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Everything posted by shagrat
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Same here. And if you do it as an option, please add a setting to switch exports on by default, so we don't need to activate it in the cockpit. That would be very convenient. Someone who has screens for exported MFDs, will likely not deactivate them, anyway. Thanks in advance and commendation to a great new module. Solid EA release with a lot of thoughtful implementation and little details, already.
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I am pretty sure it isn't, as PFM is the term for Eagle Dynamics own modules only! The equivalent for third party developers is EFM, which is pretty much the same.
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Maybe not perfect, yet, but it's still pretty impressive, using the masking and blending MPD screens into a physical homecockpit... Just saying. https://youtu.be/I1ddz66jDHA And a use case more addressed to professional use: https://youtu.be/F4yKM_FgMOE
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I just could not resist...
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You have a Mummy?!!! Where did you get it.
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Also check out the trimmer modes in the module specific settings! Instant trim does exactly this. Your current cyclic position instantly is the new center position and the current input is added on top. With central trimmer mode you need to center the stick briefly, before new inputs get recognized after trim. Also keep in mind, the force trim release button (R/Up) works by allowing you to freely move the stick, while it is pressed. Only when you release the button, the trim happens.
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Ground unit AI and performance improvements
shagrat replied to Mohamengina's topic in DCS Core Wish List
AFAIK dispersal under fire is the default. You need to add a setting, to deactivate dispersal and you can adjust the time they wait before moving, again. Mission creators though intentionally deactivate this to have attacking groups "push" to the objective, or force breaching through an ambush. I know that I do it most of the time, if the mission demands it. -
That's not the case, their not dumb. Apple simply has a different vision for VR than the average gamer and sim-enthusiast. I agree, it would have been a smart move to allow the use of the hardware as an ordinary VR headset in addition to the wearable computer concept, so gamers and especially the simulation community could make use of it. But Apple obviously doesn't care much for these ideas if they happen outside their very own ecosystem. And despite not being a very new idea, using a VR/AR device to allow the use of multiple gigantic windows for a spreadsheet application isn't dumb, at all. That was one of the first ideas/concepts after the announcement of the prototypes that led to the first Google Glass and Hololens. Virtual monitor stacks for things like "war rooms", "Control centers" and the like, or a mobile workplace for analysts, troubleshooting and emergencies. There are very potent use cases for that, but they are limited to specific work tasks and environments. Problem is, Apple won't integrate well into the MS 365 environment and typical line of business applications.
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It doesn't, as it can't connect to a VR capable PC. Not with a link cable, not with a WiFi-Streaming solution. The XR-3 is a VR Headset with Pass-Through camera that allows for augmented reality application, but is run on a PC. Apple's Vision Pro is a wearable computer that uses a VR capable high resolution display to run applications or augmented reality on the device itself. There isn't really much point in trying to determine which is "better", as they are different devices. Like a sportscar convertible with two seats and a work truck with cabin and 5 seats. One is faster, one can seat more people, one can haul stuff, the other needs less room to park... What's better depends on your needs. Apples and Oranges... Pun intended.
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Enterprise customers pay for a service package, including development access, support etc. The device cost is high, because there was a limited customer base at the time and production cost for smaller numbers were reflected. From what I've seen with this technology Apple needs to find a way to quickly add lots(!) of useful applications that benefit from the technology. Even Enterprise focused devices needed at least one or two "killer applications" that actually work and provide a real benefit to leave the prototype labs in companies. User acceptance being the next hurdle. On the consumer side, the need for a working and thriving ecosystem is even more apparent. As Apple usually doesn't do well with "open ecosystems" I doubt we will see something like a PC link to use the Vision Pro as a VR Headset for DCS. Porting customary VR Titels to Apples Vision Pro may be key along with a good set of productivity apps that do more than just open 2D windows in VR... Just my 2 cents.
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It depends on the triggers used. If you look at missions, where the culprit is flipping switches in a cockpit, that shouldn't be an issue for multicrew. For multiplayer where more than one aircraft is involved, there are two basic problems. 1) the unit based evaluations 2) the cockpit triggers and switches you mentioned. The later is definitely nothing we can currently adjust to "multiple" aircraft, but converting "unit in zone" triggers to "group in zone" or adding an OR to check for two units, works. Though I agree it isn't much fun, more tedious work. Still I strongly believe if ED would adjust the license check to allow two players to launch a mission if both have a valid license for that mission/campaign we will quickly see someone creating a "multicrew" campaign for some of the aircraft... If the customer (at their own risk) could try multicrewing, or even flying campaign missions with buddies well aware only lead (host) can trigger stuff, so be it. But I really see potential for multicrew aircraft, where currently there is a lot of effort in a campaign to emulate a living backseater, where a well oiled team of friends could have so much fun.
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I would be happy if I could launch Virtual Desktop or Streaming Assistant without SteamVR forcing its launch/room environment in VR and the SteamClient/Store loading in the background eating ressources. I don't need either, I don't buy games on Steam, Pico has a nice VR Environment and Virtual Desktop doesn't need the SteamVR Room to run. Now I launch the Pico, start and connect Virtual Desktop, mirror my desktop and launch DCS VR via Desktop shortcut. Now Steam Room environment pops up and I can't see what's going on, hopefully at one point I see DCS World launching in the SteamVR environment and now I have four(!) layers of application environment: Pico VR environment, Virtual Desktop, SteamVR environment (not just the runtime), and finally DCS World with the VR hangar and Game screen... From which I can actually start the simulation in VR. If I close DCS I am now in the Steam Environment with a Store I don't need or want and need to close to get back to my mirrored desktop and from there I can actually close VD and now I am back in the Pico VR environment. Any option to eliminate the SteamVR environment (not the runtime/composer working in the background) and get rid of the Steam Store and client, is highly appreciated.
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Why? Standard in older Campaigns is Sound/Text to all, in newer campaigns where you need to tune your radio both players (seats) need to tune their radio. The crucial part, when it comes to multiplayer (in terms of more than one aircraft) triggers often fire for the player unit (unit in Zone, unit altitude more than, etc.), but with a multicrew Apache, Huey, F-14 or soon to come F-15E, that's not an issue. Even Multiplayer with two or more aircraft is often possible, by adjusting the triggers, but that's up to the campaign designer to decide, if he wants to adjust his stuff. The first and most important step to make this work, is for ED to adjust the copy protection / license check in a way, that if both players in a two-seat aircraft have the same campaign and license on both PCs is verified, they can jump into the player aircraft together and play the mission as a crew. With the license check working for multiple participants, the next step is for campaign creators to create multiplayer capable campaigns. Either from scratch, or by adjusting triggers in existing campaigns. Or people who purchased campaigns can add aircraft to the flight at their own risk and take care lead is the one aircraft to fire the triggers... But multicrew is only dependent on a working license check for both crew members.
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That's what I am doing, but it still creates an additional DCS saved games instance, where you need to hardlink controller configs, have a new missions folder etc. We already have presets, and a separate settings tab for VR specific stuff that is used when we "force_enable_VR". The simple solution to easily switch between DCS on 2D Desktop and VR Headset would be to launch DCS with --force_ enable_VR plus set one of the graphics presets along with it. If I open DCS in Desktop mode I can adjust the graphics settings, my controls while looking at my smartphone or a screenshot and save it into the prese for VR. If I fly in VR later everything is set and adjusted, without fighting with see through in my Headset and adjusting stuff half blind on the keyboard and mouse. Icing on the cake may be a separate VR settings profile and game settings tab. In essence we need two buttons, one to launch in Desktop mode with Desktop settings, still being able to setup the game and graphics for VR without touching the "normal" settings and another button that launches DCS in VR with all the VR settings from graphics, game settings to audio, without messing with the normal settings.
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Rise and fall will depend on the available applications. Remembering the iPad hype and marketing, I am sceptical towards "changing the world" promises. The best selling add ons for the iPad were stylus and keyboard. Nothing the Vision Pro does is actually new. We heard all that about the Hololens then the Hololens2, then the Thinkreality Platform etc. the actual end user acceptance will be key. As usual Apple does not focus on business applications and I am interested to see average consumers paying $3,500 for a wearable Computer that can't even be used with their already purchased VR Games... If Apple would partner with existing environments and applications, though, that could be a tremendous incentive. Anyway, just my personal thoughts from experience. Next step is filling the ecosystem with apps and stuff. Time will tell...
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Not asking, just explaining why my preference has to be SteamVR->OpenXR, until Pico supports OpenXR native.
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The Apple Vision Pro is designed as a standalone wearable Computer, not a VR-Headset for Mac's, leave alone a Windows PC. If you watch the trailers and showcases carefully, you'll notice they do not even have a lot of real 3D applications on the Apple Vision Pro, yet (and no Store to download apps). The main concept is to augment your environment with virtual Desktop Windows running Facetime, your Mac's office or creative suite (in a window!) and entertain yourself with movies in a virtual cinema... You may be able to mirror your Mac's desktop to a huge virtual window and play DCS in 2D on a virtual 40" display, though.
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Still figuring out how to setup everything for the Pico 4. To my understanding SteamVR is still the (un)necessary middle-man, I would love to eliminate. That's basically me being stuck with SteamVR using OpenXR. I'd love to simply launch VD or Streaming Assistant, click a separate DCS-VR shortcut (leaving the 2D/Desktop settings untouched, especially the AUDIO device preference!) and pick up the headset finding myself in the virtual hangar... Currently I launch DCS with -w dcs.VR --force_enable_VR need to accept the guardian area, then find myself in the SteamVR environment (to force the f...ing store), need to switch between Virtual Desktop and Steam until I finally see DCS launching only to finally find myself hovering over the DCS VR launch window and when entering the cockpit I float above the aircraft. Then recenter view to position myself into the cockpit and after quitting DCS I am back into the useless SteamVR shop, instead of the Pico's VR environment. I would LOVE to eliminate Steam and SteamVR completely and just launch DCS with OpenXR directly from Virtual Desktop or with streaming assistant.
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Ground unit AI and performance improvements
shagrat replied to Mohamengina's topic in DCS Core Wish List
They already did, but nobody noticed... Line Abreast Formation uses fire & maneuver since quite some time ago. Critical damage affects individual units since years, as in speed reduced the most recent update to that is the change to damaged and incapacitated units smoking now. Pathfinding has gone through lots of improvement over the last decade... The point is, mission makers need to balance the fact, that pathfinding and monitoring a dynamic "sensor zone" around a moving unit is an additional calculation that uses up some performance, vs the number of parallel units on a large multiplayer server. If you place a couple hundred units actively roaming around each airport and multiple front lines and mission goals, all over the map, you will need more compute power to cope with that, than placing groups in fixed positions waiting to be killed. This isn't something that will magically change. Only way to address this is to script deactivate ground unit AI while no players are near an area and activate again, when players get in range. Have a limited number of convoys or advancing units any given time. Also splitting graphics and logic should not be relevant for a dedicated server, as there is no "graphics" rendered on the server. -
The real bummer is, we now have multiple aircraft with multicrew (F-14, UH-1H, AH-64D, Mi-24) which would benefit greatly from an option to play them with a friend as RIO, WSO, CPG. If the copy protection could simply verify locally, that each player in a multicrew or Multiplayer mission has a license, why not allow to at least multicrew the "hero-aircraft"? Multiplayer option would be the cherry on top.
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AFAIK this depends on pyDCS, which is used to build the mission files. PyDCS needs to know the airports and my personal guess, the map origin for the object placement, in addition to the map name.
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That would have been the offline mode, for 3 days at least. Unfortunately the offline mode does not work, after the update changed the version, before the new version could be authorised... Ouch!
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License check requires a connection to the authorization servers. This scenario was, what everyone feared, when the shift to the online license check was announced. I am baffled, that it seems all servers are still running in the same domain, bottlenecking all services, not just the website or store. I sincerely hope, this is an incentive to consider some overdue changes to the infrastructure.