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Eugel

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Everything posted by Eugel

  1. The keybind for autohover is still there, but it doesn´t seem to work.
  2. I think this is the most exciting DCS news for me this year ! Thank you for that, really looking forward to flying the "new" Gazelle.
  3. I agree, with a filament printer, you won´t get the details and smooth surfaces you would want from a model like that. There are probably hundreds of plastic kits from different companies out there, I wouldn´t bother making one myself (unless of course you want to do it to practice your 3D modelling skills) I don´t know why anyone would pay 300 $ for such a model, how big is this ? A Tamiya kit would cost a fraction of that and would be much more detailed.
  4. He wants to display a 2D image within the headset without it having to calculate 2 different images for 3D display, no ? Stuff like Desktop theatre mode in VR displays a 2D image on a virtual "theatre" screen, but the theater itself is a 3D image, and the tracking would only work within this theatre, not on the 2D picture displayed within, so you would be unable to use VR tracking within the cockpit if you put DCS on that theatre screen. But, yeah, english is not my first language, so I might not have understood the OPs post.
  5. I don´t think this would work. I think, displaying the same 2D image for both eyes would look weird and probably confuse the brain.
  6. Ich hatte das zunächst auch nur mit Triggern gemacht, so wie oben beschrieben. Nachdem ich meine Mission dann ein paar Mal geflogen bin, wusste ich dann aber irgendwann "Da vorne am Waldrand könnte ein Shilka stehen" usw. Ich hab´s dann mit MIST gelöst. local z = {'Spawn-1', 'Spawn-2', 'Spawn-3', 'Spawn-4', 'Spawn-5'} local g = {'Group 4-1', 'Group 4-2', 'Group 4-3', 'Group 4-4', 'Group 4-5'} mist.respawnInZone(g[math.random(#g)], z) Ich habe da 5 Triggerzonen "Spawn-1 bis -5" und 5 Gruppen mit Late Activation "Group 4-1 bis 4-5" Das Script ermittelt dann einen zufälligen Wert für g, also nimmt eine der 5 Gruppen und plaziert sie dann irgendwo innerhalb einer der 5 Spawn Zonen. d.h. ich weiß nicht was da steht und auch nicht wo. Das Script selbst wird dann auch noch durch Trigger ausgelöst, z.B. wenn die Einheit zerstört ist, habe ich noch eine Wartezeit von 10 Minuten und dann wird das Script erneut durchgeführt und eine neue zufällige Einheit erscheint irgendwo.
  7. I´d say it´s worth it. I got rid of microstutters in Syria after upgrading from 32 to 64 GB and I assume in multiplayer missions with a lot of stuff going on, it should also help.
  8. Da ist aber bei Mindfactory auch Vorsicht geboten. Ich hab bei denen mal einen Monitor bestellt. Um Versandkosten zu sparen, wollte ich auch nachts bestellen, musste dann aber feststellen, dass "mein" Monitor nachts plötzlich 70 Euro teurer war. Am nächsten Tag ging der Preis vom Monitor dann wieder runter, dafür kamen wieder Versandkosten drauf. Ich hatte dann bei denen noch eine Pixelfehlerüberprüfung des Monitors für 30 Euro dazu bestellt. Es kam dann prompt ein Monitor mit einem deutlich sichtbaren Pixelfehler bei mir an. Den hab ich dann auch zurück geschickt. Seitdem ist Mindfactory bei mir auch gestorben, habe aber nicht mehr geprüft ob die deswegen mein Konto gesperrt haben...
  9. Oh, does one of them work in VR ? That would be something...
  10. Ich habe das bei mir nach der Vorlage aus Chucks Guide belegt:
  11. Ja, der optische Eindruck kann besser sein, alleine dadurch dass das Bild meist deutlich flüssiger wird oder bei schnellen Action Spielen z.B. so eine Unschärfe auch gut wirken kann. Cyberpunk 2077 z.B. sieht mit DLSS hervorragend aus. Aber ich sehe in VR auch das Problem, dass man gerade für DCS, wo man die Cockpit-Instrumente ablesen und Details am Boden erkennen will, eigentlich die Renderauflösung so hoch wie möglich haben will. Und DLSS macht an der Stelle eigentlich genau das Gegenteil. Es wird in niedrigerer Auflösung gerendert und die fehlenden Bildinformationen mit Algorithmen aufgefüllt. DLSS macht das tatsächlich ja schon sehr gut, aber in den meisten Fällen ist es trotzdem besser wenn die Bildinformationen direkt schon da sind und nicht erst irgendwie "hingefuddelt" werden müssen
  12. Changes are usually listed in the patch notes that are being published, not sure what kind of additional "warning" you´d expect. Also, maybe if you would describe what the problem is, someone could help...
  13. It does work. But that´s besides the point. When the MT update came out, they specifically said in their FAQ that there would be an option to launch MT VR, which several weeks and updates later, still isn´t there. People (including myself) have their reasons to use the steam version, one of which is being able to easily switch between VR and Non-VR just by choosing it in the launch option.
  14. That is disappointing. I was hoping to read "Steam Version: Added launch option for MT VR" somewhere in the patch notes...
  15. You can´t really compare the Original Vive to a G2. That´s like saying "My friend runs the game fine in 720p, but on my 4K monitor it stutters, so it has to be a 2D Problem"
  16. Well I guess it´s one way to get people away from Steam ...
  17. @BIGNEWY The FAQ states "Steam users will have a MT VR option in the launch pop up." That option is still missing from the steam launch pop up. Do you have any info if/when this will be added ? There are some workarounds, but not all of them really work and are quite inconvenient. Thank you
  18. Has this at least been acknowledged as being a bug ? It´s been 2 patches since the MT update, and still no changes.
  19. Depends on which pylon. If I´m not mistaken, what you describe (one on the bottom and one to the side) is only done on the inner pylons to avoid interference from the rotating nozzles.
  20. I was hoping todays patch would remedy that, but it still does not work with Steam
  21. Well there are different reasons for motion sickness in VR. One happens when you don´t get enough FPS, so a stuttering picture is pretty much enhanced when it´s so close in front of your eyes. This of course can be countered with stronger hardware. Do you run your Quest at less than 90Hz ? It´s also very subjective, but for example I can´t stand the flickering of 60Hz. The other one is more tricky, and that comes when your sense of balance gives your brain opposite input from your eyes. That´s why you don´t get motion sickness in real planes: Your body is moving and in line with what you see. And that´s also why most people don´t have problems with roomscale VR (games like beat saber etc.) Your brain gets confused when the receptors in your ear tell your brain you are sitting still, while your eyes tell it you´re going circles at 500 knots. The natural response is that the brain thinks you´re poisoned and that´s where the sickness comes from. The good news is that many people can train this away. For me it was worse in racing simulations than in aircraft. And even less in Elite Dangerous, which was more or less my first VR game. I could do spirals in space without any problem, but in racing simulations I almost threw up in every corner. I think it´s because you are much closer to the ground and have a clearer reference, which could also explain why it´s worse in helicopters for you. But after a couple of months that was almost completely gone for me.
  22. Everything in the ED E-Shop is incompatible to the Steam Version because you can´t transfer licenses from the standalone version over to Steam. If you want to play the Steam version, you´ll have to buy the modules from Steam.
  23. I´d like to add that it doesn´t just affect Oculus users, I run a Reverb G2 and usually play with steam VR which now doesn´t work. The "MT VR" option in the steam launch popup that was mentioned in the FAQ is not available.
  24. But I want it to run in Steam VR !
  25. I don´t see an "MT VR" option in the steam launch pop up and it´s not even in the screenshot provided in the FAQ.
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