

Dogmanbird
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Everything posted by Dogmanbird
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I have the same issue. I wish they'd also bring back an option to turn on the lasers when in the cockpit
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i reckon it's really a VR lapdance their watching
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Hunting for the stutter-free VR experience.
Dogmanbird replied to Panzerlang's topic in Virtual Reality
turning turbo mode on gets rid of my big stutters -
i couldn't see anything noticeably better with my tracking in v72. With meta rolling out only parts of an update to different users, it's hard to know what's been updated. Can you see any improvement? I think meta will always be stuck with a noisy raw tracking input which they'll have to average out, so I guess we'll always have the slight lag. The almost zero lag and stability with the ultraleap makes it so good. I wish that was built into the Q3 headset.
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Hunting for the stutter-free VR experience.
Dogmanbird replied to Panzerlang's topic in Virtual Reality
I'm hoping VD will give us a link cable version too, even just to reduce controller input latency slightly it's taken this long, I'm guessing there's something VD don't/can't have access to on the meta side, maybe legal reasons? I think we would have seen it by now. -
I get this occasionally with link if the bitrate is set above 500.
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I lost about 5% or more of my FPS with firmware v71. I've tested it against another headset still running v69 to confirm. Just enough difference to prevent me maintaining 45fps for reprojection. I now have to use the CLI tool to lock it at 30hz I was hoping v72 gets it back to v69 frame rates In DCS (and some other games) I still get slightly better results with link cable than VD. More consistent and slightly clearer. With VD I'm connecting consistently with Wifi6E @ 2400 too Just want to mention that for me, link cable is terrible in msfs2024 for some reason and I need to use VD to have any kind of smooth fps, even with resolution dropped / GFX setting at lowest possible. In all my other games cabled link is better overall
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Ditto with Max, and thank you for taking the time to write that
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Thank you and don't panic, no need for any scientific testing and doesn't need to be helicopters, but thanks for considering I basically just want to know if it can behave closely to something like a VKB gunfighter / MCG ultimate grip combo, with their maximum springs installed and no extension. I'm hoping it can feel like that but while using your 20cm extension installed. If it does and it can maintain that without overheating, it might be fine to use with my longer extensions. Even after all the youtube reviews, no one really discusses anything beyond being overwhelmed by the feeling of ffb but maybe that's a condition moza set when the base was sent to them?
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re sticktion - not sure if its a real word. seems to get used by joystick enthusiasts if making very fine short movements (1 or 2mm), does the stick actually move and register movement in the game, or does it kind of get stuck until you press harder, then it suddenly moves further than desired? The latter makes flying choppers harder and most "off the shelf" sticks (and rudders / collectives) with a damping arrangement tend to have it to a degree unless modified. Most folk flying jets etc and / or no extension probably never notice it. I'm hoping the motor arrangement in the ffb bases overcome it due to electromagnetic damping generally, the longer the stick, the more noticeable the sticking is but the more fine precision you have overall like you mentioned (if you can eliminate the sticking) Does it feel like it will rapidly return the stick to centre from the outer extremes? - i was wondering, with your 20cm extension, does the base have enough force to quickly return the stick to centre from being tilted all the way to one side? The reason for asking was to see how it would perform if using it with non ffb games as a regular stick, with a heavy-ish 20cm extension attached. If it works okay with that, it might be okay with a longer lighter extension Thanks
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I agree, the game's not the same for me without hand tracking The reason I enter the VR tab to begin with, is because the hands are not correctly aligned when I first enter the game, but clicking the VR tab usually re aligns them (without doing anything else in the menu). I hope we get it fixed in the next update
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I watched your video the other day. Thanks for sharing that with the 20cm extension, does it feel like you could overpower the force from the base? Does it feel like it will rapidly return the stick to centre from the outer extremes? I'd love to know about the sticktion mentioned above too. it looks like it might be okay in your video Thanks
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for choppers, it was a big advantage going from 10cm to 30+ cm and keeping all input linear and full range. How tricky is it to raise everything but the joystick on your setup? Do you notice any cogging or sticktion or break-through force needed with very fine movements? like 1mm - 2mm micro movements? This might be the deal breaker if it's present
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yeah I'd be keen to know how some of the stronger plastics go too. If it's anything like my ffb steering base, I think it would snap most plastics 20cm or more in length and that's with no gearing, but I think the base is about 20nm at its max. Are the rhino and moza about 9nm?
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I absolutely 100% agree with you about the welder. I taught myself to tig weld very thin aluminium. I think it's been one of the most handy skills to have for making and repairing stuff. This person mentions the gooseneck is quite light
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from my experience, if it's steel, this one would be far too heavy, probably even for rhino / ab9 ffb something that size made of alloy with a 1mm wall thickness would likely be the max weight limit imo but i'd be very happy to be wrong and hope someone can post a vid of them being used successfully on these ffb bases null
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strange, I didn't even see the game update happen. One minute they were there, next they were gone. I don't recall even restarting the game was it just a very small update?
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I reckon the next step will be developing the gimbal / pivot point so it sits as low as possible, so we can maintain current gooseneck / shaft lengths (mostly for helicopters in my case) without modifying or raising everything in our existing cockpits by 20 cm to cater for the tall mechanisms of the current ffb joystick bases. My gooseneck is 33cm carbon fibre. I wouldnt want to go back to 10cm and lose the precision. I think it's achievable :)
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Thank you both for the reply. It gets a bit frustrating because I can see them from over 12m out and can hold them in target fairly precisely by 10m and less. Altitude doesn't seem to affect it. As you say, maybe it's something the mission makers have set.
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in single player I can get the tpod to lock 12 miles out, such as the av8b training ground, but on the multiplayer servers I've used, I'm lucky to get a lock 5 miles out does anyone else experience this?
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Can we go back to the old flight model for the Huey....
Dogmanbird replied to StreakerSix's topic in DCS: UH-1H
i used to watch the pilot during my fully loaded milk run flights on sikorsky s76 (i hated flying) when working at esso and it was very much like in the video. I was always amazed that it seemed like the pilot was doing nothing with the the stick, even during 30-40 knot winds out at the gas rig -
Can we go back to the old flight model for the Huey....
Dogmanbird replied to StreakerSix's topic in DCS: UH-1H
@Bastlwastl Hi, I used my old broken carbon fibre windsurfing booms. The fibre is wetted out with epoxy during manufacturing, which you can soften with a heat gun, then expand the tubing enough to join sections together and re glue with epoxy. I then mounted the ends of the steel extension on the carbon fibre one. The result is about half the weight of the gunfighter 20cm steel extensions. -
might only show in the log if DLSS is on in the game?