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  2. Did this project come to fruition? Love to see a caribou in dcs even if only AI...
  3. So here’s a question for the techies among us. If I make a multiplayer FAC mission with the Bronco, does the other player need to have the complete OV-10 module installed as well in order to see the actual Bronco skin in game, or is it possible for him just to save only the Bronco skins themselves somewhere and the Bronco will appear correct in the game???
  4. Yes , there is absolutely another picture
  5. @HOKUM52 Thank your for your report. There is a new Thread for the new PIMAX-Tool. It would be nice, if you would use this Thread to collect all the issues there. The fix could be disabling Bloom in the DCS VR settings section and Flares and Dirt in the System settings. Strange if you have the issue only with the newest PIMAX tool. Cheers
  6. Understood - I have not been aware that Eye Tracking Switch even makes a difference with the Super, but using Necksafer I just found out that having it OFF resolves any Necksafer problems with a blurry sight
  7. Yesterday, I had my first flight in a campaign in the dark of night and unfortunately have to confirm that the Super is causing problems here. I have a bright corona around the aircraft, sometimes the aircraft disappears because the headset seems to dim on its own, and when I go into the cockpit, everything is gone until the headset brightens up again. It almost seems as if some kind of glare function is integrated. The sunrise looked disastrous and completely unnatural. I've only just discovered this thread and will try to change the settings tonight. If necessary, I'll have to revise my positive review of the headset due to its lack of nighttime suitability...
  8. Welcome to the update Vietnam War Vessels 2.0.2! This update brings a few changes with it: First, the USS Enterprise got support for lights at night. Second, the USS Bon Homme Richard and Generic Essex carriers with SCB125 upgrade got updated parking positions, so planes drive in reverse to the parking. Unfortunately the result is not always great - some positions the planes wiggle for and back. We're working on further improvements to this, but with the carrier plugin gone from ModelViewer it's quite some work. Third, the livery names were normalized and start with the ship designation in brackets (e.g. (DD-728)). The update only contains the changed assets and not the complete mod. You need to install Vietnam War Vessels 2.0.0, then update to Vietnam War Vessels 2.0.1, and finally this update Vietnam War Vessels 2.0.2 can be installed. https://github.com/tspindler-cms/tetet-vwv/releases Alternate download on Google Drive: https://drive.google.com/drive/folders/1XHQWl6aq5nPYAeLnRnSViTqPBNsMcx7u?usp=drive_link Enjoy! TeTeT
  9. No reason to have it in the autoexec.cfg file if that's the case. I wasn't aware of the buttons, and/or are just using an ever growing list of things to try and check when I hit performance issues, and this was on it. I'll amend the original post. Thanks fort he heads up.
  10. What you have described is the issue you will get if you enable the Eye Tracking switch in the DCS VR settings. There is !!no!! need to enable this switch for Eye Tracking with a PIMAX OG or Super Headset.
  11. Hello, I’d like to report an issue with DLAA in DCS when using a triple-monitor configuration. Hardware setup: Monitors: 2 × AOC Q27G4XF 27" LED Fast IPS QHD 180Hz 1 × AOC CU34G2X/BK 34" LED Wide QuadHD 144Hz FreeSync Curved Combined resolution: 8560 × 1440 (2560+3440+2560; screenshot attached). GPU: Gigabyte GeForce RTX 3080 VISION OC 10GB GDDR6X Rev 2.0.
  12. I support I'd be great to also made NVGs fixed fov, which is dependent on the device. Last time I checked you could zoom in/out and the NVG cirlce stayed fixed relative to the screen.
  13. That's something i didn't pay attention to, but will look at it . Thanks for the report. by the way , feel free to use "issues" to report what you think is wrong , or improvments https://github.com/landre-cerp/McduDcsBiosBridge/issues
  14. Interesting. I get this with my QP. I will try your idea and see if it works for me.
  15. OK, did some testing yesterday... My problems with Necksafer had nothing to do with the Eye Tracking Switch in DCS. In my case Nechsafer API has to be in #1 rank within the OpenXR API Layers GUI, otherwise it won´t work. So my API-order is: #1 Necksafer API #2 Motionsystems API (for motion compensation) #3 QV Companion API Only than I get Necksafer to run without a problem. However - the Eye Tracking Switch in DCS makes a big difference in Necksafer: Having it ON I have a very blurry sight when looking back. It seems that the Foveated Rendering Area stays at my actual head positioning of 110° while my view snaps to 160° and therefore is out of the high rendering area. Having it OFF it works perfect, the Foveated Rendering Area also snaps back to 160° while I am only looking at 110°
  16. Today
  17. Thanks , I'll check how it works and if it's ok, I'll enlarge this area in the update.
  18. You want to spoil that one for me too?
  19. Not to play white knight for ED, but basically you have described it yourself. SRS is a standalone tool which has very minimal dependencies on DCS. Other than reading the radio unit switched location, SRS doesn't care about DCS and it's a radio app by itself. What ED is trying to do is to integrate all of that into the what everyone now knows is a code hell of a DCS so that's why it takes long whereas Ciribob basically has all his attention on the single app and that's it. On the other hand, latest VoIP is pretty much very good in itself and works mostly as SRS users would expect. There is no splitting of audio per sides (but to be honest, I'm not sure that's realistic setup in a first place) and IIRC MIDS radios aren't supported, but the rest works out of the box within DCS, it isn't supported by 3rd party apps. It's a shame that the current release of the VoIP wasn't the initial release as now there's basically no connection issues like before and radios work as advertised.
  20. I'd also like to see something from the East as well. For example, the new version of the Hip, the Mi-8MTV-5.
  21. What you have shown are the line "management" pages, it shows of which waypoints the line is created. That is correct IIRC as all lines and areas are created from the point in aircraft memory (waypoints and control points, I think target points can't be a part of the line/area/route) To see how it would display on the HSD, you can slew the HSD to the e.g. 6W and then see if the HSD will display PL-SHIELD or something else. Not a home PC so can't check the track, but I would go on a limb to say this is correct, you just haven't looked at the HSD
  22. It’s something most missions don’t get right: it’s not the wind that matters but the wind over deck. The wind is just one component. If you jump into the LSO station you’ll see that the wind over deck blows precisely down the angle.
  23. Jester is your RIO in Zone 5, not Bio. narrations will only happen during otherwise idle transit times when you have absolutely nothing else to do. They won’t interfere with the action, that would be an immersion killer.
  24. Damage models: Most of them are FUBAR. I don't know if it's to be player friendly that way players can get away with more to benefit game play. I have personally put hellfires, GBU's into a hind and it shrugged it off. Tricker has tons of videos of him hitting helicopters with multiple 25mm from a Bradley. wow what a great segue. Weapon Damage: A burst of 25mm from the above example would wreck any aircraft, especially a helicopter. I proved that anything below a 30mm rarely damages anything past 4,500ft in my SA-6 thread. How I conducted my test: Using the previous known range of 4,500ft that was the constant. I started each test with a Bradley to engage with its 25mm(since it doesn't have AP/HE in DCS which should be fixed since the LAV does...) This is a good control to start with. - a common issue, the AI shooter would think a helicopter was destroyed and would stop engaging. This is after many rounds hitting target. - I would place the helicopter on the ground as a cold start(meaning they have to start up to get airborne) right above the 4,500ft mark so around 4,520ft. And run the editor. If the helicopter survived the 25mm event, I brought it within 4,500ft. - IF the 25mm was able to destroy the helicopter that was the end of the test, move on to the next helicopter. If not, I replaced the bradley with a common 30mm unit like a BMP-2, BTR-82A, and a BMPT for faster 30mm engagements. Same method, above 4,500ft, within 4,500ft. - IF the helicopter survived the 30mm test. I moved on to a 120mm test from an Abrams or Challenger II. That's where I stopped, no offense but the Russian 125mm tanks in the game are B.S so I didn't use them (prior master gunner, fight me). Test 1: CH-47F Survived all 25mm, 30mm and 120mm engagements, took off and flew away, even with damaged rotors. Truly amazing. Test 2: AH-64D Destroyed within a few bursts of 25mm from above 4,500ft. Test stopped. Test 3: Ka-50 III 25mm destroyed it right before take off above 4,500ft. Skipped straight to 120mm, it took 22 hits to destroy it, last hit was while it was airborne. Test 4: Mi-8 25mm above 4,500ft stopped engaging because it thought the AI was dead. Was able to destroy it within 4,500ft. 30mm above 4,500ft took it out within a few burst. Test stopped. Test 5: Mi-24P Survived all 25mm & 30mm engagements. 120mm needed 7 hits to destroy it. Test 5: OH-58D Survived all 25mm & 30mm engagements. Survived the 120mm above 4,500ft engagement and took off. 120mm within 4,500ft it almost took off but after numerous .50cal and 120mm hits it was finally destroyed. Test 6: SA342 25mm destroyed it above 4,500ft within a few bursts. Test stopped. Test 7: UH-1 25mm destroyed it above 4,500ft within a few bursts. Test stopped. CH-47 vs 25mm above 4,500ft.trk CH-47 vs 25mm within 4,500ft.trk CH-47 vs 30mm above 4,500ft.trk CH-47 vs 30mm within 4,500ft.trk CH-47 vs 120mm above 4,500ft.trk AH-64 vs 25mm above 4,500ft.trk Ka-50 vs 25mm above 4,500ft.trk Ka-50 vs 120mm above 4,500ft(22 hits to kill).trk Mi-8 vs 25mm above 4,500ft.trk Mi-8 vs 25mm within 4,500ft.trk Mi-8 vs 30mm above 4,500ft.trk Mi-24P vs 25mm above 4,500ft.trk Mi-24P vs 25mm within 4,500ft.trk Mi-24P vs 30mm within 4,500ft.trk Mi-24P vs 120mm above 4,500ft(7hits to kill).trk OH-58 vs 120mm above 4,500ft.trk OH-58 vs 120mm within 4,500ft.trk SA342 vs 25mm above 4,500ft.trk UH-1h vs 25mm above 4,500ft.trk
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