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Sickdog

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Everything posted by Sickdog

  1. For the past number of months, I've noticed that the Super Carrier wires can't be seen when animating during a trap in VR (as it's paying out or being retracted), but I can see them fine when they're sitting statically on the deck. This occurs during SP or MP, whether in Single Thread or Multi Thread. I've tried both types of repairs on DCS, played with nearly every setting in game for display and VR, played with OpenXR settings, and NVidia settings as well. Finally, I did a complete uninstall and reinstall of the game last night, while still getting this. This doesn't occur in 2D for the game, only in VR. However, I did try using SteamVR again, and interestingly enough, the issue was resolved. (But who wants to use SteamVR when it doesn't produce as good of results as OpenXR) And another interesting observation. I just updated my DCS on my old rig, used the same headset but otherwise totally different GPU/CPU/etc, ran it with DCS native OpenXR expecting it to probably have no issues, and surprisingly it had the same exact issue. I doubt it could be the headset, but that's the only real commonality. I appreciate any idea or help on this, it's frustrating as my search for this issue has yielded no results in the ED forums or the DCS discord channel. My specs: HP Reverb G2 using native OpenXR runtime. NVIDIA GeForce RTX 3090 Device name VENGEANCE Processor Intel(R) Core (TM) i9-10850K CPU @ 3.60GHz 3.60 GHz Installed RAM 64.0 GB System type 64-bit operating system, x64-based processor Windows 11 Pro
  2. Would be sooooo nice to have this back!
  3. + 1M
  4. Can anyone confirm if the darker carrier deck mod/livery is working yet or not for dedicated servers? It's still not working for me, but I've heard from someone that he saw it working on someone else's server, just not sure if it was a dedicated server or not. Interestingly enough, I did a test and it appears to work on a normal (full game install) server, just not a dedicated server.
  5. +1 +1 +1 +1 for a slider for Wake Turbulence, I've been saying this for awhile!
  6. Myself and my friend are having this issue as well, I want to say mostly after 2.8 but really can't say for sure as neither of have played much for the past month. Maybe a Windows update? He's running an original Reverb and I'm using a G2, both with Windows Mixed Reality of course, but also we're using OpenXR. Can't say we see issue in other applications or not as we pretty much use VR with DCS exclusively, but I can say this wasn't a problem I noticed until recently.
  7. Is it ok to bump my own thread 2 years later? Well, I don't care if it breaks protocol, I'm bumping! I've talked with a lot of people that would like this, and now with the blackhawk mod it's even more desired for CSAR! Please ED, how hard is it to see each other walk around in MP? Weird thing is TacView is picking up MP ejected pilots walking in my dedicated server, so seems like it's just disabled for clients. Any ED guys seeing this have any comments? Just tell me no way if that's the case... and I won't bump again.
  8. This very well may not be the issue for you, but I've had this problem a few times when mission building and just ran into again today. I've found that if you are using a tanker (in my case a big-wing) and setting their Tacan to 3Y or 4Y, it seems to bork my datalink contacts. It makes absolutely no sense at all to me, but I've reproduced this in a Caucasus Mission and Syria Mission. Again, maybe just a weird thing I keep running into, but perhaps check if this is the case for you.
  9. Sn8ke, nobody here said it isn't "real", and nobody said it isn't "very violent", but I still think it is over modelled when flying though wake created by a hornet on landing feels like wake from a 757. Well, we can all agree to disagree as to the extent wake turbulence is modelled in DCS. Perhaps my idea of a slider scale to adjust to what we all "think" is realistic is the best option, otherwise we'll all be going round and round forever debating how it is modelled in DCS. I doubt ED will do this, but it sure would be nice.
  10. I was referring to the wake in DCS felt by the warbirds, my mistake I didn’t specify. I am very aware of those differences, but you should also be aware the worst wake turbulence is caused by heavy, clean, and SLOW. So perhaps you just learned something new. Regardless, I believe the wake turbulence is too strong, and so do other guys I fly with in DCS, former air force and navy pilots that have flown small fighters and trainers, sorry they’re not on here to challenge your assertions. And as for in real life, I fly a 99,000 lb MGTOW corporate jet, I have a much better understanding of wake turbulence in that size jet than that Marchetti, that was just an example of when I purposely flew through a lot of wake in a maneuvering situation. I get it it’s still a threat in real life for fighters, but in my “opinion” and other professional pilots/former military pilots it’s still overdone.
  11. I wish ED would comment on this, other than just saying "opinion" under the thread title. I feel it's way too much, and when I've flown SF260 Marchetti's in real life in close formation (performing drills behind the lead) and simulated ACM, there is more of a "buffet" feeling passing through the wake behind the other aircraft, rather than a violent rolling motion. As for larger/heavier aircraft, I've flown through airliner wakes in a large corporate jet and have felt a wide variety of effects from a violent jolt to a violent roll almost 20-30 degrees, but that was from something big. Lighter aircraft just don't create the wakes we experience in DCS in real life, in my humble "opinion". Oh no, look what I just did there! Maybe we need a poll and/or more RL pilots chiming in to get ED's attention.
  12. This is a bit of an old thread but wanted to breathe some life into it and chime in as a RL pilot of a large corporate jet and formally regional airliners. Myself and other RL pilots I fly DCS with all agree it's way too much. The wake we feel from each other's hornets coming in to land feels like something from a "HEAVY" aircraft, granted I've never flown a hornet IRL so I can't comment on that precisely. I think a great solution to this would be a slider scale in the settings so those of us that think it's too unrealistic on one side of the spectrum can set what we think is more realistic than the next guy, or ED for that matter... increase or decrease the effects to our heart's content.
  13. Just to help get some attention to this, thought I’d give you a +1. I completely agree.
  14. I think this is an issue with all fixed wing DCS aircraft, I’ve felt this way for a long time. I have nearly every module and perform a lot of crosswind takeoffs and landings, it’s really apparent to me. It feels like a lack of inertia being calculated or maybe too little lateral friction with the tires/runway, but the end result is it requires too much rudder input at high speeds. I’ve never flown any military aircraft but I fly a 99,500lb MGTOW corporate jet IRL, so have a pretty good idea what it feels like to takeoff and land from around 60k lbs and up.
  15. Thought I’d pop back in to share my latest, in case it helps anyone. first of all, I think I must be mentally challenged as I just wasn’t understanding the different DCS bios versions before, have it all clear in my head now. I think my main problem was I wasn’t using the Flight panels Fork, not sure what I was using. But definitely using the HUB version was not working. I started using the Flight panels fork with a fresh install, had to make my own adjustments to each aircraft library lua in order to have unique WOW code for each aircraft, and now I have almost every module with retractable gear (including the two helos) working with my gear solenoid. (I’m sure there’s a smarter way to check the module being flown in the sketch and not have to change the WOW code to make unique for each aircraft so sketch doesn’t throw an error) As for my LED issues, that also required the small changes in the Flight Panels version to be updated into my sketches and now all is working perfectly! thanks to everyone that helped me out!
  16. I had upgraded my system and my new crazy powerful system wouldn’t power up my G2. Turned out it was the onboard USB ports, I had to buy a $15 PCI USB card to plug into MB, then when I plugged my G2 into it, it worked. Not sure if that’s related to the problem you’re having but perhaps that helps you.
  17. Ahh, so is this a known bug then? I’m just glad it’s not just me, was beginning to think it was specific to my server or client machine, or my MIZ is borked.
  18. Thanks for the update. Yeah, I’m not seeing a pattern, I see it on two of our servers on two different client computers, yet other clients I’ve asked don’t see it. Strange. I’ll keep trying to gather data and report back it I find anything.
  19. Did you ever figure out what’s causing this? Still seeing it? I’ve been observing the same thing on our dedicated server for the past few months…I’ve seen on almost all AI aircraft, including WW2 birds and the B-17. I’m not sure if it’s my machine or the dedicated that is causing this, about to do some testing to get more data.
  20. Think it’s been reported/received by ED in the Hornet Bug thread… tho haven’t seen anyone mention precisely what it is… but didn’t take me long to notice that the problem is the launch bar over extending, making contact with the deck, and lifting the nose up. You can even see sparks flying as you taxi forward into the shuttle.
  21. That seems backwards to me. When I goto the flightpanels GitHub it appears that it’s not updated anymore. When I use what you call the hub/web browser interface, it appears that’s where the updated aircraft are. Going off the top of my head, I’ll double check tomorrow to confirm but what you’re saying is opposite of my understanding. But thanks for the info on the LEDs, maybe if it comes to it I’ll give that a try.
  22. Yes, it’s beginning to come back to me now. I did much prefer the web browser connection version (I’m confused now what to call the two different versions, maybe I had them backwards earlier when mentioning them- I’ll just call them original batch file connection and web browser connection versions) for exactly that reason, back when I was controlling my entire pit with arduinos. Think I had 7 different inputs at one point. But then I switched over to using Leo Bodnar boards after getting frustrated with the pit losing connection now and then while flying (can’t remember the specific problems) but ultimately the ease of using Leo Bodnar boards to use my pit with other modules just made more sense. But I kept the arduinos for lights and my gear solenoid. And the exact reason why I switched back from the version that connects the arduinos through the web browser interface was because I had a hook light that was working backwards, illuminating when handle was up and extinguishing when lowered using the hub. (I remembered when i tried using this web browser version for connecting again the other day and saw weird behaviors with my lights) Think I had asked blacklibrary or someone high up in the DCS-BIOS wisdom what I was doing wrong/if there was a bug and they said it worked correctly for them, and then I figured out they were using original version of DCS-Bios using a batch file for connecting arduinos. So I switched back and life was good again. And yes DeadMeat, I use the multiple-com port batch file and it works great. conclusion- I might try the web browser connection version again but I suspect if have to go through each light assignment and rewrite the code in my arduino sketches to make sure it’s correct, then give it a whirl. Thanks for the reminders of the web browser connection version and replying guys. I’ll come back here and post my results for anyone curious when I find the time to tinker with this. In the meantime just so happy to have the solenoid working again, even if just for the Hornet. Cheers!
  23. Hmm, there was some reason why I switched back to the Hub from the newer Flightpanels version, but think that was maybe when I was running most my pit by DCS-Bios instead of Bodner boards. Maybe it's worth trying it again since I only use DCS-Bios for lights and my Gear solenoid switching now. Hmmm. Thanks for the reminder, I'll give this a try and see if that gets my F-16 working.
  24. Coming back to this thread, I have a question for DeadMeat or anyone utilizing DCS-BIOS WOW (external animation category) for the F-16. I was back at making my gear solenoid work with various modules and can’t get the F-16 to work. I think I remember seeing somewhere that the F-16 was broken with either DCS-Bios or maybe specifically trying to use this WOW function, but can’t find where I read that. Has anyone gotten the F-16 to work? I’ve utilized the same technique as other modules to try to get it to work: 1) added the “external animation category” lines of code for WOW to the aircraft lua file in the DCSBIOS\Lib folder, and used unique naming conventions to differentiate between aircraft modules. 2) ran the module in game so it writes the new changes to the JSON file, so then I could pull up the web based configuration for the aircraft module. 3) found the “external animation” WOW code and copy/pasted into my sketch for my arduino nano. 4) uploaded the sketch and ran the DCS-BIOS command and tried in game. On a slightly separate topic, I’ve noticed that DCS-BIOS appears to not be updated/supported anymore, which is a shame because there are new modules since and coming out that I wish I could use. Does anyone know how hard it is to create support for a new aircraft? All I want is to configure it to use WOW and maybe some lights, like the gear warning lights.
  25. Thanks Speed, I have been testing with it off (and have tried it on), haven’t seen much difference. Guess I’ll be giving up and sending this machine back. It was my first AMD trial, not sure if that’s the problem… I figured it should be stellar performance with its single core processing speeds, but who knows what the problem is with so many variables at work.
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