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T-Pickle

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Everything posted by T-Pickle

  1. Sure, here's my track file and a screenshot of another try to explain the behaviour I'm getting.
  2. Hello everyone, I've just gotten the Viggen a couple of days ago and been doing the training missions. During the BK90 training mission I noticed how both BK90s would turn away form the target point M1 that was directly ahead, the one on the left wing turning about 90° left and the one on the right wing turning about 90° right. I was within the release envelope between 50-500 meters at 0.5-0.9 mach with the altitude warning light out and released between min and max range. I was able to reproduce this multiple times and even in multiplayer, so I assume it's a bug. Hope to see this looked into soon, thanks!
  3. Sure, you'll find the screenshot below. I wonder if they are somehow scripted since they are also not affected by my texture settings (rest of the cockpit is on medium).
  4. Not sure if you saw my other post, but one of my issues that added to the confusion was that I never really had pure OpenXR mode. Due to a DLL that I forgot to delete OpenXR could not launch and DCS fell back to OpenVR, which in turn used SteamVR. So check the DCS log if it actually says OpenXR for you. Just another thing to consider. While I still don't feel the performance in pure FPS is better, OpenXR seems to have lower latency for me compared to native Oculus. So perhaps you would get the "smoother feeling" you noticed in SteamVR, but without the jitter if you run OpenXR? As far as I understood it from one day of usage is that Motion Reprojection is only available for WMR headsets. Oculus uses Asynchronous Space Warp (ASW), which you can force in the Oculus Debug Tool prior to launching DCS in OpenXR mode. But for me ASW does cause extreme stutters in any mode since the patch (no matter if native Oculus, OpenXR or OpenVR/SteamVR), so I actually ensure it is disabled in the Debug Tool every time.
  5. Hey Devrim, thank you for this mod! Besides translating the canopy labels to English it also fixes the flickering textures I had in some parts of the cockpit (around the compass/RWR for example). I just noticed one thing though: The weapon selector and bomb setting wheels don't seem to be translated anymore. In your first screenshots it looked like they should be. I wonder if that's an issue on my end or perhaps they weren't included in the last update of your mod? Thanks regardless, keep up the good work! P.S.: Integrity Check passes. The red symbol DCS gives happens if you fly another mission before (maybe only in singleplayer), but goes away after a restart.
  6. Thank you, I've just found out my issue. In case anyone is searching for the same answer, I had a leftover "d3d_compiler47.dll" in my DCS binaries folder that would prevent OpenXR from working. Now it's time to see if there are any improvements with OpenXR over default Oculus.
  7. Has anyone using a Rift managed to force OpenXR? The parameter "--force_OpenXR" does not seem to work for me, instead the game launches in 2D mode. No matter if I use "--force_enable_VR --force_OpenXR" or just the later. When I enable VR only it launches the Oculus runtime, as expected. Since I experience some issues since the update I wanted to try out the OpenXR Toolkit, but I guess the game does not use it on my end so I won't be able to try that.
  8. This is the same behaviour I'm getting, the option "--force_openXR" does not seem to be respected for Oculus headsets at least. I've also noticed that any option of Asynchronous Spacewarp except forcing it to off does decrease performance and comes with heavy stutters. This is the first thing I noticed when it switched to OpenXR during the patch before the hotfix. So now the weird thing is the ASW performance seems to be like it was with OpenXR (not usable), while according to the log OpenXR isn't even used, even when forced as stated before. Would be nice if more Oculus users (I'm using CV1, dutchiili Quest 2) could report their findings about all this so far.
  9. The same happend to me. Was using Oculus VR standalone before. After the patch it swapped to OpenXR (weirdly with the SteamVR home screen), then after the hotfix it seemed to be back to Oculus VR, but performance is still worse like it was when it switched to OpenXR. When I enable Asynchronous Spacewarp (Oculus Motion Reprojection) now in Oculus VR mode it behaves exactly like it did with OpenXR, as in it does not work and rather decreases performance even more with more stutters.
  10. Greetings, I noticed the default sensitivity of the button controlled rudder pedals (default Y & X) is too slow and makes it impossible to quickly counter the torque in some situations. A special option to change the sensitivity of those inputs is missing. See my attached image for the Hind's implementations of this. Adding this feature would make the module more accessible for users who can't use pedals or an axis for various reasons, it works really well in the Hind. Thanks for your work! Best regards, T-Pickle
  11. Direct key bindings for the AI-Helper menu without having to toggle the overlay first would be great indeed! In addition it would be nice if there was a special option to keep the George-UI (except for the target list) hidden. That way people would be allowed to either directly command George to look for targets with the new bindings, or to toggle it as usual and then use the directional AI commands, but still without having the overlay pop up. Lastly, if they keep the special option unticked and don't use the direct key bindings, users who prefer it could still use the system as it is right now. Ideally, there would be separate options for hiding the menus of the gunner and pilot. Overall this would add many options to make the module and its controls more suitable for different setups and personal preferences.
  12. Hey y'all, I've noticed the same issue with the pilots hand not sticking to the grip correctly after trimming. This can be easily reproduced: Enable pilot bodies Start any mission in the AH-64D Trim in any direction Look at the stick and right hand In relation to this I've found another issue with the pilot model. If you move your camera to look out to the side behind you, the pilots head will appear in first person view. Steps to reproduce are very similar: Enable pilot bodies Start any mission in the AH-64D Move camera to look towards your 5 or 7 o'clock position See the pilots head within your view Both problems happen in VR as well as in non-stereoscopic mode, tested in the latest open beta build. You can see pictures here: https://imgur.com/a/ZnZiWBw Best regards, T-Pickle
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