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Lange_666

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Everything posted by Lange_666

  1. @rcjonessnp175 In your signature is the DK Oculus Rift mentioned as VR headset. With my Rift-S i don't see anything better then before. Do you run native Oculus or SteamVR or OpenXR and how is that set up?
  2. I see no difference running a Rift-S in native Oculus mode, i don't have SteamVR so i can't try that. However, if i check the Oculus settings, there is a setting called OpenXR runtime and it Oculus is set as active OpenXR runtime. But... i have no clue what this exactly means and what runtime runs...
  3. I guess that if you don't use SteamVR, Oculus is already set as OpenXR runtime. But i could be wrong and the message below means something else.
  4. I guess so, i can't compare since i've only used an Oculus Rift-S so far. PS: Since it are your kids, you can "order" them to give it to you. Daddy wants to play should be reason enough...
  5. For me it's the other way around, i like to know why i don't see the things you see. Just like you i entered and checked the changes to the profile more then once but without a result. As far as i can tell (reading here and bit on other forums), it does not seem to work on Oculus headsets.
  6. Questions 1: Can people running an Oculus device confirm that they have more 3D depth? 2: Can people with more then one device make the switch between a non Oculus and Oculus device and confirm that it works for both?
  7. Same here with a Rift-S. Changed driver to the latest (471,14 to 512,15), keyed in the values directly into Digital Combat Sim: Black Shark profile --> applied. No difference...
  8. Are the latest nVidia drivers needed for this? Shame there is no direct on/off option to the difference directly in game without restarting DCS (or is there?).
  9. Mmm, tried the various ways discribed in here to get more 3D depth, to be honest i can't see any difference between the global driver profile setting or the VRDirectx/3DVR ones. Looked at knobs, switches, trees, buildings etc...can't see any difference at all. What do i do wrong... (Rift-S user)
  10. Yeah, found out after i posted in here...
  11. Can't comment on the previous patch but the latest patch has the Autostart shut down after engine 2 fails to start during startup. Didn't change any view so i stayed in F1 view all the time. Apache Autostart Fail.trk
  12. I'm having the same problem, happens in SP too. My offset in the TADS is always quite a bit to the right, on the TSD however, the cursor moves to the correct location. Must be a bug.
  13. It's under the App Settings tab, open de app, launch DCS, just set a graphic setting to your liking, close DCS, set a name for the preset in the app and press apply. Continue in the same way for more presets, then when all is done, go home page and select one of your presets there, it should start DCS with that preset when launched from the app. Works nice! Mine:
  14. It was "released" with the last update...., no more need to edit the LUA.
  15. DCS has (for the moment) 3 setups available under the settings tab which means your game setup can have 3 different setups for you to choose from, like for example, one for offline play, one for online play (which is in general a bit more demanding so you could turn down a few graphical options to gain the same performance as in offline mode) and perhaps one setup for VR (i have them set up this way). Biggest drawback on these setups is that if one setup has VSync set to on and another doesn't and you switch between the setups, DCS has to restart for the change to make, this is because DCS will the latest one used. To bypass this problem, you can use SkateZilla's Updater/Launcher which can launch the setup you prefer through the use of profiles (your setups) that are loaded by selection before the game launches. And that's just one of the many things SkateZilla's Launcher can do for you...
  16. If i'm correct this will be released in one of the next updates. The conformation is somewhere berried in the overload of topic on the AH-64D subforum.
  17. You mentioning the use of a modifier made me think about a change i made yesterday to my controller setup which i didn't test anymore after implementing. Forgot about that when i tried some stuff today, it messed up my TARGET script.
  18. Situation: - Cursor deadzones set to 3 to avoid stuck cursor. - Pilot seat: cursor moves on and between both MFD's - CPG seat: cursor moves on and between both MFD's. - Switch to TADS: cursor moves TADS image around. But how do i get the cursor to move again on the MFD's after i stop using it on the TADS? If i switch to pilot seat again, there it works fine, back to CPG seat, no cursor movement on the MFD's. I can switch the cursors position from one MFD to the other but can't move it around (deadzone = 3). If i activate TADS again, TADS image will move again if i deactivate it (like by switching to the HMS), no cursor movement on the MFD's
  19. It removes the TADS overlay alright but it also stops you from you being able to slew the TADS around. So....?
  20. I'm having quite a bit of problem with the controller inputs when switching between pilot and CP/G (and back). Pilot: controls move according to my controllers input. I'll take the collective as an example, let's say that during flight as pilot in control, i put the collective at 70% CP/G: he has also a collective/cyclic to fly the helicopter (but i never managed to get those to control the heli yet, if possible...how ? (inputs are correctly set in the control assignment and match the pilot ones but then never move or do anything). Situation: - Pilot's collective input = 70% - Move to CP/G seat: Apache starts to fly on what inputs now when i have NOT messed with the AI helper? - AI has changed the collective input (based on what command?) while i'm on the CP/G seat. - Switching back to pilot seat and then things get messy controller wise since the collective has moved in the sim but not in my real world. If the difference is hugh, the Apache can become uncontrollable at this point. This problem occurs while trying to simulate a plane with 2 operators by only one person. I also don't understand why the CP/G needs to communicate through the AI helper with the pilot control causing control input problems when switching back to the pilot seat (because of mismatch inputs between sim and reality). Solution for me is the give CP/G full control through collective/cyclic to fly the heli instead of the AI helper. When doing this there is no input difference when switching between seats. And AI helper controls need to be put on the HOCAS to somehow for easy control (and certainly in VR) so why not give control to the CP/G HOCAS instead to fly and heli?
  21. From the beginning i never understood what was mend by acquisition source. When i saw the title of this topic, i thought... finally. But after reading through this topic, it's getting even worse...
  22. 2: When in the OFF position, buttons 29 and 30 are activated. You can use the function "MapkeyR" to detect the button states 29 and 30 have reversed.
  23. Dedicated VR subforum here as well: https://forum.dcs.world/forum/302-virtual-reality/
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