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jonfog

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About jonfog

  • Birthday 10/03/1962

Personal Information

  • Flight Simulators
    MSFS, X-Plane, IL2
  • Location
    Sweden
  • Occupation
    Technician

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  1. Oh the push option was there. What I meant is the general commands for changing formation, go to.. etc. that you can give to your flight/wingman.
  2. Well, would an allied commander use a fast jet to try to find a camp? Any camp boss should be able to hide his camp. If the F-18 was equipped with a IR pod it might be possible to detect a camp. Otherwise as an allied commander I would use a drone or a chopper to look for a camp. So NOT finding the camp is a realistic outcome. As for meeting the objectives, that's a bit unclear. In the documentation "1 Deployed".pdf I find the topics: Situation, Orders, Roll Call, Admin, Flight Plan, some maps with the route and a Score System. Here's some examples of what I found to be strange/unclear in this mission: 1. Why bring practice bombs on a mission that might involve live fire? 2. Why can't I give orders to my wingman as usual? 3. What are the ROE? Shouldn't I be able to attack the AAA that shoots at me (or order my wingman to do it)? 4. Should I attack the camp if spotted? 5. If I'm low on fuel, can I hit a tanker? If I'm not that proficient in AAR I should be able to RTB without stopping the campaign as such. 6. Is landing and rearming an option?
  3. So I didn't find any camp. Why is'nt there a Radio option for NOT spotting it? Found the convoy and blew some of them to pieces. At this point low on fuel so I RTB'd by tuning in the Incirklik TACAN and went straight in. Landed and stopped at some F15's. Now the Campaign says I failed but I have no clue why? That makes no sense. IRL there would be a debriefing where you wen't through what happened. Now I have to play it again (and listen to exactly the same voice overs) and chasing some unknown trigger(s). There is nothing that breaks the immersion as much as replaying a mission. As long as you don't get killed you should be able to continue the campaign.
  4. Hi, I just got the MIP. I also have some Virpil gear. In their configuration program you have quite some freedom in assigning buttons and all the axes. You can specify for instance a button both as a long and short press, if it's a switch etc. One feature is that you can take an axis and map it to a range of buttons, Ie. as I go through the axis I trigger different buttons. Is this possible in SimApp?
  5. I just tried with rudders with a hot start. I'm on the ground with show controls enabled. If I deflect the rudder pedals to one side it behaves as described. The pedals are ignored after I trim and try to make small deflections. But when I slowly move the physical rudders to the center i can see that the in game rudder input activate before I actually reach the center position and thus makes the ingame rudder do a small jump to the side I trimmed. Say that the rudder input has a range of 0-100 where 50 is the center. I press and trim at 30 and at this stage I cannot move my ingame rudder. However when I release my physical rudder it looks like the algorithm for detecting "rudder returned to center" has a dead band of say +/- 5. So as I reach 45, going from 30 to 50, it suddenly activates the ingame rudder. Now I suddenly get 30 - 5 = 25 as input. The number here are just for description. But it's pretty easy to see with the control indicator. Just wonder if anyone else has this problem. Yeah I can see that there is a deadband entry in there. But my joystick and rudder are as sensitive as I can ask, that's why I have a small curve (in DCS) applied to them. So it's not the control inputs dead zone that is my problem.
  6. Hi, I have a problem with this when hovering. It seems that there is a dead band around the center position where this Mode thinks "okay he returned the joystick to center" and immediately applies the joystick input to the newly trimmed position. When I try to get a stable hover and apply trim, I can see that I really don't move my joystick much and after releasing the trim it makes a small jump in the direction I had may joystick in. So it's really hard to get to a point where I can apply the "Trim left button" hover hold mode without it jumping around quite a bit before it settles. I have a Virpil joystick on an CM-2 base with an extension, so it's is really stable and accurate. I don't need any deadzone and just a small touch of curvature.
  7. Well I find that the default head position of the pilot is okay for Boresighting. With the CP/G it's off, no matter of I move my head I cannot get into a position for Boresighting. And therefore have to resort to translating my head which leads to the next problem. You have to assign some of your "precious buttons" to this. In VR your keyboard is more or less inaccessible since I cannot see it. Trying ot feel your way to the Right Control + Right Shift + whatever-keypad-key is really frustrating. What I mean by "precious buttons" is the buttons of your joystick and throttle. Those will probably to be bound to the TEDAC controls for the CP/G Just as we have a special option to show the monocle or not, there could be an option to have the IHADSS aligned or not on cold starts.
  8. That's too bad. Immediately when I enter the RWS page I see that I may wan't to change the Bar scan, Azimuth scan and PRF setting. And that they are likely to be changed back and forth too. Well I'll just thought some clever person had found a way to adress this.
  9. When you enter AA mode the radar appears on the right MFD and the Stores on the Left MFD. Of those you interact more with the radar MFD. I have the Thrustmaster MFD's so I operate the in game MFD's with the physical MFD's. Since I'm right handed I'd like to keep my right hand on the stick and use my left hand to operate the radar. So is there any configuration I can make to have the radar show up on the left MFD?
  10. Okay, thanks for the info. Not the smoothest way of doing things though.
  11. Hi, a silly question. Is there a way to copy icons from a profile? I've downloaded a profile and just wan't to get hold of the icons to use for my own profile.
  12. Well I just wonder if resources should not be spent on making the ordinary communication via menus better. If I'm not mistakens most DCS users fly in SP and not in MP. And one thing that's very frustrating is accessing the communications in VR, since the menu options cannot be assigned to buttons and you cannot see your Keyboard (F1 - F10). As for a VoiceAttack like feature, that depends. Windows speech recognition is not available if you're living in a minor country, so it might not work if ED doesn't provide it's own speech recognition engine. And that I guess takes a lot of work. On the upside you could limit the words recognized.
  13. Here are my findings so far. I've been running a PICO 4 VR headset (Virtual Desktop and Ethernet 2 USB-C) and using OpenXR Toolkit (via SteamVR) . When trying the new MT I found the picture somewhat unstable, every frame shifted slightly from the previous. Giving me a somewhat sick feeling. It turned out to be the OpenXR Toolkit stuff. When I turned it off I got a stable picture in MT but running in ST with OpenXR Toolkit also worked fine. By using the FOV settings etc in OpenXR Toolkit I actually get slightly higher frame rates than running SteamVR only in MT. And the grapsh you se in the built in FPS counter are not jumping around as much in ST as in MT. I've flown the Spitfire Operation Jubilee missions since these previosly more or less killed the Frame Rate when the action started at the French coast. It is much better now in ST too so I wonder if there been some code optimization that applies to both MT and ST. Maybe people are comparing the new MT code against the previous patch and not bothering to run the new patch in ST? The "jumpiness" in the picture turned out to be any form of overlay in VR. I had the FPS counter on in OpenXR Toolkit and when I turned it off the jumpiness disappeared. I could repeat this with fpsVR too. So now I'm quite happy.
  14. Well I just ran the Spitfire Operation Jubilee which preivously had killed the FPS. During that I saw "CPU Bound (rendering thread" appeared in yellow mixed with "CPU Bound (main thread)". My problem now is that the graphics are unstable, it seems like the picture displayed is shifting a pixel or two back and forth. This made me run the same mission in ST which just looks more stable (the picture that is) and it is just runs a couple of FPS lower. So there seems to be a major improvement in the code itself
  15. Hi. I'm running a pico 4 setup too but with openXR/SteamVR. ( --force_enable_VR --force_OpenXR). I can tell since I can bring up the OpenXR menu and mess around. (Note that SteamVR will launch but then OpenXR somehow intercepts). Altough I get a few FPS in MT and VR it works worse than ST. I get a slight seasick fenomena in MT. If I open the frame rate counter (RCtl+Pause) I get a "CPU Bound (rendering thread)" message both in 2d and VR. Anyone has a clue what that means?
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