

Dentedend10
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Everything posted by Dentedend10
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Hi, Loving the campaign so far! After taking out the MiG-23s, I get instructions of 060, 20, low flying enemy planes. I turned 060, however, could not find the bandits. I assume these are BRA calls. I also tried to find them via Bogey Dope, but at that point I got a picture clean response. Looking at tacview, seems like the enemy aircraft was more like 090 at the time of the call, and I missed them by around 7 nm. I'm not sure if you have any control of that call or that's a prerecorded voiceover, just letting you know it's hard to spot them. It did not affect my mission score at all, but I had a spare AIM-9 left at the end Attached is the tacview FYI. Have a good one! Tacview-20251001-175055-DCS.zip.acmi
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I notice something similar. However when pulling it back again, then the limiter is activated again. So I cannot actually hold the virtual stick beyond the limiter. the forces can be very subjective.. I personally cant feel the forward force at the limiter, only the violent shaking. I will experiment some more and try the F5 as well for comparison.
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Hi, What should the correct behaviour of FFB sticks be at the limiter and past it? What I experience is, as I reach the AoA limit, there is an aggressive vibration. I can't say I feel a clear pulling force, that would match the visuals where the stick moves back slightly to reduce AoA. In addition to this problem, it has been mentioned that the override 'button' is not a physical button, but that it represents the force the pilot applies IN ADDITION to pull through the limiter. I interpret this as follows: constant force buildup to the limiter. Then an additional '17kg' force IRL pulls the stick forward slightly, and then the pilot can further pull past the limiter if they want to override it and increase AoA. This should translate to FFB too then. Up to the limiter the FFB should not max out, so that it can actually pull forward on the stick (same time as it starts vibrating). Then once it pulled forward a bit, with some additional force I should be able to pull the stick further back (these forces are scaled of course). How do you guys experience this? Do you think the limiter could be implemented differently to FFB? Any explanation by the devs on this? Thank you for this amazing module, absolutely loving it!
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Thanks for the video. In it, I can see the violent vibration of the stick. What I experienced was a bit different. When entering stall slowly and gradually, the stick would pull forward to decrease AoA. What I mean by this is the virtual stick in game. However, the hardware would stay in my hand pulled back all the way. So that should tell the software that I have pulled through the AoA limiter. But instead, my stick input at the max limit wasn’t registered, and AoA was decreased by the limiter, which also moves the virtual stick forward. now it’s possible that since I have pulled already hard to reach the limit of the stick range, the hardware forces are already maxed out with the stick in my lap, and therefore I wouldn’t feel the returning force (that is visible in the virtual stick). I will test this again. What I would expect based on what’s been said is that the max force required to pull the stick back before AoA limiter should be 17 kg less than after the limiter kicks in. This has to be downscaled of course for hardware limitations. I would still expect a difference in the forces required when I pull back without the limiter, vs when I push through the limiter, and ideally I would feel the returning force as well when the AoA limiter kicks in Edit: so I did some further testing. When the AoA limiter is reached, the stick vibrates aggressively. I personally do not feel an increase in force that would pull the stick back a bit, before being able to pull through it to get back to past the limiter. This is probably beyond the scope of this discussion and should further be discussed in a force feedback section
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If Aware29 is correct, could this behaviour be represented in the FFB application? Such as not using full force until AoA limiter activates, at which point FFB pulls forward in sync with the visuals, and then needing to use full force to override AoA limiter? That would be amazing!
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Pilot head movement in mirror lagging
Dentedend10 replied to Dentedend10's topic in DCS: F-4E Phantom
I also have reported the laggy stick behaviour in the vertical axis before. I have an FFB stick and it doesn't make sense that I do not FEEL any resistance on the stick while on the ground, yet in the airplane the stick moves like the pilot has to exert so much strength that the stick can only move slowly. Or if it is truly that hard to move the stick while there are no aerodynamic forces, maybe it could be added to the FFB behaviour. I understand how it can be immersion breaking even without the FFB. And to second that, I also think there is no problem with F-14 mirror design and it's much preferable both for immersion and comfort. -
Pilot head movement in mirror lagging
Dentedend10 replied to Dentedend10's topic in DCS: F-4E Phantom
I couldn't find the previous post, hence the new one. Thanks, good to know it will be revisited eventually. Btw, I've been flying in VR for years mostly the F14 and never noticed any jumping animations that would throw me off. Sounds like there are two types of sensitive people, one to jumping animations, others to laggy image -
Hi, firstly I’d like to say that I love this module and all heatblur modules and appreciate all the work! I know it has been mentioned in the past that the pilot head lags in the mirror in VR. It works perfectly fine in the F-14, or the latest ED release MiG29. It has been dismissed in the past that it is a conscious decision to avoid quick head movements. I do not quite understand why the head movement is perfectly synchronized in the F14 or MIg29A, but in the F4 it is still lagging. Please, if you do not want to change it to completely synchronized like in the other modules, give the player an option for that. It still breaks immersion to see the pilot head movement in the mirror lag behind real movements. Again, I’d like to emphasize the fact that it‘s perfect in the F14, another heatblur module. please take a look into this again. again thanks for this wonderful module!
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Please ED include a more precise description of the trigger behaviours in the manual. I would like to replicate the true behaviour with my VKB MCG Pro. Thank you!
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Yes visor works awesome in latest patch in VR! Thank you devs
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also, anyone wondered how the pilot switched on the navigation operation switch, when it's under that glass cover?
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The rearview mirror frame rate is low.
Dentedend10 replied to supersylph's topic in DCS: MiG-29A Fulcrum
I'm in VR. Initially I had very low FPS mirror image in the Fulcrum. I've tweaked a couple settings and now it's back to good FPS and high resolution. 1024, unchecked both every frame and sequential options. Had to turn off secondary shadows for another reason, and now mirrors works very well. -
Hi! I had the same issue on Pimax Crystal OG. Can confirm, turning off the Secondary Shadows fixed it.
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I also have issues with AI F4, specifically flying into the ground at a higher rate than one would expect. Attached is an engagement as part of Reflected's F4 campaign. 2/3 AI F4 crash into the ground. Thanks Tacview-20250914-210237-DCS-MIG Killers - 08b - 4vUnk.zip.acmi
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[Known issue] Barometric Altimeter Switch Stuck
Dentedend10 replied to Model98's topic in Bugs & Problems
So the fix might not have made it? Issue is still present -
hi, Could someone help me out with applying different DLSS versions? I have this strange behaviour that if I select DLSS Override - Use the application 3D setting in the NVIDIA App, then DLSS 310.3 is being applied in game, however, only preset C. If I try to choose a different preset, such as J, K, or Latest, it reverts back to DLSS 310.2.1 in game. This happens in other games as well such as MSFS. I used DLSS swapper to change the DLL files. I'd appreciate any insight
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Hi, currently my Pimax controllers act like a single mouse click in the menus. This make scrolling impossible, and browsing menus very inconvenient. It used to be good, then it got changed to this way. I was hoping it was just a glitch and would change back. I’ve had this issue for a while, can’t recall the last DCS update where controllers worked as they were supposed to. could somebody help explain this change? I would like to use my controllers thumbsticks for scrolling, and the triggers to be able to grab bars in the menu. Currently this is not possible and very inconvenient.
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I use VKB stick, with a 2-stage trigger. Of note, in the VKB software, when I hold down second stage of the trigger, then both stage 1 and 2 light up. Could that be messing with the release cue?
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Do I need to select a waypoint myself after holding?
Dentedend10 replied to Viking 1-1's topic in F-4E Red Flag 81-2 Campaign
You have to be within 1-2 nm from the waypoint to trigger Jester to switch as far as I know -
I fly in VR with Quadviews so the quality won't be great. The trackfile is my second attempt at Reflected Red Flag's campaign's GBU-8 mission. In both cases, nothing was released, even though that mission also has checklist that I follow. Let me know if you see anything outstanding! Thanks Tacview-20250511-203802-DCS.zip.acmi
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Hi, I'm having trouble releasing GBU-8. Tried it twice now. Cockpit is all set up, direct mode, TV, stations armed, got a lock on TV screen, holding both trigger and pickle, but the bombs aren't releasing. Could my fuse settings be a problem? I believe in all cases I had fuse set to nose or nose&tail. I can see that it should be left to off. But the bomb still should drop shouldn't it? Thanks
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Hi, im having difficulty dropping the GBU-8s. I complete the checklist. I get TV signal. I even get a lock-on the target. Then I held the pickle button and nothing happened. I was in a shallow dive. Held pickle for couple seconds. Had a couple runs but couldn’t drop it. Not the best timing for hung ordnance. are there any additional steps involved in the WSO seat that I missed maybe? any tips are appreciated!
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I see, thanks! In that case, is there a way I could feel that thru the force feedback? Currently, there is no resistance on the pitch axis when I’m on the ground. Yet, the movement is still slow. Shouldn’t there be some sort of resistance then to movement even when on the ground?