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Dallatorre

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Everything posted by Dallatorre

  1. Hi! Tested on Hamburg with the F-4E, the glideslope needle was present but totally wrong
  2. Hello. DCS has a peculiar and very simple-to-fix issue with hand tracking: When using "Hands" in the settings, there is no way to disable the touch-interaction of the cockpit. Can we add that setting to disable touch interaction and only have pointers? The best use case for it is to use hand tracking and a finger mouse without relying on (honestly wonky) third party apps like HTTC
  3. I'm sure because you can't have dots on Contention server attached on this reply On my video you can see how the dots look: Hunting F-16s in the F-4 Phantom: DCS Shadow Reapers 80s PvP server (full mission) and I love how they look. Only mod I run is the reduced VR radio message font size. Settings only visible on the Quest headset: VR bitrate 400MBps RTX 4090 (565.90) Studio Driver Intel 13th gen 13700K RAM 128GB Windows 11
  4. I only play with VDXR since all the mess by OpenXR and oculus Runtime, that is the preset resolution on VDXR
  5. Hello ED. I want to report that the spotting dots as per the latest patch works flawlessly on my high-end VR setup. the dots are small and non-intrusive, they are not visible from billion of miles without zooming in and they disappear when the enemy model is somewhat visible. tested in few online and single player sessions , I hope you'll fix it for the other lower and higher resolution headsets! specs: Oculus Quest 3 (godlike resolution) RTX 4090 no dcs supersampling, no framegen, no quadviews.
  6. Sorry for that, anyway took some free time and your modules are very elegant from the inside, in the end I managed to do it, using as libraries cfxZones and dcsCommon. Would you like to integrate that in the package? it still follows your design language: setup using zones, comma separated lists of possible responses...
  7. Hello! May i ask a little help? I am a bit rusty with coding, I was looking to code into a mission the feature where a well-defined AI Unit will callout Fox-2 / Fox-1 when that unit fires (not using the default DCS voices). Messenger is pretty self explanatory to use, but still requires a flag trigger from the ME, so i don't actually need all that. I thought about butchering Bomb Range and skin that script down to the bare minimum, but I'm finding myself a bit lost, may i get a hand into scrapping everything from that script? surely i don't need the timers nor the comms menu, and for now I understood that the magic happens at if event.id == 1 then -- shot event, from player and put a trigger.action.outSoundForCoalition(0, fileName.ogg) somewhere... From there do I just remove all other events and clean up all the unused functions from there? am i on the right track? I also don't understand something around event.id: according to the code in dcsCommon "1" is "shot", but what just from players? what should change for it to be triggered by another unit? edit: found out you were using a sneaky return juts 2 lines above Thanks man!
  8. I'm pretty sure that the graphic engine internally plasters the 'DOTS' over the models when they're too small to be a single pixel, and from what i;ve seen in game that is the case, they're 2 separate "entities" or they follow different code flow paths. And i did remove the HMD from the loop just because i might get this comment. The recording was done PC-side.
  9. Hello, I want to provide my feedback on the current status of spotting in VR. I am the creator of "that" Reddit post, after getting my clearance to post here I wanted to post some unbiased findings and opinions: The dots are generally fine, I feel they give me a good clue about the enemy positioning when flying a jet with no datalink/hud. BUT there is a big problem when the jets are closer than the dots: The single-pixel rendering of a plane is problematic for VR headsets, most headsets out there require display compression and image warping for proper projection, resulting in single-pixels that get often culled from the image the eye can see. There should be a distance band where the dots disappear to render the pixel-model where both coexist, to make that transition less jarring, maybe this will mitigate the issue with the zoom making planes disappear/appear. I have seen multiple times planes under 3nm from me disappear, I have it on video, I think this is the biggest issue and people complain "I don't have the dot", it's not for far targets. I think this effect is noticeable only when the engine has to render more than one plane and ground units, in a dynamic environment. I did some reasoning on the matter, but everything is based on my experience in DCS online which consist of 60-90s scenarios. I envision DCS to not be frustrating in the wrong ways, we are not real pilots, we are not physically fit to fly these jets, some of us have eyesight issues, we should be focusing on air maneuvers and systems, not dig trough settings to get a competitive advantage. I think the Spotting dots are really close to be a true playing field leveler in DCS, while not being "OP". This is what I would like to see tested for feasibility: Tiny (current) Spotting dots near always present even at close range where the enemy model would be rendered at less and equal to 4 pixels. That would probably level the playing field between high-cost and low-cost setups. Yes spotting will be generally easier on pre-cold war but at that era it's much more important how you fly an aircraft to score a victory. Spotting will not be easier in the modern age, as I just need to select a contact in the HSD to have him outlined in my helmet anyway. This will make gameplay on mixed 80s scenario more enjoyable to everyone, where the F-16 still has it's wallhack datalink, but at least now the masochist F-4 can see the enemy diving on him. Consideration: rotorcrafts might be at a serious disadvantage with this, might consider having different dot parameters for those like it's been implemented for ground units. Test implementation of a variable-size dot client-size, with a slider. The tradeoff being not able to IFF a target because I made the dots large for my advantage. This would save a lot of computation to scale the dots properly for all the resolutions. Maybe servers could have a setting for "max dot size"? What brought me here: I see the graphics engine struggle to display the not-so distant planes and being a masochist myself I cry a little when the target I'm tiring to pincer disappears from my displays or I don't see the MIG-21 I am 2-circling. I have on video a scenario where I placed several low-flying jets, and recorded from the desktop the effect of the single-pixel planes being culled from the rendering engine, while the spotting dots work totally fine at distance. CPU 13700K GPU RTX 4090 24GB RAM 128GB Headset: Oculus Quest 3 (VDXR) Settings worth noting: Graphics mostly high Draw Distance: Ultra Improved Spotting Dots: On LOD Slider: 2.0 Sharpening: no Anti Aliasing: no DLSS: no Foveated Rendering: no GODLIKE resolution settings should be something like 3120x3120 at 72hz Video posted: Recorded from the desktop raw output, not the headset. 1:33 4K Video on YouTube showing the rendered planes disappear. I want to preemptively answer some criticism on my points: "I have no issues seeing my enemies that's why i dominate on online games, if you give this advantage to everyone I wouldn't be this good anymore, it's unfair" This is more akin to Counter Strike than DCS... you can still dominate if you focus on the actual BFM rather than scouting for the noobs. "This will make the game too accessible" isn't that good? somebody on Discord was really mad about making the game more accessible.
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