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Reshade VR Enhancer Mod (VREM)
mkel2010 replied to lefuneste01's topic in Utility/Program Mods for DCS World
I'm trying to use Reshade with Quest 3 and virtual desktop. How can I bring the Reshade overlay up in VR? Trying to figure out why every map has a thick, circular haze ring when I have Haze set to Zero in Reshade. -
Sorry I've been away for a few days....sounds like you have found the problem. I did confirm the above and I also tried wasing to rockets on the landing pad upon startup, rather than after firing the hellfires in battle, and I crashed 3 minutes into the mission. I also played a couple other missions in the campaign with no problems at all but I haven't checked yet to see what type of rockets they were... I will do that. Thanks for all the perseverance!! You guys are great!!
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They have a list of recommended WiFi hardware on the virtual desktop discord. It might be worthwhile to check in there and see what your options are. If I recall correctly, you want something capable of WiFi 6E or WiFi 7, as well as 2.5 gigabit ethernet ports connecting your PC to your router, with the router broadcasting as closely as possible, ideally with line of sight to your headset. Assuming you don't have any interference or other issues, you should be able to achieve a really smooth and low latency wireless experience. It's never going to be quite as responsive as something with a dedicated DP connection, but you should be able to achieve or surpass the responsiveness you get by connecting via the USB link cable. With regards to the visual quality, it's hard to say without knowing more about your hardware. In virtual desktop you get the best image quality by super-sampling (eg. selecting "God Like" resolution). If your GPU can push the resolution while maintaining at least 72hz, I think that would be the ideal scenario, and you won't have to worry about SSW, but it will also depend on your CPU and your in-game graphical settings. For more clarity you're also not going to want any DLSS or DLAA in DCS itself, but again, depending on your set up this might be hard to push while maintaining your desired frame times. Sadly, even with an ideal setup, you will always suffer a bit from compression with the Q3 and PC VR. You can try out AV1 10 bit encoding, if your GPU hardware encoder allows, and you will see some smoother color gradients, but the processing overhead is a bit more than H264+, and as such, you won't be able to push the bitrates up as high, so might see more compression artifacts close to the ground with lots of motion. H264+ will probably do a bit better with lots of motion but suffers a bit more with color banding. Hope some of this helps. The optics on the headset are stellar, and it's just such a shame that it's kind of hamstrung for PC VR by the lack of DP connection.
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Thx for hard work!
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А смысл оценивать размер проекции ИЛС по плоской картинке, он же спроецирован в бесконечность. Реальные фото в данном случае лучше реального пилота говорят о том, что размер +- правильный, т.к. положение камеры +- так же подобрано, как и в видео. Вот пример ИЛС ГС-го МиГа, к которому ни у кого претензий не было. На первый взгляд такое же маленькое изображение, по факту в ВР (да и не только, если смотреть с места пилота) на всю ширину ИЛС, и маленьким не кажется.
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Hello, Sorry for the dumb question, but I haven't been able to find a clear answer to this in a while. Now that I'm playing more with the internal cargo feature, I've become more curious to learn what it measures. The EPR gauge on the bottom left area of the pilot instrument panel is named in the manual as the Engine Pressure Radio instrument (#2 in picture). Is "radio" a typo, or is it meant to be "ratio"? Also, am I correct in assuming the instrument is measuring the same thing as engine torque (expressed in percentage of total), with the red bugs indicating some sort of maximum for the current conditions? Also, why are there three separate red bugs? Any help understanding this instrument is greatly appreciated!
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I hope they give us an option to bind 2 engines per throttle axis
Someone replied to Cowboy10uk's topic in DCS: C-130J
Yes, that exact thing is an option. There is also a setting which automatically enables/disables ground range based on roughly whether or not allowing it will cause you to crash or not (ie: right after touchdown before the wheels are settled). These things are all optional. -
DCS (and IL2) already supports native FFB via the old Microsoft protocol, although not all mod developers have bothered to use it. If you have an old stick like a Sidewinder2 it works very well on the warbirds and helicopters and some jets. These old sticks just take the FFB data from the game and that's what you feel. There's no fancy driver software to let you tweek and fiddle, and if the game doesn't provide good or any FFB data (I'm looking at you MSFS) then your experience is going to be disappointing. The Moza stick tries to overcome this limitation by not only reading native FFB data, but also reading general telemetry so that it can create its own effects at appropriate points in the flight envelope. It can make the stick vibrate when the guns are fired, or make it kick if the plane hits turbulence (or the ground) etc. Most of these effects are just a bit of candyfloss really, but they can add something when added to the native FFB. Unfortunately the Moza software just isn't very good at any of this. It's telemetry generated effects are generally just crude buzzing or robotic wobbles and its rendering of native effects is just far too weak. I don't understand why they made such a lovely stick with beefy, powerful motors and then made so many of the effects so weak and feeble. And of course the effects disappear completely when the software crashes or disconnects in the middle of a flight. I think the best thing Moza could do would be to open source the protocol for driving the stick and allow Github to do its stuff, but I don't think that's going to happen. Most of the discussion on the Moza Discord and most of the development effort seems to revolve around just auto matching profiles to aircraft rather than improving the reliability or effects quality. I would suggest that anyone considering buying an AB9 has a good read through the Discord channel first.
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OH-6A by Tobsen and Eightball
Freddie replied to tobi's topic in Flyable/Drivable Mods for DCS World
Put on psy war op, make it loud. -
MiG-31BM & MiG-31K mod by szcz
szcz13 replied to szcz13's topic in Flyable/Drivable Mods for DCS World
UPDATE v1.1.3 Quick patch for earlier update fixing (but not completely, can't find a reason at this moment) direction of canopy rain drops. Also added better quality elements and textures inside the cockpit.- 124 replies
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hZf started following Minor JTAC tweaks to bring CAS to more modules
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We know that the JTAC system needs a thorough re-work, but a small band-aid solution would be a mission editor selection to determine if a JTAC provides coordinates in MGRS or lat/long. If JTACs could read lat/long coordinates, the Tomcat would become a very decent CAS aircraft almost immediately, with the ability to have Jester input the coordinates and cue the TGP to that point. Right now, CAS in the tomcat requires use of the F-10 map, conversion of MGRS to lat/long, and THEN inputting the coordinates in via Jester/RIO. Flying in VR makes that very challenging. I'm assuming that there are other aircraft that can also accept lat/long coordinates and not MGRS, and this simple tweak would open CAS up to these aircraft as well. Obviously dynamic laser-codes and better ordinance selection would also help, but I imagine these fixes are more challenging to implement and would take longer. For the meantime, options for coordinates would provide a pretty significant leap in capability.
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I usually fly on AO Aerobatics server, and they have a variety of cargos prespawned into the mission. I can confirm that the barrels do not load. The only ones that load are the small heavy ammo crates, the palletized bombs, and the UH-1 Cargo in a net. It would be nice if the Hind could load up a bunch of the barrels. Maybe even one of the smaller oil tanks (if they dimensionally fit through the opening). It's been really fun to fly with a variety of cargos and feel how the Mi8 responds at different flying weights. With three ammo crates, it even becomes necessary to do a rolling take off, which is extra cool lol!
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It's aestethic but I'm not asking the devs, I'm asking if someone here is able to or knows someone who can do it. (I already placed a request on the Skinners Discord, no one replied). That's why I posted here and not under Bugs / problems. "We" means that me and other friends need it cause we are going to fly several cold war missions with the 21 in the upcoming months.
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hello. sorry to hear you still have troubles. reinstalling will not correct this issue. one never has to reinstall. i repair will do the same and take much less time. you may try to disable IPv6 on your computer. another thing to check is see if you changed HOSTS file. it is located C:\Windows\System32\drivers\etc. open it with notepad. then post contents here. also in command prompt run ipconfig/all again and post that content.
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Maybe.... commercially it's a given hit, but the ball is really in Magnitude 3's corner now. I have a feeling that they are a bit sick and tired with the MiG-21 and wants to work on something new. Also, a true "2.0 edition" would probably mean to start over from scratch. The code is 10+ years old by this point. Perhaps wishful thinking, but a partnership with another 3rd party for a "2.0 edition" might get the ball rolling.
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Ну да. Снимающая камера почти упирается в конструкцию ИЛС. Но никто ведь не не летает так, да и камера не глаз. Я имел ввиду с точки зрения восприятия для человека. Тут иногда заходит реальный лётчик 29-го, может он чего-то скажет?
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Visibility range of aircraft external lights
Cgjunk2 replied to twistking's topic in DCS Core Wish List
I'm not sure if this would make the developers better understand what the light orb/bloom problem is, but attached is a perfect example of how unrealistic it shows up in game. While this screenshot is of the VR mirror from my flat screen, the blooms actually looks a bit bigger in VR since the pixels are physically closer to your eye. But by showing what it shows up in flat screen, it should demonstrate that this is not a problem that only exists in VR (as some have mentioned in other threads on this topic). I included a zoomed in version that show these lights are coming from the island lighting on the carrier. I'm not sure how bright these are in real life, but even if they are extremely bright marker lights, luminosity should be rendered via brightness of the pixels. Right now I'm starting to wonder if maybe devs chose to express luminosity in clear atmosphere via the size of blooms. This isn't what happens in real life. Somebody perceiving a distant small bright light (in clear weather) would see a bright point source, not a huge bloom. The only way you would perceive a bloom is if you had certain eye conditions, like if you have cataracts or extreme amounts of astigmatism. Or if the light was so extremely bright that it lit up the inside of your eyeball and you start to see the light reflecting off of the inside walls of your eyes. That only happens looking at the sun or if somebody shines a flashlight directly into your eye at close range. -
Ask your ISP to provide a public IP, use some valid reasons taht your IP camera, local dvr, or alarm system is not working anymore. If you use some of these reason normally they assign a public ip, dynamic but it will be fine. CGNAT is always a bad thing for gaming in general