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Munkwolf

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Everything posted by Munkwolf

  1. Hope the timing works out! I went the more conservative route and took friday and monday off.
  2. Between DCS and iRacing, I've honestly been surprised and depressed by the number of people that conflate the spelling.
  3. It would be really cool for the lights to appear in a popup like with carrier landings.
  4. Here's one from bignewy: Don't push too many pixels to it if you want a good framerate. Like recommended in other posts, like bignewy's, I'm running a pixel density of 1 and a steam VR SS around 50% (so it lines up close to the native res of the headset). Similar hardware to yours, i7-9770kf with 32GB and a 3090. Doesn't look as good as it could, but it's smooth and reprojection doesn't kick in. Also, I'd recommend turning down system volume to 50% or so when you're first starting it up and using it. Then dial it up if needed. One of the speakers blew on mine and I think it's from me running default 100% system volume through it initially. Then this VR-compatible version of reshade has helped sharpen things up and allows for tuning things like colors and contrast:
  5. It's not through the NVCP, but, if you haven't seen it already, there's quite a few of us in another thread that are really happy with a VR-compatible version of reshade that recently got released. Makes it easy to control colors, saturation, exposure, sharpening, etc, for VR.
  6. Funny story about printed DCS manuals (at least to me and my brother). When Black Shark was first released, my brother got it, and I went over to his place to check it out. Before starting up the game, we decided it'd be good to print the manual so we didn't have to alt-tab out to check stuff... and we hadn't checked the page count. A couple of paper reloads, beers, and hours later we were like "how big is this friggin manual?!" and realized what we had started. I think he still has it in a big 3-ring binder.
  7. I think I ran into this tonight while messing with the settings. Seems contrast/brightness can cause shadows and the cockpit to go real dark real quick.
  8. Agreed, after using this it makes it feel like stock DCS has some blur effect applied. I can't say I noticed any difference with cockput being darker or any affect on flood lights. Which filters/shaders are you running? You can bind the hotkeys to whatever - it's in the settings tab of the reshade popup. One key to toggle the popup, other key to toggle whether reshade is active.
  9. I'm on that quest too. I had the shimmering down a good bit by upping PD and SS, but then decided to chase framerate.. and now shimmer is my co-pilot again. I'm trying to convince myself it's fine, because having the framerate is so nice. It hasn't worked yet.
  10. I had downloaded Reshade a few days before seeing this thread, but didn't know it wasn't compatible out-of-the-box with VR. Thanks everyone for the insights and posting about the VR version of it that's out there. Was able to try this out this weekend. Really positive improvement. Loving the real-time nature of switching out filters. zI found using the LumaSharpen filter on top of the VRCAS filter worked well for me. Still tweaking settings. I might bump the contrast and saturation back up a bit or turn back on the HDR filter but wanted to run stock colors to isolate and dial in sharpening and performance stuff first.
  11. The start of that video.. with the base as the menu and the hand holding a clipboard as the training checklist... I miss the days of games having that type of immersive menu design so much.
  12. Interesting idea if I'm understanding it correctly.. Instead of using DCS's VR mode, playing in 2D, and using this reshade shader to project it into VR? Maybe it could look cleaner. One thing mentioned that turned me off from even wanting to try it is: "Since it's only a visual effect, there's no head-tracking, so nausea can occur". That might just apply to how it's handling non-VR games though. Still not sure I'd expect much advantage to using this than just using the VR built into DCS. Take VR game, play it in 2D, to use a VR reprojection shader, to then play in VR? Edit: Nevermind, was going off the main project page and hadn't looked at the other link(s) about it. Another Edit: I think you may be confusing Reshade with the Universal VR Shader filter available for Reshade. That YouTube link comment page is talking about Reshade now being VR compatiable. That seems separate from the Universal VR Filter that looks to be a Reshade filter to convert non-VR games to VR.
  13. I was having that same issue. I "fixed" it by adding new VoiceAttack button commands for 'kneeboard.tab.nxt' and 'kneeboard.tab.prv' so I don't have to say the Page commands anymore. Works nice having a hat with press as show/hide, up/down for next/prev page, and right/left for next/prev tab. That said, If you have VSPX disabled, try adding a delay between the words... like "Texaco.....(half-second or so pause until you hear a beep)... Page".
  14. why not just use the calibration tool available through the windows game controllers dialog? where dburne mentioned resetting to default. it's just an axis on a game controller.. nothing about calibrating it needs to be specific to thrustmaster. thrustmaster may/likely doesn't have it available for download because it'd be redundant with what's already available in windows. where are you downloading it from?
  15. Doing some quick tests in VKB Device Config... center being 32767.. if I move stick to max deflection and then let go.. takes around 1 - 2 seconds to bounce halfway to opposite side, then barely moves back to original side, then seems to be settling around 250 to 500 from center (ie, current reading from one test is 32800 X and 32319 Y).
  16. That happens with mine, but I've got the clutches turned way up (iirc 2 turns back off of max), and I didn't adjust the springs when I switched to the Ultimate. With the lighter Pro grip it was fine. I've thought about trying double #40s on each axis to increase the centering force for planes, but I've grown to like how it doesn't absolutely center, especially with helis, which I've been flying more lately. So I'm just leaving it in the middle ground. Plus, for some planes I can't dial in the trim exactly like I want (ex: Hornet with aileron trim.. sometimes it's slightly too much one way or the other with one press of trim hat)... now I can just slightly nudge the stick to dial it in.
  17. I'm running close to what dburne is. Started with one #40 on each axis and then when I switched to the (heavier) ultimate I went to #40 + #20 on each axis. Using the avia-S cams (aviation, soft center). Afaik, the space cams are the same center options (either S or H), the difference is they don't have the progressive loading like the aviation ones (more resistance when further away from center). I think I recall reading somewhere on the vkb forums that centerless cams are on the way, which is what I think I'd prefer (or would at least like to try). I'd definitely recommend fiddling with the clutches. I've got mine turned way up (probably 3/4 of the way), and I'm really liking how it feels. I might turn them up a little more and lessen the springs a bit. The clutches give stick movements a weightiness/heft in a smoother way than springs can. Subtle stick movements near the center kind of hold position, where I can use that for a super subtle trim. Note that I have the 20cm extension, so ymmv with above clutch/spring settings.
  18. At least for the comms menu flashing, try deleting the Export.lua in your <User>\Saved Games\DCS\Scripts folder. It'll automatically get recreated when DCS starts up. For the issue with Vaicom not recognizing anything, I'm at a loss. Looks like you've updated the keywords set? And it's showing "kneeboard" as recognized during training. Updating the keywords would've been my first guess (afaik, by default it won't include the kneeboard commands since that is an extension)... that must also mean that the Vaicom config window appears for you ok, since you have updated the keywords? Stupid question, but did you confirm VoiceAttack \ Vaicom is set to use the mic you are expecting? In the VoiceAttack settings Audio tab? A couple of times I've had issues and it was from the system switching the mic on me to one several feet further away, where it'd still pick up my voice a bit, but not well. The index out of bounds exception in the VA log you attached makes me wonder if a reinstall of VA + Vaicom might help. Are you installing / running it as administrator (through Windows, there's also a "Run as Admin" option in VA in System/Advanced tab)? Since it's picking up the 'TX5' type events though doesn't seem like this would be it. Edit: Checking the troubleshooting section of the user manual, deleting the Export.lua, confirming the VA is running as administrator, disabling the NS430 module, and disabling any additional mods you might be running are the recommended actions.
  19. Agreed. I wouldn't see them fully replacing the current story-driven paid campaigns with just the dynamic campaign engine though. Hopefully the dynamic campaign will take care of a bunch of the nuts-n-bolts stuff that currently has to be scripted, and allow for campaign creators to then have more time to focus on making even better stories and campaigns. Like a main option for a pure sandbox generated dynamic campaign, and separate option for the story-driven campaigns like we currently have (built on top of the dynamic campaign/environment). Mission branching based on performance and/or dynamic resourcing. Fail a mission, and don't have to replay it, but have to make up for it or deal with the consequences the next mission (and the campaign might then be a few missions longer). Exciting possibilities.
  20. This. Valve makes enough money already. I bought the first couple of modules on Steam to try it out. I didn't realize I would get hooked like I did. Before buying the next round of modules I transferred the modules to standalone, switched to the open beta version, and haven't looked back.
  21. After another session of updating controls I had some thoughts. Some of them seemed productive. One of the less helpful ones was my realization that I've probably spent more time in the controls screen configuring bindings than flying. One of the more helpful thoughts seemed to be how it'd nice if the different control types, and how we set them up, were standardized a bit more. Instead of the controls page listing "Example Switch Up", "Example Switch Down", "Example Switch Off", "Example Switch Position 1", "Example Switch Position 2".. there would be one listing of "Example Switch", and a separate column of Type that would have "3-way switch". In the controls UI, that 3-way switch control could be it's own accordion (+/- expand close) to expose the Up/Down/P1/P2, or pop up a modal that would then have the options to set Up/Down, or to set controls specifically for Position 1/Position 2. An analog/inspiration for this is iRacing. Configuring some controls, like rotaries, will launch a popup to set the next/prev buttons for that control. Advantages: A) It'd streamline the controls list. B) Helps devs, where instead of having to consider Up/Down/P1/P2, or possibly be inconsistent with how those options are presented, they designate a control as a type (Button, Level, x-way Switch/Dial/Etc). I have to imagine the engine already works this way at some level. B Tangent) I was excited to try the C101 after having a lot of fun in the L39, only to immediately be put off by how some of the controls are reversed from what I thought was a DCS standard (specifically in this case, right = up, left = down). If I were able to define my modifiers a little more too, like Right Shift = Up / Left Shift = Down, then time could be saved as well. I could go to define a control for a dial, and assign a key, and it automatically map the Up/Down based on my defined modifiers for Up/Down. Thoughts? Apologies if this has been brought up before, as I'm kind of expecting it to have been. PS/Bonus Tangent - Another thought from my iRacing is how I'd be willing to pay a monthly subscription for some enhanced DCS portal/online experience if that meant additional revenue available for better development of the core engine + more frequent updates of older or less popular planes. also it'd be cool to have a pilot log / squadron / etc stuff all commonly tracked online (like iRacing with profiles and teams and such). More of a DCS.. World. The genesis of this is me wondering "How can ED be incentivized to devote more resources to core stuff like AI?".
  22. You could, but then you might end up with a command for DCS and a command for War Thunder that both do the same thing (like press "G" key when you say "Landing Gear Up"). I've never used the "send command to" stuff - the way I use it, VoiceAttack generates keypresses and button presses based on what I say, and then I have those keypresses and button presses mapped in the game. Say I didn't have a game running, and had Notepad open and said "Landing Gear Up" - then G would appear in Notepad. Think of VoiceAttack as a way of controlling your keyboard, joystick, and other devices.. not as a way of directly controlling games (more direct control of games is usually going to require plugins like Vaicom or Digital Race Engineer). The "send command to" stuff seems useful if you need to have the same phrase ("Landing Gear Up") do different things in different programs (press G in DCS, but press K in War Thunder). If you want to have different commands for DCS vs War Thunder vs IL-2, I'd recommend having those as separate VoiceAttack profiles instead of having one profile with commands for all of them.
  23. Here's the example above, but set to send to DCS: DCS will appear in that dropdown when it's running. That said, you don't really need to send commands specifically to DCS. You'll setup commands in your voiceattack profile to trigger keypresses and joystick buttons when you say certain word(s), and then DCS will pick those up just like it does with normal keypresses and joystick buttons. extending above example, in DCS I'll go to controls and configure landing gear up in a plane to be mapped to the G key. Then when I say "landing gear up", voiceattack triggers a keypress of G, and since G is setup for landing gear in the DCS controls, then it is triggered.
  24. Ha, I posted that screenshot, and then noticed the "Send command to this target" checkbox in it with the window selection options. Is that what you're looking for? I never knew it was there.
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