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Everything posted by uri_ba
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Hi HB, Other then IRAF and USN skins (inc. aggressors if planned), are there any made up skins in the making? (other then the chromecat). And as contrary to popular opinion, please don't :)
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they still had not implemented Vive controllers :( only Rift work (partially). don't bother with "Force IPD" either.. also Rift only thing...
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All I care is that it doesn't work on steamVR. As the hand controllers doesn't work either... Please fix.. this is getting redicules.. it's almost 5 months since 2.5 and still nothing for the Vive users...
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That moment when someone posts a picture and you are not 100% sure if it's DCS screenshot or RL photo...
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F-14 May Development Update -- Campaigns & Content!
uri_ba replied to Cobra847's topic in DCS: F-14A & B
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life, universe, everything.. you know real life :) He's just a guy doing this for himself, I assume he will post when he will have anything interesting to post :)
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That's not the "correct way" to do it. Airbreaks work differently on different aircraft. And the keys should always reflect it. For example, A-10 has springy "Open" where the airbreaks open as long as you hold the switch. Once released, airbreaks hold position. The CLOSE switch does the same, as long as it is pressed, airbreaks will close. (This switch is normal switch). F-16 works the same way. The M2K is also correctly implemnted. It only has OPEN and CLOSED position (no middle way), and two SB switch options, MON where speed breaks are OPEN when pressed, and ON where speed breaks are also open. The middle position OFF has them closed. So a correct thing will be to allow via the UI to preform "on release" actions. This way, you should be able to assign ON-open OFF-closed on your hotas for your own preference. It's currently available only by manually editing the input Lua files. Again, the implementation is different between modules. Some allow those type of settings. Personally, I would find this more useful on Radar ON/OFF for FC3 aircraft.
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it seems that all those photos indicate that HB neet to also have Aircrew mustache on sale...
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They have already stated that the current HUD works at the slowest element refresh rate. The HUD elements refresh at dirrerent update frequencies. I.e ladder, gunsight, compass etc.. The gunsight is the element that has the highest refresh rate on the real HUD. If you use that refresh rate "all over" it will not be a cheat, as the other elements will be updated more often, but it will just be a slight anti nausea thing. Not a real advantage.
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I see nothing wrong by allowing an option to run the HUD is "high refresh rate". I.e run the entire HUD on the fastest element refresh rate (gun sight you said?). It will not give an unfair advantage, as those "purists" only care about the gun sight... So as long as the pipper behaves the same, no one will care. However, that might also be a relatively low refresh rate compared to what people are used to. (I assume it's somewhere between 15 and 30 Hz)
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It's just the batumi area in current caucas map
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I think I know what he has in mind. For example, the ability to "ride along" with someone which is struggling with the aircraft as "single seat" and you want to ride along an see what he "is doing wrong". Personally, I can't wait to fly with my buddies, but in the "Wild west shootout" atmosphere of current DCS, I don't see a lot of people going for that option, you'll see a lot of folks going "single seater" in pairs. And he asks from that POV.
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except that like the hand controllers, it doesn't work on Vive.
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But we need it to work for all HMDs before choosing the name.. This functionality is still not working on steamVR
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No zoom in VR "as you used to know it" There is VR zoom option in the UI keys, it will zoom about x3 on center while pressed. Just bind it to a button and you are good. It's not perfect, but it's something. Very useful for checking out specific points here and there. (I.e see if the runway is clear, check a little text on an instrument, identifying a boggy) but you use it far less often then you used zoom on the 2d screen.
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Unfortunately, I don't think it's possible. You can try the trick where you tell windows you run a 4k monitor. It will make the mirror considerably larger in resolution, then crop the screenshot. But the res is still significantly lower the "normal" screenshot
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You can't compare it unfortunately.. qualitywise, 4k monitor wins hands down (I have a 40" 4k). However VR wins in every other aspect, and by a margin... The next half step in VR is almost here with the Vive pro. It's should have significant better visibility compared to the current gen. (And slightly better the the oddessy). However, graphics cards are now the bottle neck. A 1080Ti will not be able to hit 90fps on that HMD without giving up on everything graphic. But should do 45, which is good enough for most of the time. But only time will tell...
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Understanding Pixel Density - Making sense of it
uri_ba replied to DerekSpeare's topic in Virtual Reality
It was for rift only originally.. However it also works with steamVR since at least 1.5.6... no need for manual override in steamVR, which, BTW, added it as a slider in the steamVR setting a long long time ago.. so regardless, no need for Config file editing anymore. -
YMMV, https://forums.eagle.ru/showthread.php?t=195562 you should get a rough idea on what to expect just compare your current CPU performance to what the 2600K can give. Unfortunately, I've yet to test 2.5 properly, Might do that once it's stable.
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Both "force IPD" ad "hand controllers" are still NOGO on VIVE.
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What distance are you from the target? which aspect? When I'm going in for guns. (<300 meters), if I need to pull enough lead to get the pipper off the HUD, the target is usually out of it as well. (happens in high aspect tracking shots) The videos you gave as an example, Most of them the AA sight is in "pure snake" mode, without radar lock, the the ones with radar lock are at low speeds pulling less then 3Gs. I've attached three screenshots from a video I took flying against a buddy (sorry for the quality, it's a massive crop of the frame) it was a high aspect pass converging into a rear angle pursuit. I estimate my speed to have been around 350kts on the 500m mark, pulling hard to keep up with his angular velocity. Note that both him and the pipper are on the edge of the HUD. speed has probably dropped to ~220kts, (which is the speed most of the HAF vids show) around the 300m mark. which means ~2.5Gs Note, pipper still sort of on target. and here is some bad gunnery from me (I missed that burst). I got him on the next one, but because this is a crop, from a Video, taken from YT, showing the left eye of the VR HMD, you can barely see anything.... Anyway, practice, the sight is good and working properly if you know how to use it.
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VR Head Position Stuck after Playing with non-VR Camera
uri_ba replied to nicholasyt's topic in VR Bugs
It happens because TIR inputs are taken even if VR is in play, and TIR has higher priority. Today it took me too long to figure out that the reason my view is the head, tilded 90 degrees on the seat because the window behind me was open and drove the TIR insane. I've paused it and view jumped up to VR position. I've requested that while in VR mode, TIR will be disabled. But so far, no cigar. -
Rift? in steamVR, if framerate drops below 6fps it will kick you out of the game into a 'loading area", where you just stare at a neutral but tracked area, so you won't get motion sickness moving around on a fixed screen. once the game FPS goes back up, you are thrown into the game again. so loading screens is something I never see. However, if ED would be able to force menus to update at say 15fps we would all benefit from it. because there is nothing going on, ASW would be able to compensate for the low ramerates I guess.
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honest opinion.... 43" 4K viable on this rig?
uri_ba replied to dooom's topic in PC Hardware and Related Software
If you say so. so it all depends on which scaling factor Nvidia has chosen to use.. I have no clue which :) 4k is 3840X2160 which is actually 1920*2 over 1080*2. it's 4 times the area, but only 2 times in dimentions