768};
bpp = 32;
fullscreen = 1;
}
Simulation
{
resolution = {1024, 768};
bpp = 32;
fullscreen = 1;
aspect = 1.333333373;
}
}
SurfaceMaterials
{
file = ".\\Bazar\\Graphics\\Materials\\mfd.lma";
file = ".\\Bazar\\Graphics\\Materials\\map.lma";
file = ".\\Bazar\\Graphics\\Materials\\infrared.lma";
FixedPipeline
{
file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";
file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";
}
SWPipelineNoFog
{
file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";
file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";
}
SWPipeline
{
file = ".\\Bazar\\Graphics\\Materials\\landGf3.lma";
file = ".\\Bazar\\Graphics\\Materials\\mirrorGf3.lma";
}
SWPipeline
{
file = ".\\Bazar\\Graphics\\Materials\\landE3Gf2.lma";
file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";
}
}
Precaching
{
around_camera = 50000;
around_objects = 10000;
around_types = {"world", "point"};
preload_types = {"map"};
}
TexturePaths
{
path = ".\\Bazar\\TempTextures\\";
path = ".\\Bazar\\Effects\\WaterNormals\\";
path = ".\\Bazar\\TestTextures\\";
}
ModelDescriptions = ".\\Bazar\\ModelLOD.txt";
ModelPaths
{
path = ".\\Bazar\\World\\Shapes\\";
path = ".\\Bazar\\Terrain\\Structures\\High\\";
}
Camera
{
current = "Mittel";
Niedrig
{
near_clip = 4;
far_clip = 60000;
structures = {30, 2000};
trees = {60000, 3000};
dynamic = {300, 20000};
objects = {3000, 40000};
mirage = {3000, 10000};
surface = {10000, 50000};
lights = {50, 10000};
lod = 0.7;
}
Mittel
{
near_clip = 0.2;
middle_clip = 4;
far_clip = 80000;
structures = {40, 5000};
trees = {100000, 6000};
dynamic = {300, 20000};
objects = {3000, 50000};
mirage = {3000, 15000};
surface = {14000, 80000};
lights = {100, 30000};
lod = 1;
}
Hoch
{
near_clip = 0.2;
middle_clip = 4;
far_clip = 80000;
structures = {200, 10000};
trees = {200000, 20000};
dynamic = {300, 20000};
objects = {5000, 80000};
mirage = {5000, 20000};
surface = {20000, 80000};
lights = {200, 80000};
lod = 1.5;
}
}
ShadowLevel = 1;
LightsLevel = 2;
MirrorsLevel = 1;
TextureLevel = 1;
WaterQuality = 1;
FogQuality = 1;
SceneFile = "Medium";
TextureCollections
{
highFolder = ".\\Bazar\\TempTextures\\";
Collection1 = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds";
Collection1 = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds";
summer = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds";
summer = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds";
winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds";
winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds";
Collection2 = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds";
Collection3 = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds";
Collection4 = ".\\Bazar\\World\\WorldTexturesTGA.cdds";
Collection5 = ".\\Bazar\\World\\WorldTexturesBMP.cdds";
Collection11 = ".\\Bazar\\World\\WorldTexturesBMP1.cdds";
Collection6 = ".\\Bazar\\World\\ShipTexturesBMP.cdds";
Collection7 = ".\\Bazar\\World\\ShipTexturesTGA.cdds";
Collection8 = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds";
Collection9 = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds";
Collection10 = ".\\Bazar\\Effects\\effects.cdds";
Collection12 = ".\\Bazar\\World\\Cockpit-SU39-TexturesBMP.cdds";
Collection13 = ".\\Bazar\\World\\Cockpit-SU39-TexturesTGA.cdds";
Collection14 = ".\\Bazar\\World\\WorldTexturesTGA1.cdds";
}
bSummer = 1;
RenderStates
{
Folder = ".\\Bazar\\Graphics\\";
Parser = ".\\Bazar\\Graphics\\RenderStateParser.cfg";
DefaultRsFile = ".\\Bazar\\Graphics\\default.rsbin";
}
MaterialAliasFile
{
GF3 = ".\\Bazar\\Graphics\\Materials\\materials.lma";
GF3 = ".\\materials_TT.lma";
GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma";
}
landfile2 = ".\\Bazar\\Terrain\\Surface\\High\\land.lsa2";
BinScene = ".\\Bazar\\Terrain\\Scenes\\medium.scn";
roads
{
road = ".\\Bazar\\Terrain\\Roads\\roads.rn2";
road = ".\\Bazar\\Terrain\\Roads\\rails.rn2";
}
superficial
{
file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_VPP.sup";
file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Coastline.sup";
file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Crim.sup";
file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_East.sup";
file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_North.sup";
file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_West.sup";
file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Mount_Borders.sup";
map = ".\\Bazar\\Terrain\\Map\\map_buildings.sup";
map = ".\\Bazar\\Terrain\\Map\\map_lep.sup";
map = ".\\Bazar\\Terrain\\Map\\map_rivers.sup";
map = ".\\Bazar\\Terrain\\Map\\land_map_L0.sup";
map = ".\\Bazar\\Terrain\\Map\\land_map_L2.sup";
map = ".\\Bazar\\Terrain\\Map\\map_towns_crim.sup";
map = ".\\Bazar\\Terrain\\Map\\map_towns_cauc.sup";
map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_en.sup";
map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_en.sup";
}
ru
{
map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_ru.sup";
map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_ru.sup";
}
LandLodDistances
{
LandDay
{
L01 = 10000;
L12 = 40000;
}
LandNight
{
L01 = 8000;
L12 = 15000;
}
Map
{
L01 = 16000;
L12 = 50000;
L23 = 100000;
L34 = 200000;
L45 = 400000;
}
MapAlt
{
L01 = 16000;
L12 = 50000;
L23 = 100000;
L34 = 200000;
L45 = 400000;
}
MapTex
{
L01 = 16000;
L12 = 50000;
L23 = 100000;
L34 = 200000;
L45 = 400000;
}
MFD
{
L01 = 10000;
L12 = 25000;
}
}
LModelFiles
{
lmf = ".\\Bazar\\Terrain\\Structures\\model.lm";
lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm";
}
LandTextureLighting = 1;
LandSunFactor = 0.7;
OldLandNoise
{
perSquare = 5;
perSquare2 = 150;
front = 1000;
back = 10000;
top = 2500;
map_high = 20000;
bottom = 2000;
noisemax = 0.6;
noisemin = 0.1;
}
NoiseStrip
{
min = 2095;
max = 2505;
}
ScreenshotQuality = 90;
ScreenshotExt = "jpg";
EffectOptions = 2;
Exhaust = 0;
ShadowDensity = 0.6;
PilotName = "No";
FogParam1 = 12;
FogParam2 = 1.1;
ObjectFogMultiplier = 0.6;
CivilianRoutes = "";
PilotNames = 1;[/codesva]
Überprüfe einfach mal, welche Werte grob von deinen Abweichen. Alternativ kannst du auch meinen Code durch deinen Code ersetzen.

Danach sollte bei dir dann alles auf mittleren Grafik-Einstellungen sein
[quotesva]3: Gibt es für Lock On auch Material zum Downloaden, dass einen Schritt für schritt in dass Spiel fürt, also so eine Art Trainings-Handbuch, wo eben beschrieben wirde wie man Ziele erfasst ect ?
[/quotesva]
Schau dir am besten die im Spiel mitgelieferten Trainingsvideos an. Meiner Meinung nach erklären diese sehr gut die Grundlegendsten Sachen in Lock ON
