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Helios

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  1. Thanks for the feedback ... so working as intended and not a bug. I think I will "cheat" and use (504)Blade's tip to have it rendered for both eyes, I suspect the one eye view will give me a headache. This reminds me of a book I read about flying the Apache attack helicopter in Afghanistan, the author wrote something about how he had to track stuff separately with each eye.
  2. HMD renders only for one eye in VR (tested on 2.5.6 stable). Steps to reproduce: enable HMD by using HMD brightness knob. Tested configuration: Oculus Quest over Oculus Link in SteamVR, CPU i7-6700K, NVidia GeForce GTX 1070
  3. I am not too nervous. It is only a little more than half a year ago that Wags wrote that they only recently found a guy, it is high priority, highly complex, will take time but not "5 years", and there will be news when there is something to tell. Combine those informations and it is not surprising that there is no update by this time. We've had to be patient about some DCS updates before, but they tend to deliver in the end. I would imagine that retrofitting a war simulation type dynamic campaign to a platform that was not originally built for it, must be quite an architectural challenge - unless you "cheat" by having some simulation program that spits out loadable missions. Complex to model and complex to implement ... my guess is we will not be seeing this until some major release of DCS World. Which is just fine, I would rather have something good that becomes an integral part of the DCS experience than whatever the alternative would be.
  4. Life has gotten in the way of simming for a few years, but I am now slowly getting ready to get back into DCS (can't wait to try it out with VR). Coming across Wags' confirmation that ED is working on a dynamic campaign made me very happy. What I personally like about the dynamic campaign experience is the immersion of what feels like a live environment - that you are only one flight from one of a whole bunch of packages, missions orient on overall objectives which may include escort/strikers/... that contribute to some overall larger goal - your mission runs on a carefully planned timetable vs the rest of your package - and the feeling you are participating in an actual theatre of war with plenty of radio chatter and traffic. I care less about a "realistic" and "winnable" war. You can never make it entirely realistic anyways, without including effects of global politics, supply chain management and what not. As a single pilot you are but a small cog in a giant war machine, and the idea that your personal performance somehow changes the tides of war is not what I consider realism. So what I would wish for: give us smoke and mirrors realism that _feels_ like being in a live, changing and unpredictable combat environment - which also reflects whether your side is considered by the campaign engine to be at an advantage or disadvantage. Ideally missions should also have persistent results, e.g. sunk battleships/carriers are permanently taken out, complex structures cannot be easily rebuilt and airfields take a little time to repair. But when it comes to trying to fully simulate a real winnable war as I know some will want from a dynamic campaign engine - I think this is not feasible, and at the end of the day is not what matters from a combat piloting experience. DCS is complex enough already that trying to also impose a "Hearts of Iron" type grand strategy game layer on top of it simply becomes too much. And so I would encourage ED to focus on what matters - immersion, live combat environment, and the pure joy of flying combat missions. Just my $0.10 on the matter :)
  5. That setup would indeed have a lower price point, but you have to recognize you also do not get the same experience. A decent HOTAS based setup is already a compromise compared to the real thing. I feel I get a reasonably realistic experience having an inverse-mapped throttle playing the role of collective - though it's not a vertically moving lever, the concept of "pull" mentally translates into "lift". Having a spring-loaded joystick functioning as cyclic works well enough, though it does not offer the fine control of a long-stick helicopter cyclic, nor proper real-life trim centering effects. Using pedals to control torque feels natural, and it is conveniently done with the feet without interfering with cyclic control inputs while having to work with "twist grip rudder" or that kind of workaround - though spring-loaded pedals means annoying "trim centering" constantly needs to be performed. TrackIR means being able to look around, though I have to use a slider on the throttle to manage "zoom". For me, a major part of the experience and immersion with BS2 is being able to fly without the hardware getting in the way. Pilot workload is hard enough as it is without having to also struggle with managing cyclic, collective and rudders using only the right hand - or not being able to use my head to look around. My recommendation would still be, if planning on playing BS2 and budgets can be prioritized to invest in a decent HOTAS, pedals, and TrackIR, go for it. It makes the game that much more fun, and it will continue to add to immersion for every flight sim you'll be playing.
  6. Black Shark 2. Just learning how to fly it properly is incredibly rewarding. Figuring out how to effectively use it in combat brings that to yet another level. IMHO in order to fly it you'll want a decent HOTAS, pedals, and TrackIR or similar.
  7. Plenty of scouting. Rushing into a target area will usually get me killed. Keep (what you believe to be) a safe stand-off range from the hot area while using eyeballs and Shkval to get an overview of targets and threats. Same thing with A-10C. You are probably not spotting all the threats (e.g. manpads can be quite hard to see, some units are hidden by terrain or buildings), so need to think about vector of attack, contingency plans, opportunity for using terrain etc. to defend, and keeping maximum range for weapons release.
  8. Thank you for lots of good tips, Bucic! :thumbup: Will look into this for my next video experiment. Kdenlive probably has automatic restore, but I am somewhat paranoid when it comes to losing data so I never quite trust such mechanisms - and I did lose data a few times during the process. I am happy just pressing Save once in a while to stay on the safe side;-) Mostly using Kdenlive was a nice experience, and the product is definitely moving in the right direction. As they get closer to an 1.0 most bugs should probably disappear.
  9. I wish I had found this thread before just spending hours yesterday figuring how to make my first multi-track video, and butting my head against various codec problems. There really is a lack of good free video-editing tools out there. As a recording and video editing rookie my workflow is probably far from optimal, but I can at least share some comments about a procedure that worked for this . Screen recording with Fraps (the paid version). No chance I would be able to record 1080p on my HW (at least to the regular HDD and SSD not big enough). DCS: A-10C doesn't provide 720p screen resolution out of the box - I did see a forum post somewhere about tweaking options.lua to hardcode that resolution, but I didn't want to mess up my installation so I went with 1280x1024 instead. For video editing I concluded as others have on this thread that Kdenlive is the way to go. I already have a Ubuntu 11.04 (Linux) installation so for me that worked fine. One may need to install some packages like libavcodec-extra-52, x264, etc. to get all the required codec support - don't remember exactly what packages I ended up installing. One problem is the Fraps codec did not play nice with my Ubuntu and Kdenlive 0.7.8, with problems moving the transport/guide. When trying out another editing SW "Lives" it did not want to even import the recorded tracks. Second problem was I could not figure out a good workflow for resizing imported clips to 720p in Kdenlive. My solution was to install avidemux, and to use it to resize to 1280x720 and to convert all recorded .avi files to another format. I ended up with FFVHuff for encoding, which worked with Kdenlive. Initially I tried converting everything to huffyuv, only to learn that Kdenlive did not recognize the format. Doh ... Inside Kdenlive it's mostly good, but there is the occasional crash at least with my version, so Sierra adventure game philosophy applies - save early and save often. Initially I used the "group" feature for clips quite a bit, but it seemed to cause bugs with moving groups and reopening the project, so I would be careful about using that feature. Also, I had a problem rendering the project to .mp4 as H.264 using x264, the video was just fine but the audio got all messed up. Seems there is some problem at least in my combination of Kdenlive and decoders/encoders with the AAC encoding. As a workaround I edited the x264 rendering profile, replacing aac with the the option to render as MP3 ('libmp3', 'libmpeg3' or something like that) - which produced a file which played just fine and which youtube accepted. Hopefully some useful tips here for other video editing newbies :-) / Helios
  10. Lol - I always go directly to the A-10C and Ka-50 forums, never occured to me there may be a forum for A-10C videos outside the sim-specific forums. :doh: Two good news and one bad piece of news; on the bad side there is little chance my SAM spotting skills will improve in near future if I cannot register names of top-level forums. On the positive side (a) this thread is not really needed, and (b) I will have a lot of fun plowing through the posts in this sub-forum :-) / Helios
  11. Did a quick search now without finding a dedicated thread for people's videos, so I thought I'd create one. Maybe others have videos they would like to share? I wanted to make a simple video which captures the overall process of ramp-start, take-off and landing, plus trying to make it look reasonably good in the process - something nice to show friends and family who are curious about this sim they keep hearing about. Nothing fancy and no dropping munitions etc, just a simple flight with some TrackIR head movement and a few external views. Used inflight INS alignment to shave time off the start-up process. / Helios
  12. Anyone has a number what is a reasonable success rate for getting the bomb on the targets when launching CBUs in CCRP mode, from fairly high altitude? CCRP from high altitude seems to be a typical scenario for most multiplayer missions I have tried out; usually there are air defense assets on the ground which means staying reasonably high (>12-20k ft depending on threat). Obviously this is not a fool-proof method of delivery. It's hard to keep the CCRP indicators perfectly aligned (when near-aligned it is some times even hard to see which bomb line is which), plus I would expect there are wind effects etc. that cannot be anticipated by the plane's computer (if modeled in the sim) which means even perfect alignment could land the bombs off the intended impact point. What I am wondering is - what is a reasonable success rate for a skilled pilot to get the CBU to the right spot with CCRP, when launching from 12-20k ft? For me it seems to be about 50-60%, which feels too low - then again 100% feels too high. Also, are there better techniques than CCRP to drop CBUs when flying over a defended target?
  13. I prefer having a mental map of the procedure as a set of actions. It's easier to remember (because it makes sense), and eventually the brain/muscle starts remembering which button triggers what action. Locate target and set it as SPI TGP view slew to target lock target (TMS fwd short) set target as SPI (TMS fwd long) [*]Slave mav to target and lock MAV View slave sensor to SPI (China fwd long) try to get a lock (TMS fwd short until blinking cross) [*]launch or abort Action list speaks for itself. Button-wise there are only three things to remember here, TMS fwd short will "lock stuff", TMS fwd long will "set SPI", and China fwd long will "slave sensors to SPI".
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