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FUNK

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About FUNK

  • Birthday 07/14/1985

Personal Information

  • Flight Simulators
    DCS World Open Beta, Il2 Sturmovik Great Battles, IL2 Cliffs of Dover, Microsoft Flight Simulator 2020,
  • Location
    Australia
  • Interests
    VR, Flight Simulation, WW2

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  1. Hi all, I'd kind of been avoiding using this application since I started out with DCS because it looked quite daunting and complex. (Which is similar to my reaction to looking at the cockpit of a new plane for the first time!) But, having started using it. Wow! What a lot of work and, as mentioned by many others, such a labour of love. I was going to come on this thread because I had a request, now after reading through a few pages I realise the app is going through full rebuild, and might have my suggestion integrated anyway, but here is is regardless. I fly in VR, and i noticed that the VR options so far are SteamVR and Oculus API. I feel like for a wholistic approach, there could be further options for replacing the OpenVR_api.dll file with the one from OpenComposite which can help with WMR users. And another option to enable the cross-eye correction dialog to popup as per this thread.
  2. A handful of issues. 1) Most major issues are in the interactivity. There needs to be a delay after the first "click" to prevent you from re-clicking and therefore toggling the same button multiple times - even a small delay would be helpful. This is particularly noticeable when the pointers are enabled, a single switch can just become a blur of on-off while the finger is interacting with it. Less so with just the hands. 2) The finger tracking seems worse than I see in the Leap Motion Visualiser. The finger spread doesn't feel right, if I hold my hand up right in front of my face and split my fingers out one by one, in DCS it reports some fingers as crossing behind other. As well little moves like touching my index finger to my thumb works on some angles but other times there is a large gap. Perhaps this is an issue with the hand rig used. Could it perhaps scale to the hand size detected by the leap software? 3) Sometimes one or both hands disappear when I start interacting with my physical HOTAS (as expected) but don't come back after. Which can be really frustrating mid-mission. To re-enable i need to go back to the special options and disable/reenable the leap motion hands. Could we have this switching be able to be assigned to a hotkey so if we lose tracking on our hands we can simply hit a hotkey to toggle off and on again. 4) Sometimes I'll enter DCS and my hands don't show up. I go into the special options where the Leap Motion button is ticked. The hands appear if I un-tick it and tick it again but with all the default behaviours despite having the options set correctly. I need to toggle them to a different setting and back to have them activate properly. 5) It feels like the priority order is HOTAS > HANDS > MOUSE. Meaning that if I interact with the HOTAS my hands disappear. But if my hands are within Leap Motion range, then I can't use the mouse which becomes frustration when I am looking in the direction I have my mouse the Leap Motion take priority over the Mouse. I would prefer it to be the other way, so HOTAS > MOUSE > HANDS. So that both HOTAS and MOUSE use will override the LeapMotion. All in all I love using the Ultraleap in DCS in VR. It really adds to the immersion being able to physically interact with the instruments. Given a little more love it could be just as practical as it is immersive.
  3. SOLVED: It was that I had my ingame PD set to 0.9. It needs to be set to 1.0 or you get the error I got below. I have a HP Reverb G2. and an Oculus Quest 2 (not connected) DCS won't run for me with OpenXR Toolkit enabled. It will if disabled in the OpenXR app though. (Yes, I did repair and clean the DCS install) The Error I'm getting is : OpenXR Call Failed, aborting. c:\Users\Jabbah\Documents\open-composite-acc\DrvOpenXR\XrBackend.cpp:712 SubmitFrames. Error code: -25 xrEndFrame_Result I wonder if it has something to do with Oculus software being installed. As whenever I run DCS, with WMR or SteamVR. The Oculus software opens as well.
  4. Thanks, that's what I needed to hear. Personally, I have it connected to a mesh base/backed chair, which dampens the effect considerably which is a shame.
  5. I have the Buttkicker Gamer 2 amp plugged into a dedicated soundcard. This is the only transducer I have, and if it helps, I mainly fly ww2 planes, but also F-86F and UH-1 I'm just curious about what the best settings in the SimShaker Sound Module / for Aviator are. Should I be using Enable Limiting Compressor? or Enable Booster? Simultaneous output, Dampen airbourne piston engine rumble effect by x? Do you guys customise the strength if each effect? Thanks!
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