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Everything posted by Draken35
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XBox Controller for TEDAC ... My experience
Draken35 replied to Draken35's topic in Controller Questions and Bugs
I originally went wireless because I have a good supply of rechargeable batteries and didn't want to deal with another cable.. But after discovering the timeout issue with the wireless controller, I decided to get a wired one... Getting close to the point that I will need another or a bigger USB hub I need to redo my wire management .... -
XBox Controller for TEDAC ... My experience
Draken35 replied to Draken35's topic in Controller Questions and Bugs
Antimicro does not recognize my xbox controller. Unfortunately all the software we have been dealing with is old. Antimacro is from 2016 and vJoy and Joy Gremlin are from2019 iirc -
XBox Controller for TEDAC ... My experience
Draken35 replied to Draken35's topic in Controller Questions and Bugs
It seems to me that Joystick Gremlin is not taking into account the direction and I cannot figure why... For the laser trigger it doesn't mater but for the weapons it does -
XBox Controller for TEDAC ... My experience
Draken35 replied to Draken35's topic in Controller Questions and Bugs
Instead of mapping the triggers to keyboard, I mapped then to joystick buttons which are defined in vJoys .. I didn't want to mess with keystrokes since the TEDAC triggers do not have default keystrokes associated with them by default. But solution is definitely an option and I'll considered it as my backup if vJoy didn't work or gave me other issues. LOL, yes, my first attempt was using UR and UL as well , with the same results and solution... I have them mapped to LMC and Store for now... Of course, this is an evolving configuration... -
XBox Controller for TEDAC ... My experience
Draken35 posted a topic in Controller Questions and Bugs
I started back in October last year with a wireless generic Xbox controller and was able to put it to use when the Apache was released.. My first discovery was that the triggers are actually axis (really Microsoft???) . Another discovery was that the particular controller I got went to standby mode rather quickly and the quality of the button was actually lacking... I tried to solve the issue of the triggers by using 2 programs: VJoy:https://sourceforge.net/projects/vjoystick/ Lets you define virtual joysticks and Joystick Gremlin: http://whitemagic.github.io/JoystickGremlin/ which let you map axis to buttons I was able to map both triggers to my controllers to 2 different buttons, just to discover that since both triggers in my controller shared the same axis, well I couldn't press then at the same time! So to many issue with that cheap, wireless controller! To the trashcan it goes and I went shopping for a new controller found this one: Turtle Beach Recon: https://www.amazon.com/gp/product/B096GQBLM2/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1 It is wired (no going to standby issue), each trigger has its own axis (both can be mapped as buttons, with vJoy and Joystick Gremlin, and pressed simultaneously! ), and has two additional buttons in the back that can be remapped to any of the actions buttons. I choose to remap them to 2 of the diagonal directions of the hat (since they are really hard to use in the hat anyway). That gives me a total of 2 axes and 20 usable buttons So far so good. Hope this help somebody going this route... Edit to add: Joystick Gremlin maps the axis to button based on the value of the axis. I've mapped mine to generate the button press when the axis value is between 95% and 100% coming from "bellow" ( a values less than 95%). Technically, another button can be mapped at a lower axis value, say 60%to70% coming from bellow and this will allow to map the 2 stages of the trigger... I might try it but my concern is the lack of tactile feed back of that first stage. -
[Official] SimShaker for Aviators
Draken35 replied to f4l0's topic in PC Hardware and Related Software
OB 2.7.11 / SSA 2.3.9 Had just a few minutes to do some testing. AH64, cannon and weapon release feel too soft (at 15),,, Might be subjective... Also, F16C G-Effects not working... Did not had time to test with other jets... -
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My PD in DCS is 1.0 btw.
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I think I finally nailed the config: 1) DCS: textures to medium 2) Oculus, refresh rate to 80Mhz 3) Oculus bump resolution to 4864x 2448 The rest of my DCS config was not changed. This gives me sharp cockpits with locked 40fps for the Apache and the other modules (I see lots of spikes of 80fps in the other modules) Perhaps, the folks that are reporting that they are good, should mention their refresh rates for the devices. It was the critical element for me.
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Spoke to soon... After doing a sortie with the Viper to test the Oculus Link crashing and confirming performance, I decided to take the AH64 for a ride in my baseline mission. Just me and 5 red armor located in the X airfield... Spent sometime on the ground playing with the MFD (no video or FLIR displayed at anytime) and took off... FPS locked at 45.... Studently, after a 3 minutes in the air, FPS dropped to 18 and none of the usual tricks (ALT+Tab, F10 map...) worked.
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I ran a baseline test, sitting at Kuboleti, in parked hot Apache, Viper, Hornet, Warthog, Mosquito and Huey. The Apache was half of the FPS of the other modules and very jerky when moving my head . With the Apache I get 30fps , 60 with the others (120 MHz refresh rate/ Oculus Quest 2) So, I removed all the mods and did a slow repair as suggested by Nineline and repeated the test: no difference. I didn't want to ruin the visual and performance quality in my other modules, so I doublechecked my PC settings, I have 64Gb of RAM and had a page file of 10Gb... On a whim, decided to bump the page file (which is in a SSD) to 64Gb and reduced the refresh rate to 90Mhz in the Q2. Repeated the test and all the modules are pretty much locked at 45fps now. The movement jerkiness is still there but not as bad as before (any ideas on how to fix that are welcome) . Upgraded the Apache to "passable" . During the testing I found another issue: the Oculus Links keeps crashing... Started yesterday and it is not module specific, even happened once in virtual desktop. I believe it is related to a beta update for the Q2 software (bad timing FB bad timing...). I'm in the process of reverting it and retesting.
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That is weird... Open Beta 2.7.11? Can you share the mission here?
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DCS native JTAC or JTAC script?
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Basic Surface Attack - Mariana Islands
Draken35 replied to Draken35's topic in User Created Missions General
Sidekick65 posted a couple of very nice tutorial videos for the script used in this mission: -
I don't have any shader mods or anything like that... But I'll retest without any mod after a slow repair to see if changes... My original post updated with SS of my settings
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Quest 2 i9-11900F 64Gb RAM RTX3080 DCS binaries & saved games in SSD I get 60 fps in any other module (F16, F18, AV8B, A-10C2, Huey, Ka-50, Yak-52, C-101, Mirage ... ) and 30 fps, including shakiness/lag with the Apache with the same settings... Not willing to sacrifice the quality I have and all the work it took to get there for the Apache . I'll wait for the next update to see if it improves... I do not have any shader mods or anything like that
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Well... we keep waiting
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Support and maintenance through the lifecycle of the software is often grossly underestimated and often, as well, are the source of difficult decisions. Can't wait for this campaign! Hopefully we will get it in the next patch!
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Basic Surface Attack - Mariana Islands
Draken35 replied to Draken35's topic in User Created Missions General
Mission was updated yesterday 03/13/2022 several improvements to the script: - added defaults to allow to display or not the Attack Results and/or Hits per Target after reporting an attack completed - TITS.EnterUnitEvent changed to receive "unitName" as parameter. This allow to call the this method to MANUALLY initialize units - Attack Results report now uses the designated target(if there is anY to determine if the attack was a good hit or not. - "Cancel laser designation" changed to "Cancel target designation" This menu will now turn off laser (if on) and undesignate any target - For WP designation, distance to the mark will be reported in 25ft or 10m/10yd increments - Added " on target!" text to indicate strafing hits on designated target - Added maxDeltaY for weapons position correction - Added ammo count track to calculate total % of rounds of target per pass (ROT) (if ammo is set to unlimited it will not be calculated correctly) - Added callsign to the messages -
Basic Surface Attack - Mariana Islands
Draken35 replied to Draken35's topic in User Created Missions General
Did you made any changes to the mission? If so, could you PM it to me? What I find it odd it that the parameters that is reported as nil, comes directly from DCS. I'll do some reading to see how it is supposed to work in MP -
Basic Surface Attack - Mariana Islands
Draken35 replied to Draken35's topic in User Created Missions General
@Mad44 Yes, those errors usually happen when the script does not initialize correctly for the slot (usually air start for Single Player using a "player" slot - not your case). Another indication of that issue is not been able to see the F10, range menu... I'm not setup to play multiplayer (and I don't see myself doing it any time soon) nor I have tested it in MP but I don't mind helping you (or others) to make it run in MP. You are my eyes and ears in this troubleshooting That's kind of odd... Questions for you: 1) Do you see the Range Menu ? 2) What were you doing before getting the error? Firing any weapon? -
Basic Surface Attack - Mariana Islands
Draken35 replied to Draken35's topic in User Created Missions General
Mission was updated today -
Glad it helped. As for intuitive, well, practice will make it intuitive Keep in mind, that somebody might be sharing a point of "interest" with you. before any decision of dropping a warhead in that particular forehead is made ...