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Everything posted by ARM505
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FFB implementation of the stick pusher/AoA limiter
ARM505 replied to Dentedend10's topic in Controller Questions and Bugs
The virtual stick pulls forward, while the real stick of course stays back in my lap - if there's even the smallest movement of the real stick thereafter, the virtual stick immediately repositions to match the real stick.......something like that. It's a bit inconsistent, and I only did a very quick test. -
FFB implementation of the stick pusher/AoA limiter
ARM505 replied to Dentedend10's topic in Controller Questions and Bugs
I'm not sure if I'm interpreting the question correctly, but with my VPForce Rhino, there's the high AoA buffet (from the TelemFFB software), then a very clear and deliberate 'stick push' forward from DCS itself, which you can pull through. Obviously the Rhino can't generate 17kg, but with the stick force set to max it's pretty vigorous nonetheless (I don't keep it at max though). I have mine mounted to the floor with an extension, topped by a Virpil Mongoose T50. It worked with zero issues from day one with the AFC self test, which was a bonus. I think it's doing what you describe properly? -
Off topic (but light related), the sunlight reflection glint from the helmet mounted sight (when stowed) in the rear view mirror is very well done IMHO.
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I've also used a lot of tinted visors on motorcycles, and yes the effect is overdone. That being said, you do, in certain conditions get *some* reflections on the inside of your visor. In real life, due to focusing ability at different distances (which cannot be done in VR), it is also not as distracting. I do like the 'real object in real lighting conditions' idea, but it'll have to be toned down (as another poster said, it's as if light is coming in from above and behind, which would not be the case), as well as some kind of simulation of focal effect to make it less 'in your face'.
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Noticed the same on 4YA. Weird. I still need to test some things which I might have used to get it to work....
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Most Efficient BVR climb and Highest performance Speeds
ARM505 replied to AeriaGloria's topic in DCS: MiG-29A Fulcrum
The internet is an ego damaging place (what I mean is that there will ALWAYS be somebody who criticises, so don't take it personally). Thanks for trying to put information out there. If it were me I'd use an AI voice, or subtitles (purely to spare myself the irritation of getting needless criticism, as well as anonymity) Regarding the OPT setting on the range prediction (which currently just shows the same range as TACT or whatever the 'current' setting is called) - any idea what ideal parameters it should use? I'm assuming there's a 'best range' table or something along the best cruise range table you mentioned? And when the manual I have mentions 'fuel reserve', do you know what value that is? I haven't tested enough to see if it just flames out when it reaches zero. I should have looked, because I did flame out due to fuel starvation while playing online. Managed a glide approach onto a field, no issues - which also brought the question, how are the hydraulics powered with the engines shut down? Anyway, it flies really nicely, so that was a help. -
Most Efficient BVR climb and Highest performance Speeds
ARM505 replied to AeriaGloria's topic in DCS: MiG-29A Fulcrum
The Alan Wise 'Flight Manual' just states: "The available flight range computer is used for computing and indicating the available flight range by reference to the information on the fuel reserve and consumption and true airspeed" So...not much help on the specifics of what those variables might be, where they're obtained from, or how it's calculated. I couldn't find any other reference, but then again, it's not like it's easily searched (I only have the actual book, not an electronic copy). -
*cries quietly in trying to get stable, reliable, simming with DCS and the horrific afterthought that is Meta's idea of PCVR with it's Link software* Note to those who want to get VR - get something where the designers actually have at least 1% of a clue what PCVR is about and how people actually use their headsets.
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The wirelocking doesn't extend from the main seat post to the upper seat cover fully......... literally unplayable, delay release, patch when?
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They were weirdly annoying, but certainly not reason to not buy it. It would be nice to have an option to not animate them, maybe save a few fps in the process (I'm reaching here, but options are always nice - something in the 'special' menu maybe?)
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The ergonomics and methodology on this is horrendous.
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Gill flutter was in the trailer/intro video.
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Good luck. This has been an ongoing, no solution problem problem for me. The 'randomly unable to complete loading' with an individual CPU (normally number 8 ) stuck at 100% can be worked around sometimes, or kind of solved by Process Lasso or something similar, but that hasn't proved to be a full solution for me (it doesn't always work). I'm using VR as well, and when using VR, I get significant 'pauses' or stutters after a while, similar to what you describe when using the mouse - somehow, ALT-tabbing out of DCS (it continues to run and respond in VR, but has the 'window is out of focus' message) instantly restores frame rates to a silky smooth 72 fps (my default with my Oculus Rift 3). After a while, the stutters will restart, and again ALT-tabbing stops them for a while. So the PC is able to output silky smooth stutter free play, but for some reason DCS just doesn't want to do that. I've kind of given up. I'm hoping they find some magical fix, but it's just terrible. No amount of reinstalling, updates, tweaks etc have helped. There was a time it was working, but one of the updates just borked it and it's never gotten fixed for me.
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I was describing DCS to a colleague today, who has some knowledge of commercial flight simulators. He was seriously impressed by the breadth and detail of what he heard. I think we sometimes forget the amount of work and detail that's been crafted into this over what by now is many years of work. Sure, we all have our pet bugs that bother us, but it's incredible how far it has come, and how much is on offer. Congrats to ED. Edit to add: I checked my forum joining date to remind myself: November 2004. It's come a long, long way.
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Hi, yes, I've also had it recover, and as you say, its not always that step, just most often at that step. I am on Windows 11, but not getting any CTD's - if it does run, it runs reliably at least.
- 23 replies
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- crash
- multiplayer bug
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(and 2 more)
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Same. Recently, DCS dies on the 'loadTerrain' step of mission loading. One core is at 100%, everything else is idling. Repeat until the heat death of the universe (or I force close it from task manager). It hasn't always been on this step, but that's the most common. I've only managed to load into actual gameplay about 10% of the time. Pretty much unusable at the moment for me.
- 23 replies
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- crash
- multiplayer bug
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(and 2 more)
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Not only that, but requiring login each and every time I run from the launcher - doing system/fps testing, a lot of system changes require a restart (changing VR settings as well). Can we not just assume the login is still legit because I logged in 60 seconds ago?! It would alleviate a little load on their authentication end as well.
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There are several mouse cursor customisable options that could be made. Here's a few suggestions: - Bring the cursor in view, centered (as suggested in this thread) - Cursor sizing/fading options (ie. start big, then become smaller after x seconds to find it) - Cursor relative position options (this has been suggested before, a lot, but basically; keeping the cursors position relative to VIEW direction, or COCKPIT position. For example, if you left the cursor on a specific switch, then looked around, the cursor would still be sitting on that switch despite you having looked around - this eliminates the tiny amount of 'jiggling' that can be experienced with position sensing in VR, allows accurate button presses, keeps cursor on a rotary as you scroll your mouse wheel, etc) - Cursor colours, transparency, shape etc The cursor relative position as a selectable option is my personal favourite.
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I have a 4090. It has a pretty decent helping of VRAM. The Chinook is the only one that tanks the fps when playing multiplayer - and playing in VR, 'tanks the fps' means literally halves it. Funnily enough, the sim never recovers unless I kind of 'reset' the headset by taking it off (turning it to standby) and putting it back on again, so kind of a reset. I assume textures get a little 'flush' when that's done, because it doesn't recover without that. Then again, it's a Quest 3, and the Meta software is garbage. 'yOu nEEd tO ReSet yOur BoUNdArY'....no. I don't.
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Heavy Rain is truely horrifying now (2.9.6)
ARM505 replied to VR Flight Guy in PJ Pants's topic in Clouds & Weather System
I'm not making this up in my head, I promise. I, too, had the same thought as you. See this thread: They work. Sometimes they don't. I'm not sure of the common denominator when they don't work, but they do work. Edit to add: Oh, and I only play DCS in VR. So yes, they work in VR. And to be absolutely clear, by 'work' I mean both move, AND clear water droplets. -
Heavy Rain is truely horrifying now (2.9.6)
ARM505 replied to VR Flight Guy in PJ Pants's topic in Clouds & Weather System
Amazingly, and this was a sneak update for me, but the wipers in (at least) the Hind and Apache now work. I didn't see it if it was indeed put in a patch note, but there's something. And yes, having played enough with rain now, it is a bit 'oily'. IRL it tends to coagulate into little rivulets and streak off a little better than currently in DCS - which does, admittedly, look very good in certain situations, so they're moving in the right direction. -