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peachmonkey

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Everything posted by peachmonkey

  1. in my opinion a transducer bass feedback (bass shakers) brings a lot more immersion than the motion platform, well, at least the ones I've tried. They were all primarily racing motion platforms, where the max tilt angles were ~10 to 15 degrees, max 20 degrees in some instances. And that's not enough. When banking or during a tight turn the motion platform reaches its maximum position and then stops while the picture in VR keeps turning, etc., it's quite an immersion killer in reality. Had it been a full horizontal/vertical rotational 360 degree platform, now that's a different story, but those are $20k+ or so..
  2. they finally gave us the development update on Corsair after 2 pages of b^ing and moaning, not sure why all of that was necessary. Lack of info/news creates a vacuum that can only be filled with anxiety and doubt, it's obvious but we continue to experience it here. All it takes is one 3-line paragraph to put it all to rest. Anyway, don't want to start another discussion about it, bignewy locked that topic, let's not get this one locked as well..
  3. I understand, I'm glad you're enjoying the G2 (it does have a pretty sweet motion smoothing from MS), but it doesn't work too well for my eyes. I prefer the native high panel resolution (like AERO with 2880x2720 per eye) over any artificial upscaling either in hw or sw, I tend to notice too much smearing in the final image, it could be a psychological problem..
  4. G2's panel resolution is only 2160 x 2160 per eye. SteamVR 100% is already oversampling it by ~50% at 3100x3100...
  5. thank you, @silverdevil for pointing out the logs location! It seems my issue is DX11 related and not FFB... nullWill update all of my drivers next, hopefully it'll resolve itself.
  6. hi there, I've bought a 3rd party FFB system from VPforce, it works awesomely! I've used it with 2.7, and now with 2.8. With 2.7 there were 0 crashes, everything worked fine, FFB worked, it was very nice. Now, with 2.8 and FFB on (wwII birds) the game crashes pretty much every 10-20 minutes. Very annoying. I can't submit the 'report' because I play in VR and the button to submit the report is unclickable, it's there but there's no way to select it with a mouse, and even though I see the the button shade change if I use the TAB key, i still can't press OK because neither "enter" nor "space", nor mouse works. Anyway, what can I send ED, is there another log file I can submit here ? System spec: - MSI MAG X570 Tomahawk WiFi Motherboard (AM4) - x5900, 32GB RAM - RTX3090
  7. MSAAx2 used to do the trick before 2.8. Not anymore. The same smoothness can only be achieved with x4 now.
  8. It would be lovely to get a variant with 4x20mm cannons, or even with just 1x20mm + 4x.50... The .50 are cool and all but getting things done with a cannon feels a bit more satisfying, a la Mosquito thrashing tens of soft targets at once..
  9. The roadmap quietly stuffed Hellcat into a "and more!" category.
  10. It is an excellent roadmap and it is excellently ambitious.
  11. yup, nineline confirmed it as ED's project, in the video discussion thread
  12. 3:35 in the 2023 video shows it flying! It's alive!!!
  13. in the 2023 video it was being dropped by some jet though... It would definitely be a lovely add-on for P47.
  14. that's what I do with my MFG crosswind pedals. I assign both left and right foot brake axis to a single wheel brakes axis in Mosquito (via Axis assign, it's a single axis, it supports 2 physical axis assignments just fine). The operation of the brakes ends up being: to go left push the left rudder pedal forward, then press the left foot brake paddle. To go right: push the right rudder pedal in, then press the right foot brake paddle. also, watch the brakes handle on the stick in Mosquito so it moves accordingly (moves towards the pilot stick = brakes are applied), I had to invert the axis for them to work.
  15. hi, @NineLine, Merry Christmas, and a coming New Year! I keep noticing some weird 'resilience' problem with the ai ju-88's. With P-47 it takes 5-10 rounds and they 'explode' or whatever the fireball effect is called, obviously catch fire and sink. Was just flying on some Channel MP server and I was able to destroy the whole wing of 25 or 30 of Ju-88's. Pop, pop, pop... lol.. It seems to happen when I hit them dead on the center of the fuselage from straight 6, the resulting fire can start on either side between the fuselage and a motor. If I hit them directly into the motor they take damage and eventually catch fire, so are the sections from the motors to the tips, they catch fire like normal (I guess). I'll attach a track tomorrow (the mission I flew ended up in a game crash (d'oh)).. although i'm sure you can load up some quick test mission with a p47 and a ju88 and give it a test yourself... The behavior seemed too intentional, can't just be me...
  16. usually, the twist axis is the first step to getting some yaw/rudder action in the flight sim. You'll be totally fine with it. People 'upgrade' to pedals (in my personal subjective experience) is mostly driven by the authenticity factor first and the technicalities second. It's a lot easier to train your hands than your feet imho (very subjective imho). Personally, when I was using a twist axis with X52 hotas I was continuously and unintentionally twisting the stick handle to the left (yaw to the left), which was mostly due to the ergonomics of the handle vs your hand, so if your stick supports twist axis AND the ability to rotate the handle counter-clockwise for better ergonomics, then you'll be totally fine as long as your hand is comfortable in the straight and trimmed flight.
  17. the computer still needs to send a round to your location, regardless if it knows where you are. It still needs to calculate the trajectory of the user's AC vs. the round's and 'lead' the AC. How many variables go in to the calculation depends on the simulated world and its physics. Correcting for the wind is one of those variables. A human tending to the AA wouldn't know the exact wind speed at the location of the AC, a human would only know what's in his direct reach, i.e. the wind speed at the ground. Yes, there are forecasting reports that highlight the wind speed at different altitudes, but those are all estimates. So, how difficult is it to introduce a round calculation that is done based on the what the human would know instead of knowing 'everything' ? Instead of knowing the AC's ground/air speed at all times/locations introduce an estimation table (just like in the old days), etc etc.. There is sooo much fuzziness that could be added to the AA in DCS imho that I find your response skeptical. Why are there so little fuzziness in the calcs? I may have dumbed it down too much, so forgive me if I miss some critical factor, but i'm definitely willing to learn about it...
  18. the pictures are amazing, gets me excited! Thank you for posting them! one of my main complaints about I16 is the quality of the engine sound/recording. It's very quiet and doesn't convey the engine power that well.. Cranking up the overall game volume isn't a solution either since it cranks up the volume of everything else (becomes deafening).... I hope the La-7 won't go the same route...
  19. so, what is your take on it ? Why does AA continue to be an aimbot?
  20. thank you very much for fixing it so quickly, @f4l0! I'm surprised ED doesn't verify this core functionality during the QA and before the release. It's very difficult to enjoy DCS without the physical feedback. Thank you again for fixing it!
  21. - disable auto-rudder - disable auto-assists - Pitch axis is extremely sensitive in Mosquito. Even with my joystick with ~44mm extension I still have to add a 40 curve to make it manageable. - flaps = 20 degrees for take offs (full 50+ for landings) - RPM's / prop pitch = max (~3,000rpm) - throttle = max 18lbs boost - elevator trim = 1.5 to 2.0 notches forward (nose heavy) - when taking off don't use brakes for steering after the initial 100' of runway, the rudder will start to be effective at ~>40mph so use it instead of brakes. - lift the tail first, then at ~110mph rotate (do it very lightly, the pitch axis is extremely sensitive), raise gear, at ~140-150mph raise the flaps (watch the altitude, there will be a significant drop due to very fast flap retraction)... - lower the throttle to 9lbs - lower RPM's to 2850 (or whichever mode you want to stay in)
  22. it's not just the issue with the jetseat. The soundmodule for bass shaker is also having problems. There's a continuous high pitch vibration and no effects whatsoever.
  23. Update: the beta Sound Module + Beta Simshaker Aviator fixed the bf109 crash.. Here's the crash error from my pc before I applied the beta..
  24. thank you for looking in to this, @f4l0 !
  25. confirmed on my end. Simshaker Soundmodule crashes whenever I try to fly the bf-109. No crashes with any other wwii modules, just the with bf-109. It started after the latest 2.8 hotfix. It used to crash intermittently with the core 2.8, however with the latest patch it crashes every time I launch the bf-109. I've updated the software to the latest version, however no changes. Essentially, can't enjoy the bf-109 anymore..
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