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Showing content with the highest reputation on 01/31/23 in all areas

  1. Released a new version of OpenXR Toolkit 1.2.4, when used with DCS in native OpenXR mode, will let you use WMR reprojection and also Turbo Mode. Quickstart | OpenXR Toolkit (mbucchia.github.io)
    25 points
  2. 15 points
  3. I can confirm 100% that the max() logic described above solves all 3 of the issues I've been tracking: motion reprojection hang with WMR, random crashes with PimaxXR, and hang when using OpenXR Toolkit Turbo Mode. I am investigating whether there is any negative side effect to it.
    12 points
  4. For those who were held back into OpenComposite, I just released a new version of OpenXR Toolkit 1.2.4, when used with DCS in native OpenXR mode, will let you use WMR reprojection and also Turbo Mode. Quickstart | OpenXR Toolkit (mbucchia.github.io)
    11 points
  5. 9 points
  6. BUG This is how AI aircraft currently take off from the boat during CASE 1: When spooling up, they turn the beacon on. When launching, the turn the beacon off. When airborne, they turn the formation lights on. Then they immediately start climbing to at least 1200'. SOLUTION This is what carrier based AI aircraft should be doing: Do not use any external lights at all (especially on and around the boat, but in general no lights during the whole flight). When launching, fly 300 kts IAS and climb to 500'. Continue along the BRC in this manner until 7 nm away from the boat. Then start following waypoints. REPRO Put a 4-ship Hornets on the Supercarrier, mid day, clear weather, with a waypoint somewhere on the map. Observe them in Spectator mode. REMARKS The bug is somewhat serious, since it stop players from using carrier based aircraft while performing realistic CASE 1 recovery procedures with human players. The AI aircraft will climb too high and risk collision with recovering aircraft. The unrealistic external lights handling kills some immersion by looking a little silly. They actually do turn off the lights before the landing, which is nice. Well done there! Even if providing the AI flights with waypoints trying to get them to hold speed and altitude, they will ignore them during the departure. This makes sense because they're in a departure AI state, but also stops us from working around the bug. Lights should generally stay off daytime even during CASE 3 with low clouds, for both departure and recovery. In fact, except for nighttime, they rarely come on at all. REFERENCES Track and miz attached. Hornet_AI_Case1_Bug.trk CASE1_Bug.miz
    8 points
  7. I have better idea. Maybe ED and @BIGNEWY wil ask @mbucchia to join and work for the ED Team as representative and specialist in VR? I'm sure he would help solve a lot of cases, optimalizations ideas and we, as VR users, we would know that a great future ahead of DCS in this case. Just idea but pls think about it :). Maybe you need him?
    7 points
  8. HB has shown several times that they are willing to change things if they can be proven. So, do you have an actual study showing that the Phoenix can reach those numbers? If not, one of the better alternatives we have, as mentioned by @ValhallaAB and many others, is the study made by NASA that, although focused on a different goal, provides some details about the behaviour of the Phoenix. This is the study, straight from NASA itself: https://ntrs.nasa.gov/api/citations/20060004771/downloads/20060004771.pdf Do you have a better and reliable source? If not, there is nothing to fix (with some caveats, not strictly dependent on HB). Moreover, any car seller can say that their cars are the best in the world, it does not mean it is true. That's why devs need primarily numbers, not anecdotes. @Lurkergood points as usual, thanks mate!
    5 points
  9. 2 Versions are done on the 3D/Texturing side (PAH1A1 / VBH) HKP External Texturing / Modeling is done -> I am currently on the Cockpit. The KLH (South Korean) will be made as an AI Aircraft due to the Lack of infos. The search for a coder replacemnt is currently on the way.
    5 points
  10. @_BringTheReign_ @DonJosh @Don Rudi @Tomcatter87 - PMs have been sent, my apologies for the delay. Special thank you to @DonJosh for the very kind gesture. It is always great to see, when the love gets shared around. We bow to your example. Thank you! Thank you all again for participating and enchanting us with all your great submissions, we are already looking forward to the next contest and hope you all and many more will participate again. Congrats again to all the winners!
    4 points
  11. 4 points
  12. Update: Halfway mark reached, 300 of 600 pages now completed for SFI Part 1! Yay! The plan is to have it all done by April, including translation into English. This time available file formats for download will be Microsoft Word and Adobe PDF. If there is time I will convert it to LibreOffice as well. Conversion to Google Docs is not planned. Now, where's that coffee...
    4 points
  13. Thanks to @Silver_Dragon for the heads up. I post it here since HB is not even trying to hype us
    3 points
  14. I picked the wrong week to be out of town...
    3 points
  15. Next update is 2.8.2.35759. 2+8+2+3 = 15. The 5th letter of the alphabet is E. - 15E! 75+9 = 84, 84 is 48 backwards, and the 48th TFW flies, you guessed it, F-15Es from Lakenheath. Coincidence? I don't think so. The numbers don't lie @BIGNEWY
    3 points
  16. This is fixed internally. Wait for next update.
    3 points
  17. RAZBAM was very clear about the CFT questions (no remobable).
    3 points
  18. @BIGNEWY more information for the dev team regarding the remaining lock-up due to the frame loop deadlock. After some more investigation, I believe the condition happens if and only if the frame predicted display times (xrFrameState.predictedDisplayTime) does not increment monotonically: As seen above, the last value for predictedDisplayTime returned before the lock-up is 3,081,690,700,100, which is smaller than the previous frame predictedDisplayTime of 3,081,701,810,000. This seems to cause the game's frame loop to entirely skip the frame, without calling xrBeginFrame() (which is illegal and causes the deadlock). Now I have to admit, this is a little bit weird, because per The OpenXR Specification (khronos.org): I am thinking that because the loading screens in the game are skipping many many frames, this is confusing the motion reprojection logic. That's not OK and I will make a report to fix this in the next release of our runtime. Meanwhile, I believe if the game engine made sure to always invoke xrBeginFrame() for each xrWaitFrame(), regardless of the predictedDisplayTime, this will make the engine more robust to these situations. Perhaps better, always use corrected_predictedDisplayTime = max(current_predictedDisplayTime, last_predictedDisplayTime + 1) to even avoid skipping a frame and ask the platform to perform the necessary frame reprojection. I believe if the dev team implements either one of these measures, the lock-up issues will be resolved. For OpenXR Toolkit users, I believe this is the same issue that they are seeing with Turbo Mode. To be clear, there are 3 bugs here, one in the game engine frame loop, one in the WMR OpenXR runtime, and one in OpenXR Toolkit. Oops!
    3 points
  19. The BLU-97 submunition, present in the CBU-87, CBU-103 and AGM-154A, underperforms in DCS. The BLU-97 is supposed to be a combined effects munition which is able to have effect on air defense radars, armor, artillery, and personnel. Basically it has 3 effects. (https://www.globalsecurity.org/military/systems/munitions/blu-97.htm) Anti-armor effect, due to shaped charge able to defeat the top armor of any known tank (edit 1993 document ) (https://apps.dtic.mil/sti/pdfs/ADA264233.pdf) or 7"/200mm in other pubs linked below. Fragmentation effect, 300 pieces of shrapnel able to penetrate 6 mm steel at 20meters (https://www.clusterconvention.org/files/publications/A-Guide-to-Cluster-Munitions.pdf) Incendiary effect, due to the zirconium ring. As it stands the 4x CBU-87 (808x BLU-97) are not able to defeat a single T-72 in a small cluster, as the included trackfile demonstrates. Further reading: http://googlebordello.crushhumanity.org/projectdoomsday/blu97.html https://bulletpicker.com/bomb_-heat_-blu-97_b_-blu-97a_.html https://tinyurl.com/3h4k2mtu Test-BLU-97-T72.trk
    2 points
  20. Es kommt auf den Server drauf an. Es gibt viele Servers, welche das Verhalten den Spielern überlassen. Wie zu erwarten fliegt dann die Mehrheit so, wie es Ihnen passt, also kreuz und quer durch die Gegend, mit Verlust muss dann gerechnet werden. Egal was die ATC sagt. Die ATC in DCS kann man aber eh ignorieren, da sie komplett unrealistisch und inkompetent ist. Dann gibt es auch einige Server, die das Verhalten vorgeben, z.B. immer Link auf der Piste starten/landen etc. Im echten gibt es natürlich Prozeduren zu dem ganzen An/Abflug, jedoch werden diese zu 95% in DCS nicht befolgt da entweder man keine Zeit für Prozeduren hat oder diese gar nicht kennt. Persönlich schlage ich Dir vor, jeden Flugplatz in DCS als unkontrollierten Flugplatz zu handhaben. Das Bedeutet, wie beim Fussgängerstreifen auf der Strasse, immer links und rechts schauen, dass da kein Idiot mit dir Kollidieren könnte. Falls doch, lieber sich die Zeit nehmen, auf die Bremse stehen oder zur Seite gehen und warten, als in eine Kollision involviert sein und alles von Vorne anfangen. Wenn du aber Interesse in echte Prozeduren hast, es gibt zwei Methoden in der echten Welt, VFR und IFR. An/Abflug: VFR ist nach Sichtflug und dort macht man normalerweise Platzrunden, also 1000ft über Flugplatzhöhe mit Downwind, Base und Final. Als Beispiel folgendes Bild: Die meisten halten sich nicht daran. Ob du dich daran halten möchtest, ist dir überlassen. Je nachdem wie realistisch du unterwegs sein möchtest. Die zweite Art, IFR, ist nach Instrumenten. Das bedeutet, du stellst Funkhilfen wie TACAN, VOR, ILS etc. ein und fliegst ein gegebenes Profil ab. Beispiel: Solche Profile gibt es für An- und Abflüge. Hier gibt es allerdings einige Probleme: 1) Nur zwei oder drei Karten von DCS kommen mit solchen Charts. 2) Die meisten Spieler fliegen wie sie wollen. Die Chance dass dir jemand in die Quere kommt ist gross. 3) Diese Profile benötigen ein bisschen Übung um richtig geflogen werden zu können. Mehr dazu wenn du An- und Abflugverfahren googlest. Runway Gestartet wird wenn möglich immer gegen den Wind. Z.B. ein Platz mit Piste 09/27 bei Wind von 060 mit XY Knoten. Somit würde bei diesem Platz die Piste 09 in Betrieb sein. In DCS ist das Sache des Piloten. Meistens hats keinen Wind, und wenn doch, benützen die meisten Spieler einfach die Piste, die am nächsten ist.
    2 points
  21. I started getting occasional micro stutters on Open XR (No tool kit). Uninstalled OpenXR and fired up SteamVR (re-installed). Not a single stutter over any area in Syria. I'm running at 150% G2 res., no AA, AFx16, everything maxed. No tinkering, no spreadsheets or graphs. Immediate smoothness and speed. FPS is roughly the same as in OpenXR (50 ~ 90). I realize I'm an oddball here but until my rig runs OpenXR without hiccup and weeks of tinkering to achieve the same smoothness I get now right of the bat... I'm on Steam (offline). I just hope that OpenXR doesn't get 'mandated', at least until fully ready.
    2 points
  22. Buzz, I was going to send you a link for my A-10C campaign Operation Agile Spear for your 80th birthday. I sent you a direct message which you may have missed. I just need your email to send you the link.
    2 points
  23. This is an embarrassing admission coming from an American , but the best feature length film showcasing F-4E content comes from the repressive Islamic Iranian government. It’s a film titled “Attack on H3”, presenting a dramatized version of a real attack the IRIAF made against Saddam’s farthest air base. Fortunately much like the latest Top Gun movie they don’t focus on politics. Just the aircraft and mission details. If nothing else, whoever filmed and edited this was a true Persian Phantom Phanatic.
    2 points
  24. Even when @mbucchia gets hate.. he just keeps giving love. You have given us light to dcs vr performance. Cant thank u enough
    2 points
  25. 2 points
  26. @Nahen It is publicly known that FC3 has PFM (the best) and SSM (the worst). Now, the SSM of the APG-63 might be seamless from the UI perspective but what processing that is happening to determine what to put on the display is not. SSM radar functions in a "Target RCS is x and based on R1*(x/1)^.4 display the target when range is within Y" level of simple. The advances System Models (don't recall their actual acronym) go through a "Using this frequency, PRF, and output power, a target with RCS of x would give a return power of Y at the current range. Place that return in the right range and doppler bins and then run it against SNR requirements. Once SNR thresholds are met then......" etc etc until the raster scan throws light on a screen to make a target symbol. From a UI perspective under nominal conditions there are no differences, but the differences start to show in failure-to-track modes and edge cases.
    2 points
  27. I'm more interested in trapping the Phantom than having the Army version just as a note for Sales. The naval variant is a day one for me.
    2 points
  28. Thank you for testing this idea out! It's a pity it doesn't help. We are searching for the solution.
    2 points
  29. yes 1st of march is the next planned open beta
    2 points
  30. I agree 100% that trees should suffer damage, but they should still have an influence on weapons. Proximity fuses can be triggered by heavy foliage, and it will make the correct setting of fusing delays and types more relevant, particularly when attacking through thick cover. Large limbs can deflect weapons too, and any hunter will know that even a tiny twig can cause enough of a deflection to turn a hit into a miss. Scale that up and it is obviously important that the effect trees have on weapon systems should not just be removed altogether, as that would be equally unrealistic. i.e. 100% penetrable trees is as unrealistic as 100% impenetrable trees.
    2 points
  31. Just tried it and it works! I have motion reprojection running with my Reverb G1 and native OpenXR. VISUALIZER (Main): LAUNCH IN VR OpenXR: Windows Mixed Reality Thank You! I will probably regret asking as it will likely make my brain hurt but how did you fix what seemed like a game bug using your toolkit?
    2 points
  32. Just to elaborate a bit on what raz+r has said above. The CTRL, ALT, SHIFT, and WIN keys are classed as modifier keys. This is so you can have hundreds if not thousands more keyboard commands. As you can have for eg "B", LCTRL+B, LALT+B, LCTRL+LALT+B, LCTRL+LALT+LSHIFT+B etc etc etc. As raz+r has said, if you are holding CTRL to operate the speed brake, then when you are operating your POV hat, you are actually sending the command LCTRL+POV Hat, and not just POV hat which is the assigned command. You can however have multiple binds to do the same "action", so you could assign both POVL and LCTRL+POVL to look left. All you have to do is select the look left command in the joystick column, press LCTRL and POVL. You will then see two binds assigned to that action eg POVL, LCTRL+POVL. Then look left will work whether LCTRL is pressed or not.
    2 points
  33. Do you use the keyboard to use the airbrake? Because then you are using a modifier. So if you use your joystick hat, it does not trigger the normal assigned button but it uses it with the modifier, LCtrl in this case. Then it would look like this as an example joy0_povLeft but LCtrl+joy0_povLeft.
    2 points
  34. Iirc someone pointed out that the skin shown there was never really put in operational Tomcats. But I second your wish for a Jolly Rogers skin. Since we have the Theodore Roosevelt carrier, which they were deployed on quite a bit, a paint scheme from the late 80s would be great. @Reflected made great liveries from that era, maybe it's possible to include them in the core game - along with VF-41, their sister squadron.
    2 points
  35. A little bit off-topic, but in case someone doesn't know or haven't heard about: the 10 Percent True YouTube channel brings many interesting interviews, and the most prominent character in that is Starbaby, who was a F-15 WSO. He talks a lot about his time in the USAF, lots of anecdotes, but also shows some videos of attacks he participated in. Anyway, he talks a lot about the Pilot and WSO responsibilities. Other guy who talked a little about it recently is Max Afterburner. He is some kind of Garand Thumb of the sky, but he gives a glimpse of the division of tasks. But basically, the WSO is head down looking at the sensors, finding the target, creating a map for it, and once target designated, the WSO gives back the radar to the pilot, who nows sets it to air-to-air. The WSO now controls the pod, finds and refines the bombs impact point, and is heads down all the way till bomb impact. All the while the pilot is heads up, looking outside for any air to air or surface to air threats. Is is a fine example of two heads working better than one. And Starbaby's stories are very compelling, explaining how bombs miss, how to make bombs not miss, how they attack and re-attack, how they function as a flight (2, 4, 8 elements) and how they avoid ground fire. Enviado de meu SM-A127M usando o Tapatalk
    2 points
  36. Yeah I mean that is the point of my responses, the fact that we need to do a better job tracking and replying to these, I appreciate each and every report we get, even the incomplete ones I appreciate anyone making any effort. I never want anyone going from the forums thinking we dont care or we dont appreciate those efforts.
    2 points
  37. You're pulling up with airbrakes out in partial thrust and then yank back the stick, while firewalling the throttle, provoking a massive compressor-stall, from which you never recover. That's what it seems to be to me.
    2 points
  38. It's a bug. Fixed internally. Wait for next update.
    2 points
  39. Guys, this topic is about "pleasure of pre order ", so about certificate of ownership of a model without a model , pls dont mix too many subjects here ;). With CFT, or without:
    2 points
  40. RAZBAM has already said they wont be removable, I dont see another topic being created as being helpful it has been debated a lot already thanks
    2 points
  41. Has some funtionality none implemented yet: -T1154 (transmitter) & R1155 (receiver) radio units funtionality. -Navigator AI like Petrovich -Radio navigation equipment. -Animations and others.
    2 points
  42. ... da hat die Indoktrinierung wohl schon gefruchtet... Manche Leute wissen sich nicht zu benehmen. Das hat weder exklusiv was mit Männern zu tun, noch mit "toxisch".
    2 points
  43. as we have already mentioned we are working on the shadows issues and VR performance, we also have multithreading, DLSS and other core features on the horizon. With that said please dont derail this thread, keep it for the openXR native support topic thanks
    2 points
  44. I wish somebody would pin the FAQ document to this forum.
    2 points
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