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Everything posted by TFS
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Would it be possible to just implement a spotting dots slider bar, or high medium or low settings for them? Since the previous update the dots are so intense you can spot units from extremely far away. It's too easy, with them off completely it's much more difficult. Before the previous changes it was still difficult to see units at distance but not unreasonably hard. Now for people with medical issues, this current setup is probably ideal, but even at night in NVG's it's like cheating for me. An option to adjust on a slider the intensity, or a high medium or low setting would certainly correct this and tailor it to the player individually. I get that it can create an unfair advantage in PVP, as it is currently, it's too easy, so if I was against someone pvp, I would much prefer the challenge of a less intense dot, and if that person NEEDS the higher intensity dot to play and have fun, then enjoy the satisfaction of killing others without much effort...where's the fun in that?
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How to increase the rendering distance of grass and bushes?
TFS replied to unmar's topic in Texture/Map Mods for DCS World
Clutter/Grass: Adjustable from 0-1500... this adjusts the grass and bushes... so if you are looking to extend past the max in game settings, than try what flag02004 is suggesting. If you are simply asking if there is a setting that adjusts this value at all... then it is called "clutter/grass" in the settings. -
New Haptics seat from Razer will it over take the HF8?
TFS replied to rapid's topic in Input Devices
Already exists, has for a long time, but not enough money can be bled of us all, so it's buried. Nikola Tesla figured it out more recently, possible Pyramids were used for it. DOLLA DOLLA BILLS THOUGH!!! Gotta get that money, massive wireless electricity ain't gonna fund G4's and super yachts haha EDIT, anyways back on topic lol -
Is your trim set pitch forward prior to switching? Are you ready for controls after being pilot again? Sounds like the trim is throwing you into a dive maybe? I've tried this and switched mid forward airspeed and my trim was pitched forward and had a nose dive situation and had to immediately reset trim and fight to recover.
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New Haptics seat from Razer will it over take the HF8?
TFS replied to rapid's topic in Input Devices
Seat cutout on hf8 is a plus... I have nothing bad I can say in over a year of using the HF8 with Sim Shaker for Aviators. I embrace more products in the market, competition will produce innovation and can drive better pricing. Can't let one company to do as they please and corner the market. We see that all the time and it's not fun. I'd also like to continue to be plugged in with everything I can, I'm not a fan of anything wireless even though people swear nowadays the latency is matched. . I just can't wrap my head around wireless being just as good as hardwired. I am excited to see where this goes. The haptics look different than HF8 but not quite like transducers of a U-Shake6. -
Haptic effect requires transducers or a vibrating seat pad (transducers recommended). This like Buttkickers, Dayton BST-1's for transducers, and Next Level Racing HF8 or U-Shake 6 for seatpads. The effects will be tied to telemetry of the aircraft, so for instance on a helicopter, you will feel the rotors spin as the helo spools up, then when in the air you can feel turbulence, engine rpm, ETL, VRS, touchdown, payload release and damage. This creates an extreme immersive experience. In real helos for normal flight, you don't feel much motion, but you feel vibrations and shudders, this can be replicated nearly 1/1 with proper haptics. Personally, I have multiple transducers and spent much time adjusting settings to have a near perfect experience. Simhaptic converts all the vibrations into aviation style haptics from the games engine and speaks to your setup. I HIGHLY HIGHLY recommend investing into a haptics setup. I use multiple BST-1's with a HF8 seat pad, I use Simhaptic for the transducers on my cyclic, collective, pedals, and SSA (Sim Shaker for Aviators) for my HF8 seat pad, they vibrate different things, so I feel separate feedback. For example, Simhaptic will vibrate my blade slap and engine vibration but SSA will give me ETL shudders when coming for a landing, so I'll feel like the airframe is shaking under me while my seat is feeling an alternate shake as it feels like it's absorbing the airframe vibrations. I have tried various methods, and this is my personal favorite. This here will give you a base understanding on what you can do with them.
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VR controllers not working in DCS 2.9.8.1107 STEAMVR
TFS replied to snakebeater's topic in Virtual Reality
This was posted in another thread, this work around did it for me. Try this, should work. -
VR hand controller no longer rendering/ usable after updating to 2.9.8.1107
TFS replied to snakebeater's topic in VR Bugs
This did it for me, finally got it working. Thank you! Much more complicated than it should be. -
VR hand controller no longer rendering/ usable after updating to 2.9.8.1107
TFS replied to snakebeater's topic in VR Bugs
I wonder what's doing this, if it's only a few people then what gives? Unless more have the same issue but not posting? -
VR hand controller no longer rendering/ usable after updating to 2.9.8.1107
TFS replied to snakebeater's topic in VR Bugs
No one else has this issue? This is driving me nuts. I just can't use my m4 in the Kiowa anymore. -
Fixed with update it seems. I feel like it was spotting dot buffering.
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They sont work at all. Tested before September 30th Patch and after. Raindrops don't appear to even blow away from the movement of the aircrafts anymore either. Just makes it harder to fly in the rain, especially the Paradise Lost campaign. Thats all. I can provide a video if needed. Thanks in advance.
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Copying my post from the other gunner thread. I tested it today and can't figure out what gives with the rear gunner. I positioned myself with infantry so the gunners can fire. Both right and left gunners depleted their ammo to 0%, rear gunner in that time went to 93%, after minutes of staring at the enemy, it got to 89%. Couldn't figure what gives, angle was fine as I was able to assume control and fire and kill what he refused to shoot at.
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SAME!!! I tested it today and can't figure out what gives with the rear gunner. I positioned myself with infantry so the gunners can fire. Both right and left gunners depleted their ammo to 0%, rear gunner in that time went to 93%, after minutes of staring at the enemy, it got to 89%. Couldn't figure what gives, angle was fine as I was able to assume control and fire and kill what he refused to shoot at. This can be demonstrated nicely by landing on a building with troops surrounding it in ME and having a field day with the gunners.
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VR hand controller no longer rendering/ usable after updating to 2.9.8.1107
TFS replied to snakebeater's topic in VR Bugs
I've encountered the same. Quest 3. This was driving me nuts, however I found that they aren't even in the drop down menu as options anymore, and they aren't even seen as a controller in the keybindings. I tried everything as well, rescan devices too. My controllers show up and work in the main menu as usual. Just not as controllers anymore, for me this is the biggest issue in the Kiowa, as I can't use the M4 anymore at all in VR. Tried to use it and that's how I found this issue. -
Its been like this for a while.
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Not on the Huey, tried, and no dice.
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DCS World 2024 Screenshots and Video Thread
TFS replied to MiGCap1's topic in Screenshots and Videos
firefighting in back -
So use another word for tracking, I guess acquire...? The moment ROE is changed to fire from safe he responds as other gunners do by acquiring a target or in the threats direction, just never fires, I can get both side gunners to respond the same, only they engage immediately. What am I doing wrong?
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Example here... you can see the moment ROE changes and he starts tracking.... Also the view is fine for me in VR it seems. Hope this helps! EDIT****** before anyone mentions... I see that I had the guns switched in the text... they sound the same so in the quick edit I misplaced the text Aftgunner.mp4
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left control 6 is rear gunner ROE... the ROE part works, however he does not fire with the 60 or 240. I tested this in ME with immortal and infantry everywhere, you can see the moment the ROE changes and he tracks a threat, nothing more.
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I am not getting a gunners status like in the Huey, however ROE does work, but I can't get the rear gunner to fire with either the 60 or the 240, he will point at the threat but nothing more.
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Kinda getting the hangof some of it, still lots to learn. Was able to trial and error what works and what doesn't. I think the pilot models came out well after a day or learning. This is very complicated and can get extremely indepth. I found myself spending a lot of time just editing the m4. I use the m4 alot in vr, but had to stop myself from getting out if hand with details. Any guides or advice?