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Everything posted by f14billy
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Looks like @BIGNEWY was able to recreate the issue. Hopefully it will be fixed soon. https://forum.dcs.world/topic/358815-supercarrier-landing-lights/page/2/#findComment-5564168
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The FLOLS is turned off in the model in both the Carrier and Supercarrier models after the latest update. The overlay works just fine. To reproduce just load a mission for carrier launch, hit F2 and position the camera to where the FLOLS is visible. In the Russian Carrier it turns on as expected. Here are a few screenshots: Supercarrier Carrier Russian Carrier
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Looks like the ball is off in the super carrier and the regular carrier too. Anyone else having this issue? The ball not turned on in the actual carrier models but the overlay works fine. In the russian carrier it works as expected. I created a bug report:
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I just preordered the 50PPD as well. I love the OG Crystal... I just want more FOV.
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I just finished building, setting up and testing the Monster Rhino Kit by Winger. I can honestly say it is exactly what I wanted. I own the original Rhino and I always wished it could sustain it's max torque longer. The monster Rhino can sustain the peak power of the original Rhino and more without overheating. The form factor is very similar to the original however the throw is a couple of degrees smaller so I had to use a 7.5 cm extension instead of the 5cm extension I was using to compensate. The total time from initial contact to the final product built and ready to use was a little less than a month with shipping to the USA. Here are a couple of pictures of the Monster Rhino side by side with the original one and my final setup. Thank you @Winger so much for your help. Your product is of the highest quality and totally worth the money.
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You may try reinstalling Quad Views 1.1.3 and see if that works. I have it installed and despite the DCS warning it works perfectly.
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Make sure quad views is checked in the DCS VR Settings, it was disabled after the update and needed to be checked again and make sure the new eye tracking option underneath is unchecked. After reinstalling Pimax Play make sure quad views is also enabled there and reinstall quad views 1.1.3 (QV 1.13 is not necessary but it gives me better performance and I can customize the box size).
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try installing it again, that should re-enable it and make sure quad views is enabled in DCS. Also I did not enable the eye tracking option in DCS VR under quad views, it was not needed for Quad Views and eye tracking to work. I don't know what it does so I am leaving it off.
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I uninstalled everything: Pimax Play, Pimax XR and Quad views. Rebooted. Then either uninstall the openxr toolkit or disable DCS in it. Installed the new Pimax Play, set up my headset, set OpenXR as the default and enabled quadviews in pimax play with the balanced setting. Lauched DCS and enabled quad views in the VR settings to test. It was giving me micro stutters. After all that I reinstalled Mbuccias Quad Views and retested and the stutters were gone and I get to use my QV settings.
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In my testing the Pimax native Quad Views was giving me micro stutters. I reinstalled mbuccia's quadviews and it works smoothly and it allows me to keep my old settings or use TallyMouse Companion. No need for Pimax XR, just reinstall mbuccia's quad views and it will use it instead.
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In my case I run hapticonnect and simshaker for aviators together. I wanted to feel not just the simshaker effects but also the lower frequencies of the DCS main audio through my buttkicker pro. For this to work I set the buttkicker input as the default audio device in windows. In DCS I have the Main audio out set to windows default and no headphones. Then I run hapticonnect in audio splitter mode with one output either regular speakers or VR headset (whichever I want to listen through) and the other is the buttkicker speakers. Lastly I have simshaker for aviators running. I had to set the high cuttoff frequency to 50 in the buttkicker amplier to avoid certain low frequency sounds to be felt through the buttkicker. For example in the F-14 everytime Jester would speak I could feel it though my buttkicker. That setting fixed that issue. I love the simshaker effects however I also wanted to feel the sound rumble without the need of a subwoofer so this allowed me to do it.
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I think they added the ultra option now officially. After the new update I didn't have to edit the optionsDb.lua to enable them.
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The steam update is live!
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F14 High Alpha Departure Characteristics (USN Video)
f14billy replied to Victory205's topic in DCS: F-14A & B
thank you for the video! it clearly explains why roll SAS should be off when dogfighting around minute 28. It also explains why when recovering from a flat spin in DCS I noticed that pulling stick aft and into the needle it helps in the recovery in addition to full rudder opposite into to needle. -
The bigger motors would definitely allow you to keep the force in a dogfight pulling G's without it overheating for longer but like you said.. it would be very bulky and impractical in my setup. I'm very happy with the way it performs as it is in DCS. If it overheats it gradually drops the force to about half and it can handle that force indefinitely in my testing. Still useable and once it cools down full force is restored. In MSFS since I'm not pulling G's it performs flawlessly without any overheating. The configuration software and the extra telemFFB program are excellent.
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In my opinion it is the best consumer grade option for FFB right now in a relatively compact size. My advice would be to get in the waiting list as soon as possible. It will take months before you get one but it is totally worth the money and wait. Mine took 8 months of waiting. You don't have to pay for it until yours is almost ready to be shipped. The queue currently is over 500 people but many drop out so the wait isn't as bad as it may seem.
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I wouldn't try to change anything else in that file. That just tells the options what values you can set on the screen. Entering a value that the sim can't handle could either just disable the option or even cause a crash in the sim. Value 5 of the shadows was proven to work. This just enables it to be selected from the options screen instead of having to change a config file.
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Dynamic Foveated Rendering - Everything in one page
f14billy replied to mbucchia's topic in Virtual Reality
I'm assuming you meant DFR instead of DSR. To check if it is working correctly you can create a settings.cfg file in C:\Users\<your user name>\AppData\Local\Quad-Views-Foveated and set the parameters debug_eye_gaze=1 debug_focus_view=1 as explained in the quad views online documentation. Then you will only see the high resolution area and the surroundings will be black. If it follows your eyes then you will see it is working correctly. Here is an example of my current config file: Those two settings are commented there, remove the # in front and they will be enabled. These settings work great with DFR and DLAA with the crystal and a 4090. ***** begin of file ***** # Common settings for all headsets (unless overriden below). smoothen_focus_view_edges=0.35 sharpen_focus_view=0.75 # Fixed Foveated rendering settings for fallback when eye tracker is not available. horizontal_fixed_section=0.5 vertical_fixed_section=0.45 [PimaxXR] # Dynamic Foveated Rendering settings (for Crystal) horizontal_focus_section=0.3 vertical_focus_section=0.35 peripheral_multiplier=0.25 focus_multiplier=1.25 #debug_eye_gaze=1 #debug_focus_view=1 [app:DCS World] # The settings are specific to the app "DCS World". vertical_focus_offset=-0.1 ***** end of file **** With DFR enabled you can pretty much max out all of the other settings in DCS and get acceptable performance then tweak to your own preferences. About of PimaxXR settings of the crystal, it is a matter of personal preference. Some people prefer having it locked at half the frame rate and others would rather get as much fps as possible. -
Dynamic Foveated Rendering - Everything in one page
f14billy replied to mbucchia's topic in Virtual Reality
Yes 1.13 will fix it and you can just run the installer and it will replace it. Your settings should remain. DLSS and DLAA can't be used together. You chose one or the other. I prefer DLAA because I have the pimax crystal for it's visual clarity and DLSS reduces the quality significantly. Also make sure you set sharpening around 0.6. -
Dynamic Foveated Rendering - Everything in one page
f14billy replied to mbucchia's topic in Virtual Reality
@mbucchia I've been testing version 1.1.3 with the Pimax Crystal. This enables the use of DFR with eye tracking again with DCS 2.9 however it does have performance problems. Even in the DCS menu the loss of FPS is noticeable. Here is the Log: 2023-10-27 14:44:24 -0500: PimaxXR - v0.4.4 2023-10-27 14:44:24 -0500: Pimax Client: 1.16.01.01.15 2023-10-27 14:44:24 -0500: PVR: 1.25.1 2023-10-27 14:44:24 -0500: Application: DCS World; Engine: 2023-10-27 14:44:24 -0500: Device is: Pimax Crystal 2023-10-27 14:44:24 -0500: Parallel projection is enabled 2023-10-27 14:44:25 -0500: Pimax Client: 1.16.01.01.15 2023-10-27 14:44:25 -0500: PVR: 1.25.1 2023-10-27 14:44:25 -0500: Application: DCS World; Engine: 2023-10-27 14:44:25 -0500: Requested extension: XR_EXT_eye_gaze_interaction 2023-10-27 14:44:25 -0500: Requested extension: XR_EXT_hand_tracking 2023-10-27 14:44:25 -0500: Requested extension: XR_KHR_visibility_mask 2023-10-27 14:44:25 -0500: Requested extension: XR_KHR_win32_convert_performance_counter_time 2023-10-27 14:44:25 -0500: Device is: Pimax Crystal 2023-10-27 14:44:25 -0500: Parallel projection is enabled 2023-10-27 14:44:25 -0500: Recommended resolution: 4312x5102 2023-10-27 14:44:26 -0500: Pimax Client: 1.16.01.01.15 2023-10-27 14:44:26 -0500: PVR: 1.25.1 2023-10-27 14:44:26 -0500: Application: DCS World; Engine: 2023-10-27 14:44:26 -0500: Device is: Pimax Crystal 2023-10-27 14:44:26 -0500: Parallel projection is enabled 2023-10-27 14:44:27 -0500: Pimax Client: 1.16.01.01.15 2023-10-27 14:44:27 -0500: PVR: 1.25.1 2023-10-27 14:44:27 -0500: Application: DCS World; Engine: 2023-10-27 14:44:27 -0500: Requested extension: XR_KHR_D3D11_enable 2023-10-27 14:44:27 -0500: Requested extension: XR_KHR_visibility_mask 2023-10-27 14:44:27 -0500: Requested extension: XR_EXT_hand_tracking 2023-10-27 14:44:27 -0500: Requested extension: XR_EXT_eye_gaze_interaction 2023-10-27 14:44:27 -0500: Requested extension: XR_EXT_eye_gaze_interaction 2023-10-27 14:44:27 -0500: Requested extension: XR_EXT_hand_tracking 2023-10-27 14:44:27 -0500: Requested extension: XR_KHR_visibility_mask 2023-10-27 14:44:27 -0500: Requested extension: XR_KHR_win32_convert_performance_counter_time 2023-10-27 14:44:27 -0500: Device is: Pimax Crystal 2023-10-27 14:44:27 -0500: Parallel projection is enabled 2023-10-27 14:44:27 -0500: Recommended resolution: 4312x5102 2023-10-27 14:44:29 -0500: Using D3D11 on adapter: NVIDIA GeForce RTX 4090 2023-10-27 14:44:32 -0500: xrBeginFrame failed with XR_ERROR_CALL_ORDER_INVALID 2023-10-27 14:44:32 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED 2023-10-27 14:44:32 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED 2023-10-27 14:44:33 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED 2023-10-27 14:44:34 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED ... 2023-10-27 14:44:35 -0500: xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED 2023-10-27 14:44:35 -0500: Maximum number of errors logged. Going silent. Any Idea of what could be causing the 'xrGetActionStatePose failed with XR_ERROR_ACTIONSET_NOT_ATTACHED' error happen multiple times a second? -
New pilot model issues / helmet view issue
f14billy replied to TheFreshPrince's topic in Bugs and Problems
That's exactly how I move to look behind me during BFM in VR. In the F-18 now the head appears and gets in the way. Hope they can make the pilot head optional, for now I disable the pilot body during BFM. Also if they decide to remove the pilot head... it would be nice if the shadow of the head in the cockpit still shows just like it is in the F15E now. -
If you want to enable ultra shadows without having to change the config file every time try this: In the file \DCSWorld\MissionEditor\modules\Options\optionsDb.lua add the ultra option as shown below. graphics('shadows') :setValue(2) :combo({Name(_('OFF')) :Value(0), Name(_('FLAT ONLY')):Value(1), Name(_('LOW')) :Value(2), Name(_('MEDIUM')) :Value(3), Name(_('HIGH')) :Value(4), Name(_('ULTRA')) :Value(5) }):low(1):medium(1):high(4):VR(3) This adds the ultra option in the shadows menu in the options tab. Not sure if this will break the Integrity Check in multiplayer. It works perfectly in my PC in single player open beta 2.9. @BIGNEWY could this simple change be added to the code? Thank you
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I haven't quantified it but in a dogfighting scenario in the Caucasus map it allows me to consistently hit 90hz for 1 v 1 encounters with a central resolution set to 1.2%. Very sharp and clear. Without it I would not be able to hit that fps consistently and would cause stutters. When I used a Reverb G2, the only way I could achieve 90hz was to lower the resolution in the OpenXR toolkit, so instead I decided to set it to 60hz and the flickering was evident. I don't think I could ever go back to a headset without eye tracking and dynamic foveated rendering support.
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That's unfortunate. With a 4090 and the Pimax Crystal DLAA works great using Quad Views Foveated rendering. DLSS definitely affected quality so I decided to stick with DLAA. I tested spotting and it is definitely better. However that bigger spot looks weird using DLSS.