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peachmonkey

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Everything posted by peachmonkey

  1. In the original configuration the VivePro sucks monkey balls, agreed 100%. However, its hardware supports an amazing mod: lens swap with GearVR hmd. It's a ~$50 mod: 1) print new lens adapters (~$20 on 3dhubs.com) 2) buy an old 2016+ version of GearVR headset (~$40 used) Once you swap the lenses the transformation is short of amazing: - sweet spot is 100% of the whole lens - zero god rays - zero glare It baffled a lot of people why HTC decided to go with such crappy Fresnel lenses for it. Once you change it the inky black colors + 100% sweet spot + 0 glare/god rays beats any HMD out there.
  2. the precision is tied to the quality of the mechanical movement of the pedals (plus sensors), that's for sure. If your TFRPs get sticky or not sensitive enough then it doesn't translate your input correctly, hence impacting the control precision. The MFG's fix all of that. They are silky smooth in operation and coupled with very high resolution sensors you'll get the precision you're after. If you add the shock dampener to the setup then you'll also get the illusion of the aircraft weight through the rudder. Any way you look at it there is a massive benefit in these pedals vs. the TFRP's. Edit: They are pricey though.
  3. I believe it's been moved from the aircraft controls to either General section or the UI. You'll find it there.
  4. what is it that you don't like about your current ThrustMaster pedals ?
  5. make sure you're not running WMRforSteamVR beta. - right-click on "Windows Mixed Reality for SteamVR" - select Properties - Switch it to a stable release (by selecting None, see screenshot).
  6. yes, there are some occasional stutters, which I think are tied to the textures being loaded, but once they are in memory those are gone too. Yes, MSAA is pretty heavy so I don't use it. But if you leave that line in the stutters are non-stop even though it says "none" and that's it pretty counter-intuitive, i.e. it's technically off but WMR is tripping over itself.
  7. YourSteaminstallationforlder\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings edit the file and find the line: "motionReprojectionMode": "auto" <---(instead of auto it could be set to: none, auto, forced. This line controls motion smoothing using WMR driver) Comment the whole line out, i.e. put either # symbol or // in front of it. Then make sure the "WMR forSteamVR" app in Steam has Motion Smoothing set to Enabled for DCS in "per application settings".
  8. On my G2 with SteamVR motion smoothing enabled I found that I have to comment out the whole line "motionReprojectionMode" in WMR instead of it saying "none". With it commented out there are no stutters over the ground even on the Channel map.
  9. I've had several types of rudder pedals: 1) Thrustmaster TFRP Rudder pedals: http://www.thrustmaster.com/en_US/products/tflight-rudder-pedals made out of plastic the movement gets sticky, you'd need to bolt/nail them to the floor, lubricate the hell of them and still get questionable results Won't recommend ~$120 2) VKB T-Rudders Mk: https://vkbcontrollers.com/?product=vkb-t-rudders-mk-iv full metal construction foot rest area is tiny, these are push pedals, i.e. you're pushing down instead of forward/down. precise movement, however to get to this precision you need to push with your toes instead of whole foot no toe brakes definitely better than TRFP ~$210 3) MFG Crosswinds: https://mfg-sim.com/en/4-rudders made out of special plastic composite material. It's heavy and extremely sturdy precise movement using full foot placement has toe-brakes can be modded (+$40) with a shock dampener to add the "heavy" feel of the airplane rudder ~$340 Top of the line product. Highly recommend.
  10. in VR if I select a 'none' for clouds the water still shows the reflections of the clouds even though there are zero clouds in the sky.
  11. Never mind, I found it. It's all there in the Debriefing at the end of the mission. Just need to filter Event by "Failure" to remove all other noise.
  12. hi, all, my apologies if it's been asked/answered before but I can't seem to find this information anywhere, wondering if it's even possible. After a finished flight the debriefing shows a high level chronological information about the progress of the flight along with the engagements. The AC report simply states "killed", or "engine shutdown", etc. Where can I see the report of the actual damage to the systems of the AC? In case of WWII it'd be interesting to see where the rounds landed, which engine parts were affected, etc. Is this available anywhere? cheers
  13. the MFG Crosswinds I have don't exhibit this problem, the toe breaks work normally with the minimum position (0) in a non-pressed state. Maybe it's something to do with the pedal controller not recognized properly by 2.7?
  14. hello, all, not sure if this has been reported. In 2.7 VR the cockpit lighting of A8 in the lower portion (pedals, under dash) is super bright as if the light source is inside the cockpit. It changes the intensity depending on the angle to the sun. If I'm flying towards the sun it's super bright as if the Sun shines through the motor on to the rudder pedals. And If flying away from the Sun the brightness is less intense but it's with inverted colors... weird stuff. edit: I haven't tried any other aircraft, will try tonight and report if it's the same for them or if it's an A8 thing only.
  15. no disagreement at all. However, if you're throwing logic in to this convo then there is absolutely no logic in WMR not exposing this feature in the MS GUI. Or clear explanation/warning in the "WMR for SteamVR" to make sure the user is aware of these conflicts. This logic you speak of goes both ways
  16. that's not true. With 2.5.6 I had both SteamVR and WMR reprojections turned on and it worked fine, no stutters. However, it's not the same with 2.7. Also, people erroneously think that enabling reprojection in SteamVR controls the WMR reprojection setting in the default.vrsettings. It doesn't as they are two completely distinct environments.
  17. There are 2 distinct re-projection methods: 1) SteamVR motion smoothing 2) WMR (mixedreailtyVR driver) if you enable them both you get stutters. Hence, enable it in SteamVR (make sure it says Enabled). Then go in to MixedrealityVR driver file default.vrsettings and remove reprojection there. Stutters will go away.
  18. yeah, it's a dive from 2,500-3,000 meters But at least it gives me somewhat consistent results... Remember, 60% of the time it works every time!
  19. for me the biggest problem is dropping the bombs too low and get an explosive splash back that damages the aircraft. The .08 seconds delay is truly annoying when there was a field modification that introduced a multisecond delay (6 or 12 I think, I may be wrong). I remember seeing a bombing manual/diagram for the A series. The main points were: - 45 degree dive - 600-650 km/h speed - release at 600m (to avoid the splashback) I train on ships and I'm ~60% effective with the above approach, need to keep on training. Remember, do NOT use the rudder for corrections during the bombing approach.
  20. "SteamVR for WMR" has its own reprojection mode. I think it was introduced recently. It's independent from the Microsoft WMR one. So in the end you have actually have 2 separate methods: one built in to SteamVR and another built in to WMR environment. If you run them both you get stutters. So enable SteamVR but disable WMR one (via the defaultvr.settings the file). Yes, I'd replace // with a #, which is a universal 'comment' symbol.
  21. in case of VR players are looking through this thread. Ever since the update the stutter near the ground when looking over the wings was constant no matter the graphic settings, SS, SteamVR resolution, etc. The culprit on my system (5900x, 2080TI, G2): motion smoothing enabled in both WMR and SteamVR It wasn't a problem in DCS 2.56, and it's not a problem with IL2. But DCS 2.7 is picky about it apparently. 1) enable reprojection/smoothing in SteamVR 2) go to file steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings and remove or comment out the line "motionReprojectionMode" All the stuttering near the ground is gone. Now it's all about maintaining the basic frame-rate with textures, msaa, hw, etc..
  22. I just resolved a massive stuttering issue on my rig (5900x with 2080Ti and G2): Make sure you do not run WMR and SteamVR reprojection/motion smoothing together. It wasn't a problem in DCS 2.56, and it's not a problem with IL2. But DCS 2.7 is picky about it apparently. 1) enable reprojection/smoothing in SteamVR 2) go to file steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings and remove or comment out the line "motionReprojectionMode" All the stuttering near the ground is gone. Now it's all about maintaining the basic frame-rate with textures, msaa, hw, etc..
  23. maybe it's an issue with the order of launching WMR and SteamVR? On my rig if WMR is already running (right after the boot) and I launch "WMR for SteamVR" in Steam then tracking is all messed up, the picture moves with my head, etc etc. In order for it to work I have to kill everything (WMR,) then launch "WMR for SteamVR" app in Steam, which in its turn launches WMR and then SteamVR. For other people it was the other way around for some reason. My point is try the different launch orders, it may be as simple as that. Maybe.
  24. I think what makes it weird in VR are the cloud reflections. In the sunny non-cloudy day the water looks great with 2.7. But as soon as there are clouds and it's overcast the water looks like a polished table top that somehow reflects everything there is in the sky.
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