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Posts posted by Vortex225
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I have the Realsimulator R3L Ultra and the DCS Viper feels absolutely amazing with a proper force-sensing stick. They have upgraded the FM quite a bit over the years and, in combination with the updated FLCS deadzone and stick gradient options, it's never been more responsive and realistic.
https://youtu.be/TzdE4lysN-I?si=Sk2JtCSf_QWVWXJm
I would explore your HOTAS setup and tweak the curves, deadzone, and stick gradient options to produce the best feel for your gear.
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On 5/29/2024 at 4:51 PM, WHOGX5 said:
Sorry, I was just annoyed by him backhandedly suggesting that I post a screenshot of a chart nobody has supplied to me. But I appreciate your help, and that screenshot tells me beyond a shadow of a doubt that it is definitely higher resolution on your end when I compare to the same page on my end. However, I cannot understand why this is? I have already set the highest possible texture settings. Is there any other setting which affects the resolution of the kneeboard in-game?
I wonder if the resolution of cockpit displays is controlling this. Maybe 1024 Every Frame? I'm using a Reverb G2 and it still looks crystal clear to me in VR. Sorry if this isn't helpful.
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My kneeboards look sharp and clear to read. I haven't noticed this issue in my flights this weekend, but I'll take a closer look next time just to compare.
2 hours ago, PLUTON said:I know the path to install it, but how do we make it appear on the F16 driver's knee board?
Thank you for helping meIt will automatically appear if you have the pilot body selected on. You just need to have binds for next and previous page set.
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+1 This would add so much immersion to the Viper and seems like a quick and easy win for the devs. We need this ASAP!
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+1 Please do this ASAP! It will add so much immersion. Seems like an easy win for the team now that we have JHMCS toggle properly modeled with the new pilot model.
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2 hours ago, Lord Vader said:
Weird. I will ask for more testing to see if we can catch this particular one. I just tested again in yet another mission and again couldn't reproduce this.
Thanks for looking into this, Lord Vader. Per your request, I did some additional testing today; I created a brand new mission in the editor on DCS: Caucasus this afternoon to test this behavior more carefully.
I was able to duplicate the issue (i.e., late release/missing long) in the three attached tracks (i.e., cbu_87_long, cbu_97_long, and cbu_87ccip_long). I also tested the CBU-105 and standard MK-82s, but both of those are working correctly for me. Please note that this mission was created from scratch with default map and fuse settings after the most recent beta patch using an ED preset CAS loadout for the Viper. I'm using a standalone version of DCS that was originally a DCS open beta standalone install that is now fully updated.
To summarize, the bug I believe I'm seeing is that CBU-87s and CBU-97s are landing long (late drop) when released in CCRP, CCIP, or DTOS modes. I first observed this behavior in the Nevada quick mission for CBU-87/CBU-97 last night, and then I more carefully reproduced it today in a fresh mission on the DCS: Caucasus map with default settings for the map, editor, and fuses. GPS/INS weapons appear to work just fine, and standard Mk-82 also work fine too.
Hope this helps with testing!
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Assuming this is the same bug, my CCIP and CCRP drops were far too late this evening. I think I observed the same behavior.
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Not a full answer to your question, but I recommend you use OpenXR Tools for WMR (to control HMD resolution) and Quad Views Foveated to get the best performance boost without eye tracking. OpenXR Toolkit is popular too, but I prefer the combo of the two above for best performance and visuals.
https://youtu.be/NZVp7Ya1GZM?si=pUpKIfwiXXvsmbVw
As for DCS settings, I would start with the VR preset and work upwards from there. Good luck!
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23 hours ago, Moxica said:
Current DLSS is the nvngx_dlss.dll version 3.5.0.0 in DCS
There is a new, version 3.5.10, and I just tried it;
It is no revolution, but it makes for some improvements on ghosting.
Or.. ghosting turns out a little different.
If you like it, you keep it. If not keep the old one.
It is in the bin, and the bin-mt folder.
You find it here:
https://www.techpowerup.com/download/nvidia-dlss-dll/How do you manually update DLSS for DCS again?
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Update/Edit: I figured out how to disable Turbo Mode for QVF on my Reverb G2 thanks to the QVF Wiki and Str][kerTV's YouTube tutorial. While the default settings do work well overall, I found that motion reprojection wasn't working properly until I disabled Turbo Mode in QVF and enabled it via OpenXR Tools for WMR. Problem solved and I'm very pleased with my results using QVF!
Question for @mbucchia on the Quad Views Foveated (QVF) app. Which app is the best to enable Turbo Mode (does it even matter?), and how would I disable Turbo Mode for a G2 in QVF if I want to enable it via OpenXR Tools for WMR?Background: I'm a Reverb G2 user (no eye tracking), and I'm using OpenXR Tools for WMR to adjust resolution, turn on motion reprojection, and enable Turbo Mode (instead of through OpenXR Toolkit). However, I do use OpenXR Toolkit to enable CAS sharpening (100%) and fixed foveated rendering.I plan to try your Quad Views Foveated app for the first time, but it's my understanding that Turbo Mode is enabled by default in the app and will cause conflicts with other apps that enable it. I would like to continue using Turbo Mode via OpenXR Tools for WMR, because it's my understanding that version works best with motion reprojection (which I use) and the OpenXR Toolkit version does not.Thanks in advance for your help and, of course, for these awesome VR tools for our DCS community!
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On 11/5/2023 at 9:40 AM, xanstin said:
Also if I set a markpoint visually, then look around with a TGP to find additional targets that markpoint gets moved around? That seems crazy to me. What a loss of SA if nothing is stable. This seems like a monumental change that perhaps the changelog didnt really stand out enough for me. I see the entry and hyperlinked article but wow...lol its a big one.
I agree that this is a significant change that needs to be documented a bit better to help us understand.I'm still struggling to use this properly in my AG workflows for both DTOS and VIS--even after Lord Vader was kind enough to explain it to me.What entry are you referring to? Is this something in a recent change log?ETA: Found it, my mistake. The single SPI logic update was documented thoroughly here; however, we may need a few tutorials to help us understand how to use it properly.
https://forum.dcs.world/topic/209147-viper-mini-updates/?do=findComment&comment=5288681
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9 hours ago, Lord Vader said:
#2 - The steerpoint disappears because it's occluded by the TD Box. It is the steerpoint diamond with added deltas.
#3 - That's the steerpoint, yes, but also with added deltas.
(edited) As you describe, you are always in VIS mode and I already explained how in that mode the deltas are added and cannot be removed with TMS aft. You need to select CCRP/PRE then press CZ to remove the deltas and reset it to the original position.
Please, once more, do not consider Matt Wagner video as a reference anymore. Future product manual updates will attempt to clarify this. I believe you're being mislead by earlier depictions that have been refined over time.
Ok, thank you for taking another look. I do understand what you're saying, and I will accept it as working as intended. Please know that it was not my intent to be difficult; it was simply hard for me to understand how these refinements could reflect reality when they ostensibly provide less situational awareness and require more HOTAS presses and/or MFD button interactions than the previous implementation.
All that matters is realism. If you're saying these changes were intentional, then so be it. Thank you again for your time.
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11 hours ago, Lord Vader said:
Hi again @Vortex225
I understand this subject matter may cause some confusion to many. It's not easy to understand this single SPI logic on the Viper, especially when coming from other SPI logics, like the A-10C.
I ran your tracks and noticed that you may be confusing the TD box with the navigation cursor. You are pressing CZ (or TMS aft) while still in VIS or DTOS. Like I said above, this will not actually remove the deltas, and will just move the TD box back to pre-designate state (caged to the FPV). I took over both tracks and were able to remove the deltas by choosing PRE or CCRP. None of the actual steerpoints moved like you claimed.
In order to attempt to make this more clear, please note:
Each mode has its own cursor deltas and pressing CZ will command different actions, dependent of the mode you're in. So if the cursor is enabled in MARK mode, for example, it is only moving that markpoint pipper, if it's in VIS/DTOS mode, it's only moving the VIS cursor, etc. If it's in CCRP/PRE, on the other hand, CZ zeroes on the designated point. Same command, different results depending on the current weapon delivery submode.Finally, the steerpoint symbology isn't actually removed when a TD box is created, it's occluded by the TD box itself.
I don't see an issue with either of your tracks.
Thanks, @Lord Vader. I do appreciate you taking the time to provide a detailed and thoughtful reply. I think we may still be misunderstanding one another, so I took time to carefully read your post today and review all applicable DCS material I could find relevant to this issue. Please note that my observations may be distinct from the other issues raised in this thread. To this end, I would like to make another respectful and earnest attempt to explain the steerpoint issues I feel are not behaving properly for the Viper in DCS 2.9.0.47168 Open Beta.
Terms and Definitions: To begin, I want to avoid any confusion about terms, whether I am mistaken on definitions or otherwise. To clarify, I understand the steerpoint diamond as the diamond visible in the HUD or HMCS that shows you the location of the currently selected steerpoint. In the tracks I uploaded, this is always steerpoint 1. Additionally, I understand the TD Box to be the box and dot that that is visible on the HUD or HMCS that shows the location of the current target designation/SPI.
Scope of Discussion: To simply our analysis, let's restrict the discussion just to VIS mode for the moment. Please consider the following graphic, which is numbered according to the order in which the screenshots were taken:
#1 shows the HUD view after initially selecting VIS sub-mode with the steerpoint diamond clearly indicating the correct location for Steerpoint 1. The TD Box is caged to the HUD because I have not yet slewed it to a desired target location.
#2 shows the HUD view after slewing the TD Box to a target location chosen arbitrarily for this demonstration track. I have already pressed TMS FWD once to designate and ground-stabilize the TD Box to that location. Notice the missing steerpoint diamond where it was previously located in #1?
#3 shows the HUD after I have reset/re-caged the TD Box back to the FPV with TMS AFT. Notice how the steerpoint diamond has shifted to a new location? I haven't modified the currently selected steerpoint; and yet, the steerpoint diamond is now located where the TD Box was previously designated from #2. The correct location for Steerpoint 1 is annotated for comparison.
#4 shows the HUD view immediately after selecting the PRE sub-mode; no other changes have been made. Notice how the target designation box now correctly reflects the location of Steerpoint 1, which makes sense for a PRE delivery. The steerpoint diamond is occluded, but I believe that is intended based on another video from Wags showing JDAM deliveries in PRE.
The second screenshot below (single HUD view) shows a frame from Wags' video DCS: F-16C Viper | Air-to-Ground Helmet, in which the VIS sub-mode is used for a standard JDAM attack. Please note the presence of both the steerpoint diamond (showing the location of his Steerpoint 2) and the TD Box in the HUD/HMCS at the same time.
In summary, I'm describing two separate issues.
- The first issue is shown in #2 below. Why does the steerpoint diamond disappear? See the second screenshot below (single HUD view) from Wags' video for what I think the correct behavior should be. Please note that I could not find any reference in any DCS Open Beta patch notes that describes a change to steerpoint diamond symbology that would have modified the behavior away from that depicted in Wags' tutorial video.
- The second issue is shown in #3 below. Why does the steerpoint diamond shift to a location other than the currently selected steerpoint? I interpret the HUD picture in #3 as Steerpoint 1 is at the location of the diamond, but I *know* that Steerpoint 1 is actually located in the position from #1. This seems like a bug to me.
Thank you again for your time and consideration.
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On 10/28/2023 at 3:28 AM, VKing said:
I missed this part. That is indeed a bug.
Just following up to say I haven't noticed this particular issue with markpoints since the hotfix; it seems to have been fixed with the hotfix. Nevertheless, I'm having trouble with steerpoints in VIS and DTOS modes and I'm working through the troubleshooting in another thread.
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4 hours ago, Lord Vader said:
Hi @Vortex225
Please take note that some earlier videos created some time ago may not reflect the current state of refinement and adjustment on our Viper. While we understand this may cause frustration, at this time all we can advise is that you take note of changelogs and updates detailed on the mini-updates to keep up. The idea is that, soon, these modes and procedures will become clearer as they are addressed in future new versions of the DCS: F-16C Viper manual.
That being said, I'll take a look at your tracks.
Hi, @Lord Vader--and thank you for your time and consideration of the tracks.
While it is certainly true that module features can change after a tutorial video by Wags is produced, the change we're talking about is a pretty significant shift in HUD/HMCS functionality. Losing the steerpoint diamond symbol on the HUD and HMCS is a degradation of situational awareness during an attack; you lose an import navigation reference. One would reasonably expect a change like that to be carefully documented; and to your second suggestion, there is no reference to steerpoint symbology removal when a TD Box is created in the patch notes for either DCS 2.9.0.46801 Open Beta or DCS 2.9.0.47168 Open Beta.
Finally, I'll add that issue #2 (i.e., moving the steerpoint to the location of the previous TD Box) surely cannot be an intended feature change. And if that's a bug, it stands to reason that the steerpoint symbol being removed, covered, or obscured (issue #1) while the TD Box is visible is likely connected or related from a coding perspective.
I do very much appreciate the engagement. I sincerely hope this bug can be investigated and resolved.
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16 hours ago, Lord Vader said:
Hi again @boerdi
We have reviewed your track and video and it appears you are remaining in the VIS mode while trying to press CZ. When doing so, the command sends VIS to the pre-designate mode, caging the TD box to the FPV. The TGP will just follow the SPI. This is intended behaviour.
If you wish to remove the deltas of the navigation cursor that were incurred after designation to return the steerpoint symbol to its original location, you must enter CCRP or PRE and then press CZ. This is also intended behaviour. CZ only zeroes the cursor that is active for a given mode. In VIS or DTOS mode, CZ zeroes the VIS cursor, but not the navigation cursor.
Thank you for your help, but I do believe something is not working correctly with steerpoints right now.
I was able to observe this bug tonight for both VIS mode and DTOS.
Issue #1: When creating a target designation with TMS Forward in either mode (after ground stabilizing), the steerpoint symobol will disappear. To verify this was not working as intended, I watched Wags' tutorial videos on DTOS and VIS to confirm the steerpoint symbol should remain visible in the HUD (or HMCS) after creating a target designation; his videos confirm they should for both DTOS and VIS (link to timestamps showing the correct behavior). In both videos you can still see the steerpoint symbol in the HUD even after creating the target designation with the HUD or helmet.
Issue #2: Steerpoints are moved after clearing the target designation. If you attempt to CZ the SPI back to the steerpoint (using TMS Aft to clear that target designation and return the cue back to the HUD), the currently selected steerpoint will shift to the position the target designation was previously located.
In summary, I believe this bug is both removing the steerpoint symbol when the target designation/SPI is created, and it is moving steerpoints in both the HUD and HMCS after the target designation is cleared. I have been able to reproduce this on multiple terrains and in both single player and multiplayer.
I have attached two trackfiles that indicate the problem, one each for CBU-87/97 (DTOS) and another for CBU 103/105 (VIS).
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8 hours ago, boerdi said:
Greetings,
In the current Open Beta 2.9.0.47168 (Multithread) the AG VIS mode is doing strange things with waypoints.
Encountered this in a MP session and was able to replicate in SP.
It seems that a VIS designation/undesignation and visually "shifts" existing WP symbology?SP track file: OB 2.9.0.47168 MT - viper funky ag vis behaviour.trk
Three waypoints:
1 - Just a WP for offset heading at air start
2 - Kobuleti Cross
3 - Kobuleti AirfieldI do a VIS ground designation and undesignation on the nearby lake and that seemingly shifts the waypoint symbology around.
The Kobuleti Cross and Airfield WPs are no longer where they should be. The coordinates of the WPs didn't change though (IIRC) but are nonetheless not in the correct position on the HUD/HMD.PRE mode points the TGP on the correct position though (Cross and Airfield)
At the end of the track even NAV mode inherits the "new" waypoint positions
Video of track file:
01:38 - Undesignating the VIS ground target and waypoint symbology shifts
04:00 - NAV mode inherits the shifted waypoint symbologyI'm almost positive this is was the behavior I observed last night. Couldn't quite figure out what was happening, but this is a close match to what I observed with the HAD and HTS. Once I switched back to NAV mode, the waypoint symbol went back to the correct location.
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11 hours ago, VKing said:
This is the same behaviour as before (or at least I believe it's currently correct).
It starts HUD/HMCS-stabilized, then the first TMS up action changes to ground-stabilized where you can slew it around to fine-tune it, then the second TMS up action saves the markpoint.
Indeed, but this is not the behavior I observed with the penultimate version. I regret I haven't had time to test the hotfix version or create a track file, but I hope to do that tonight.
Take your description (which is the correct behavior as far as I know), but now consider that the markpoint is not saved where the markpoint symbol is located & ground stabilized the moment you press TMS Up (short) the second time. Instead, it saved it to where your HMD was centered at that moment. That's what I was observing.
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3 hours ago, Raptor9 said:
The TGP will always point toward the SPI. By moving the SPI, you are moving the TGP.
In VIS and DTOS, you are placing the SPI on the ground using the TD Box. When you are in a pre-planned sub-mode like CCRP or LADD, the SPI is always at the current steerpoint, plus any cursor slews. By making a markpoint the current steerpoint, you are moving the SPI to the markpoint location which will then slew the TGP with the SPI, taking into account cursor slews.
EDIT: Note that in CCIP or STRF, the SPI is placed at the weapon impact point at the CCIP/STRF pipper, and the TGP points to that location.
I'm not the OP, but this is a good description. Thanks, Raptor9.
On the subject of markpoints via HMCS, was the behavior changed in the Viper for 2.9? I noticed in my testing last night that after slaving the the markpoint cue to the HMCS, it would save the markpoint to the location my helmet was looking at when pressing TMS forward the second time--not the location it was ground-stabalized to on the first TMS press. I only noticed this because my TGP wound up looking somewhere entirely different than planned.
I intend to submit a bug report soon with track file, but ran out of time to test last night. Thanks.
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On 10/22/2023 at 9:34 PM, hawk4me said:
The input lag is there if you keep the default axis. If you put negative 15 or so on the pitch and roll axis the responsiveness is much better. I think it has to do with ED trying to emulate the pressure on stick input instead of stick movement. The default saturation is were my issue's came across. Never really needed to adjust them in other aircraft before. I also put negative curvature on the throttle since without afterburner detent it seems like you have to give it a ton more throttle than needed to get the afterburner to light up.
I have a replica force-sensing Viper base and grip from Realsimulator, and I don't notice any input lag at all. It feels smooth and hyper-responsive to me. I use completely default axis settings in DCS for it too; no saturation of curvature.
However, I did notice that something felt off when I was previously using a traditional cam and spring joystick and base. Maybe your hardware is creating that feeling?
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Tried out the FM changes ED listed in the 2.9 patch notes. My first impressions were very positive. I could be wrong (will defer to those who have tested it longer or more thoroughly), but the jet seemed to retain and gain energy better in high-G 2C flows against the AI. I actually had to come out of blower several times to avoid blackout or going well above optimal rate speeds.
Overall, the Viper in 2.9 feels like it better matches the expectations provided by Mover (i.e., a real Viper driver) in his last FM review on YouTube 5 months ago. I'm pleased and curious to hear everyone's thoughts.
*Just a friendly reminder to keep the conversation civil and at the unclassified, publicly releasable level.*
"Improved FM:
-The characteristic of the displacement of the pressure center during the transition to supersonic has been corrected.
-Improved the characteristics of turns at high altitudes. Smoothed the effect of 'bubble' when passing the transonic zone on a turn at high altitude.
-G-onsets transition characteristics improved over the entire range of heights and speeds."
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9 hours ago, Minhal said:
Absolutely, thats been my point from the start. Make it an option for those that do not have a FSS so people can choose. Would be a shame to just replace it and by that push folks off the road that invested a good amount of money into special hardware.
All good. An option would be great, agreed.
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On 4/17/2023 at 2:37 PM, Minhal said:
Hey @NineLine and @BIGNEWY, just stopping by to ask if you had opportunity to internally look at this. Not seeking to push but, as it is offtopic to the thread title, to not have it drown. If possible, maybe drag the relevant posts to a separate thread. Lots of folks in here agreeing. If you need me to open a new thread myself, please let me know. Thanks!
To clarify again: this request is not about the FM. It is about a difference between the real life stick and our regular consumer sticks. A matter of translating real life to consumer hardware. Like we have the "central position" trimming mode in helicopters, because everyone has a self centering stick without a clutch. For the same reason (difference real life vs. consumer hardware), we think we would need an optional stick behaviour (special options), that takes away the center deadzone for us non-force-sensing-stick owners (which is probably 98% of the DCS population).
I think it's important that this change, if ever pursued, should only be an option. I have a force-sensing stick from Realsimsulator and it works beautifully with the current control implementation for the DCS Viper. Coming from several "high-end" cam/spring bases from Virpil and VKB, my upgrade to a force-sensing solution was a revelation and transformed my enjoyment of the module. I even prefer it now for other modules like the Tomcat and Apache.
In other words, please don't change things for those if us with compatible simulation hardware.
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Completely agree with OP; a proper force-sensing stick makes a tremendous difference for the DCS Viper module.
I love my Realsimsulator (RS) R3L and recommend it to anyone who flies the Viper regularly in DCS (or BMS).
DCS: F-16C Viper Manual
in DCS: F-16C Viper
Posted
Thank you for the update! Have these latest changes been published yet and, if so, where is the best link to download?