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Everything posted by Dr. Anti-Vehicle
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fixed F/A-18C Hornet TWS messed up by ghost target
Dr. Anti-Vehicle replied to Max Mak's topic in Bugs and Problems
Yeah, but what I found was that if my missile is flying outside of radar scanning azimuth, the lock would not jump around. Once the missile flies in the radar scanning azimuth, the bug would present. -
fixed F/A-18C Hornet TWS messed up by ghost target
Dr. Anti-Vehicle replied to Max Mak's topic in Bugs and Problems
I think i's one that radar can detect own missile, but it's another thing that radar decides to use missile contact to guide missile instead of sticking to primary LNS. The depth of radar glitch is concerning. -
No wonder people are not talking about it. I've seen this since 2.7
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I literally do not know any lua coding language but managed to export vertical G value into this file. Now I want to convert it to vibration. Basically something like this: If value between 0.9 and 1.1, do nothing if value between 1.1 and 1.2, send some signal to a vibration device to make is vibrate twice per second The higher G is, the more frequent vibration is Can someone share some idea what I need to proceed?
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resolved Arrester Cable VR render
Dr. Anti-Vehicle replied to Convexrook's topic in Bugs and Problems
Yep. Still not fixed. -
Yep, it’s not a VR specific issue. Check out my observation here. I don’t know how hard it is to model the light source based on its size. If the size of light source is equivalent to 1 pixel at 1 miles out, it would be more straightforward to just model it that way. Maybe a little bloom can be added with rain or fog, but definitely not in clear days.
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fixed F/A-18C Hornet TWS messed up by ghost target
Dr. Anti-Vehicle replied to Max Mak's topic in Bugs and Problems
This is still very much borked. It’s impossible to keep steering dot inside of center circle because is jumps everywhere. -
Still not fixed. I wonder if this is also related to other people reporting “cloud shadow too heavy” because some of them do look like fake shadow out of no where. This deserves more attention y’all.
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I tried MIL power take off yesterday, and the end speed feels really good which is around 140 - 160 knots. However I did feel the plane sink at leaving the bow. With AB the end speak is above 180 knots, and the plane still sinks a little. With that being said, the moment when hold back bar is released, acceleration is still a bit too “abrupt” regardless of AB usage or not. I hope the new flight model can prevent the plane from sinking to some extent.
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Mine is a Hornet stick with a Warthog base. So as long as the stick base is the same, you should be able to mount it.
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Yes, it’s a set of 2 for warthog throttle and stick. I have a Thrustmaster stick with a Virpil throttle, so I use 4 damage free 3M hanging strips to secure the bottom of throttle to the metal plate, and it’s very solid.
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Here you go. Their Amazon store front. https://www.amazon.com/stores/Meza+Mount/page/3798360C-2289-4B47-B262-9FD26350664D?ref_=ast_bln
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PointCTRL - Finger Mounted VR Controller
Dr. Anti-Vehicle replied to MilesD's topic in PC Hardware and Related Software
Hi Miles, what's the lead time like for US customers on the V2?- 3420 replies
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- vr flight simulation
- vr gloves
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I agree with you 100%. I should have thought about that. So created this one using a recent DCS video and the only legacy Hornet cockpit video I can find. As I mentioned above, I think the differences might lie in both the beginning and the end of cat shot. There is too much acceleration at the moment of holdback bar release, and I feel the speed at the end of cat shot in DCS is higher than real life. Again, I know there is weight and wind playing some factors, but regardless how many videos I compare, cat shot in DCS is consistently faster. http://viewsync.net/watch?v=w5qhYKFXl8U&t=233&v=bmbbUVdDZVI&t=37.88&mode=solo @BIGNEWYSorry I wasn't very rigorous when first wrote up this topic, but comparison above may be more convincing.
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I have been using it for months. It may look cheap, but to me they are sturdy AF. No complain at all. I am planning to replace one of them with a longer version I am buying elsewhere.
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Wow that's mind blowing, but also doesn't feel like the right logic. Real life HUD footage behaves the same ways as current setting in game. So I am confused.
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fixed F/A-18C Hornet TWS messed up by ghost target
Dr. Anti-Vehicle replied to Max Mak's topic in Bugs and Problems
Yeah. It does not sound like a solution. -
So what if pilot is maintaining a radar target lock with AIM-9X selected? Will the radar slew the seeker to target no matter where pilot is looking at? Currently the seeker is only slewed to target if HMD is facing HUD, which is a little bit counter intuitive because I want to keep my eyes on the target but also have seeker look at target.
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fixed F/A-18C Hornet TWS messed up by ghost target
Dr. Anti-Vehicle replied to Max Mak's topic in Bugs and Problems
Thanks for raising more awareness on this. I started to notice this bug since missile RCS update that allows radar to easily track and lock a missile. Combining the behavior in this situation, it is likely that missile is messing up Hornet's radar. But it might not be a single issue. -
Super Carrier / F/A-18 replay launch and laning issues
Dr. Anti-Vehicle replied to Topper81's topic in Bugs and Problems
I don't think it's necessarily a super carrier bug. DCS track replays are known to be corrupt in many cases. -
IFOLS (On Carrier) Too Blurry in VR Light Bloom
Dr. Anti-Vehicle replied to CypherBlue's topic in Bugs and Problems
Finally someone else addressing the same issue. The carrier IFLOLS is difficult to read. Some of my observations: Turning of bloom effect does NOT help. IFLOLS on legacy carriers have better readability than supper carriers. The higher the resolution, the better IFLOLS display quality. I am having a better experience in G2 than Rift S. But Case III is still a nightmare. IFLOLS is giant lantern until the last 1/4 mile. Two things I don't like about the IFLOLS pop up: 1) It's too far away from center line 2) It's too bright in Case III. So I keep it off. It's actually a lighting issue in general. Position light on planes is also awful at night. The plane is literally a moon sized lantern at 10 miles away. It's almost like the size of lighted area does not shrink while pulling camera away. If the light illuminates 10 pixels at 1 mile distance, it will still take up 10 pixels at 5 miles. That makes you think the light source is gigantic. The way lighting effect is modeled is not limited to VR. If you watch some flat screen videos closely (like screenshot below from Wag's Mi-24 video), it becomes very obvious. I get it that there will be some kind of bloom effect in real life, but this is just too much in game. Why not just make the light bulb itself super bright instead of making the air shine like this? @BIGNEWYI hope I am providing something useful here in case someone at ED also wants to improve it. -
reported earlier Weird looking ship wake/wave pattern in 2.7.
Dr. Anti-Vehicle replied to Skysurfer's topic in Bugs and Problems
I just need longer bubble wake to help me with aligning aircraft during left hand base lol