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ldwater

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Everything posted by ldwater

  1. Any update on Steam pre-orders? I want to get the module but it sounds like I'd miss any pre-order discount since its on Steam..?
  2. Out of interest could you share your DCS graphics settings? I have a similar rig, except its a 3080 instead of a 3090 and I'm getting around 45 fps in the AH-64 (which I am mostly happy with btw). Thanks!
  3. I had something similar since the new version, but its something that seems to be a consistent issue with DCS in VR that I generally learn to live with. I did delete the shader cache files which seemed to help, worth a shot: "C:\Users\Username\Saved Games\DCS.openbeta" fxo and metashaders2 folders.
  4. Same here in the AH-64. Both during the day and night. Very distracting in VR!
  5. Yeah I'd also like to know what the difference between 'set' and 'toggle'. For me they seem to do the same thing?
  6. Same here. No significant change to performance one way or the other, but I get the CPU bound message when my CPU is at ~20% and GPU at 100% Not sure if its just an incorrectly reported bottleneck or its not utilising the CPU cores as well as it could.
  7. Using OpenXR I can see some stutter and it seems like its 'trying' to encounter the same problem as before, except with OpenXR it doesn't get stuck in a loop and I just get some stutter that isn't horrible. It does seem to be the game engine itself - as soon as I open the F10 map the stutter is gone, even in SteamVR.
  8. Yep, I have the exact same issue. Didn't even realise there was a fix but thanks! Edit: Out of interest, does it fix the sticks so that they are useable like in SteamVR?
  9. 64gb didn't help either. Just added another 2x 16gb and still getting the same problem. Really glad OpenXR is a good backup, but losing some utility in SteamVR and my controller functionality is a real pain
  10. Ok so moving to OpenXR with OpenComposite etc seems to have fixed this issue (ie, I've not encountered the issue yet) but instead my controllers have lost all the previous bindings. Very frustrating!
  11. I had already set terrain textures to low, but the other texture option to medium. I also tried the new SteamVR beta release and still got the same issue. I seem to get the problem in the maps I own (PG, syria) but when I goto the F10 map the 'shaking' is gone until I go back into the cockpit view. I've reduced my settings down to low again and will see how it goes.
  12. Hey, I've recently got a new machine and using my existing headset (reverb G2) I've been hitting a really frustrating issue with VR display stutters uncontrollably. The game will often run perfectly fine with a good solid FPS, everything working normally and then *something* will happen and the VR view will stutter uncontrollably around the head position. I can still play (in a way) as the stutter seems to be around my current head position. Its as if the game gets stuck in a loop trying to find my head position and causes it to act erratically. I've also noticed that the Steam VR button on my controller no longer works once my game gets in this state. The ingame FPS shows no change and my mirrored monitor showing the game normally. Once the session has ended the stutter goes away and everything is back to normal. The *something* I've not been able to isolate. Sometimes it happens after a certain amount of time (10 mins or more) sometimes its when something happens in game (ie, in the AH64, when I get a rotor warning) or when I use the F10 map. It happened in both single player & multiplayer but is never consistent, sometimes I can play entire sessions (1hr +) without any issue and other times it can occur right away and derail my entire session. I've tried the usual suspects, HAGs, changing OpenXR runtime (from WMR to steam & back again), got updates, overclocked, not over clocked, lower graphics settings, higher graphics settings but nothing seems to have resolved it 100% as I can never be sure if or when it occurs. Any ideas? Specs: Intel Core i9 12900KF GeForce RTX 3080 OC 32GB RAM DDR4 3200MHz M2 SSD Windows 11 HP Reverb G2
  13. Yeah my exact same issue. I can see the alignment circles but I need to tilt my head to the left just to see them and then the alignment is still completely off so I have to trial and error it and hope to get something 'close enough'. I am using the option to show the HUD in both eyes (not sure if it makes any difference) but it makes cold starting in the CPG a real hassle..
  14. Yeah I know what you mean but as a CPG I seem to be juggling between looking at the objective (set as a ACQ) and looking for threats on route so having to swap ACQ source between WP (to check out the objective), GHS (to verify threats on route) and then in addition to PHS (if / when it happens) Just seems that the need for PHS is much more immediate and would have been good to have something very quick to swap over to.
  15. Thanks - I had considered it myself but wasn't sure if there was a better / proper way of doing it
  16. Is their a quicker way for the CPG to slave the TADs to pilot Line of sight? I know you can change the ACQ to the pilot HMD, but the process using the MPDs to switch the ACQ seems a bit fiddly and takes a little while longer than I'd like, especially if the pilot only has a short amount of time to look at the target. I read in the manual their is a 'link' option but I can't seem to find much about it. Anyone got a faster (ie, single button press) way of slaving the TADS to pilot LOS? Thanks!
  17. A later patch AFTER 2.7.0.5118? I've tried the new version (2.7.0.5118) and the lasers are back but I still can't use the VR controller thumb sticks and buttons as I could back in 2.5.
  18. Hey, HP Reverb G2 Just installed 2.7 and my VR controllers have lost the laser pointer (on grip) and key bindings. Before I didn't have to setup the controller in the usual input bindings, the trigger did left click but the thumb stick would rotate or click switches up or down. Now the beam is gone so I can't easily see what I'm pointing at and only the trigger works, so I can't turn dials or flick switches easily anymore. Any idea when these things would be back as at the moment the game is pretty much unplayable and 2D is not an option for me. Thanks
  19. Yeah I found the IR mavs range to be really restrictive, especially since you'll get roughly the same range as the APKWS rockets. Its a little easier if you can spot the target and make a SPI on your TPOD, then slew the mav window to your SPI, at least its roughly in the right area but even then it won't lock right away and you end up having the slew the mav a little till it finds something The IR mavs are great for hard targets standing out (like big tanks) as they've got the punch to take them out. They struggle at picking targets out in a group, even close up at about 5m its still very hit or miss if they'll go for the right target. If they are bunched up you may get lucky from splash damage but again its unreliable. For AA / AAA I would use MPP APKWS rockets, go in low (<100 ft) and when you get to within ~4 or 3m pull up, laze and shoot a rocket (1 will demolish most soft targets) with a bit of loft - then roll to the left or right making sure you keep low and the belly pointing to the target. The laze continues on target while you get away from any potential ground fire. After rounds hit (or miss) you can finish the roll, acquire a new target and start the a new pass.
  20. Some general feedback on the campaign. TLDR - I'm stuck at mission 3 with an issue where the ground units don't finish their task and I cant progress. - Dialog is generally ok, just wording sounds weird at times - Overall feels like I'm babysitting stupid AI units than taking part in some massive offensive. Having to provide CAS against handful of infantry units feels like overkill Mission 1: Easy enough to take out the structure yourself while the wingmen take out the tanks. When you need to cover the ground units, when they are under fire its annoying that you don't get any information about where. They want help but don't give any info about where the OPFOR units are. Turns out there are two units attacking but you can't easily spot them and taking one out you won't get dialog about any more - so you can take out one group, not spot the 2nd group and just fail the mission because you didn't notice the 2nd group. Mission 2: Generally disliked this mission because the mission brief is to destroy silkworm and NOT on the bulk of the mission, which is taking out the arty units nearby. This is annoying because I will take a loadout based on the mission brief, so if the mission drastically changes I'm left having to reload because I've brought the wrong / ineffective weapons. Taking out silkworm is stupidly easy - fire off a sidearm and wait. Getting locations via co-ords is annoying, but not impossible - its more annoying that you are better off writing them down, reload the mission and input them in at the start and save you time during the mission. Even more annoying is you're expected to destroy ALL units in all 3 locations, but sending off your wingmen will result in their quick death - so you end up having to destroy ALL units in all 3 locations in a fixed time; which usually ends up in mission failure simply due to running out of time. I ended up getting past it by taking out the AAA threat at each location and then getting wingmen to attack the location I've just attacked. Again very annoying because it feels like I'm baby sitting the AI rather than having a team of professionals attacking targets. Mission 3: Cold start was initially annoying, especially with the wheel chocks bug where you can't remove the chocks after engine start. Once I'm up and heading to WP 1 its fine. The most annoying part is when the ground units are heading to WP and some OPFOR units appear. You get big dramatic music and dialog to find its only 3 guys. Literally 3 guys who just stand around. And if you don't take them out within a few mins (maybe 2 mins) its game over. WTF? Why are 3 guys so bad that the ground units can't take them out themselves? Why is it game over because I didn't take them out when they are literally standing around doing nothing... I could kinda understand it if friendlies are under fire, but its not, and the time limit is too restrictive. Again I feel like I'm baby sitting some useless AI units if they can't handle 3 guys just hanging around and they expect me to provide CAS. Then I hit the bug where nothing else happens. Wait at WP1 until I run out of fuel and drop out of the sky.
  21. Just to add that I'm the same. I have the version from steam and I am stuck waiting at WP1. The team gets out of the chopper and says they've set the charges and nothing happens. In the TPOD I can see a chopper and one unit just waiting around. I sometimes get some OPFOR air units which I can either take out myself or with help, but I still get stuck waiting at WP1 for the ground units to finish what they are doing. I have no radio options and no way to progress. I wait so long that eventually I am at bingo fuel.
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