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Roadhouse

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  1. I'm very interested in supporting this. Or whatever it takes to get my hands on some of these files. CAD can be very time consuming and I bet you'd get a lot of interest if you made some of your work available for a nominal fee.
  2. Bogeys and Bandits https://a.co/d/3etBatg About a Hornet RAG class in the 90s. Includes other hornet related anecdotes and some combat stories.
  3. I went from 8K+ (about the same FOV as 8KX) to OG Crystal, to Super UW. I don't regret it, but I still miss that giant FOV the earlier headsets had. I hope some day the hardware will allow for the great clarity with 160 degree FOV...
  4. I stand corrected. Turns out I was using missions for "testing" that had unlimited ammo, despite having it off in the global settings. Dumb. So gun haptics do in fact work just fine with the F4U. Thanks!
  5. Yes. Shakes also work with cannon fire from all other modules except F4U.
  6. After playing with both SimShaker and SimHaptic for a while now, I have some observations. Overall I just prefer SimHaptic. The shakes are stronger, more complex, and customizing is easier and offers more options. It appears Andre from SimShaker is more involved in the community and seems to respond a lot faster than SimHaptic, but pound for pound, I find SimHaptic to be the better experience. That said, the F4U is sending some weird telemetry that is breaking some haptics regardless of which app is used. The stall shake works with SimShaker... it appears to be a function of AoA as it should. In SimHaptic, the stall shake appears to use something else entirely, and the "cockpit shakes" slider in the DCS special menu appears to be a scalar value for whatever is driving the shaking. When cockpit shakes is set to 0, SimHaptic never detects a stall. When it is set to 200, stall shaking is persistent under all conditions. In the default 100... well it kind of is sorta right? Not really, but its the closest value that results in shakes occasionally aligning with actual stalls. Neither SimHaptic nor SimShaker work with cannon fire in the F4U. I initially thought they were tame, but after isolating them it turns out they simply don't work at all. Bomb/fuel and rocket release work with both, no guns. Another observation, using both simultaneously works fine. I've been able to disable all haptics except stall on SimShaker, and run it alongside SimHaptic (with its goofy stall disabled, but other haptics enabled) without issue. I just find SimShaker haptics to be really weak as compared to SimHaptic. I could live with simply finding a way to make the guns shake (with either app) at this point.
  7. Yes, I did that on day one, SSAO makes the gaze area super noticeable. This appears to be the key. I had to lower DCS sharpening to 0 to get rid of it. Any other value makes the wavy interlaced lines visible, and it gets worse the higher the value. Quad views sharpening and PP sharpening both effect it too. I've settled on .6 for each and now I can only notice it if I'm trying real hard to see it. Thing is, I feel like distant details, mountains, ships, etc, are fuzzy in the Super as compared to the OG. Shouldn't sharpening help with this?
  8. Crystal Super UW. Quad views display flickering, horizontal, some times vertical lines in the gaze area. Its noticeably worse when using QV companion, but it is still present when using PP to drive quad views. Particularly noticeable when looking at dark scenes, such as the wing of the corsair. I noticed this when trying to use QV companion to make the rectangle less visible with the additional settings that are not available in PP. Mission accomplished there; tweaking the transition thickness does make the box less visible around the edges, but the wavy interlaced lines are definitely visible. When going back to PP quad views the box is more visible but the lines are.. a little less visible? Am I just crazy and these have been here the whole time? Never saw them with OG Crystal. In fact, i don't seem to recall noticing the gaze rectangle at all with the OG. Have tried changing all the usual suspects, FPS, resolution... nothing is getting rid of these lines. Latest PP. 4090. 12900k.
  9. I had an issue where meta had installed some virtual display or some dopey thing that needed to be removed in order for the output to be sent to the Pimax. Take a look in device manager and you may see a meta display that should be disabled or deleted. I struggled for hours with this until I used Pimax Play "Troubleshooting" under "General" Hit start and under "Video Card Driver" if it says anything other than "Nvidia"... that's the problem. At least it was for me.
  10. Yeah at first I thought they must have sent me a Super standard. Says ultrawide engine in play... Seems barely wider than my OG. Overall it is a significant upgrade from the OG, but I was really hoping for a lot more FOV. Would like to see if this Lab big FOV option can help any. And of course in typical Pimax style, I had to put tape on something on day one. (Covering one of the cameras fixes the god awful tracking).
  11. I just received my Super 50PPd Ultrawide. Honestly I can barely see any more FOV than my OG Crystal. I haven't measured it yet, and I guess its probably only 30 degrees more at best, but I was hoping it would be more noticeable. Clarity is much better, but I guess I was hoping for the old Pimax days of big FOV. I do not have this Large(Lab) FOV option in play. Maybe it was taken out of the latest version or maybe it isn't available for the Ultrawide engine? Otherwise still getting things tuned but overall I agree with everything oCMANo said. I had really gotten used to the smoothness of the OG at 120hz locked at 60. 4090 had no problem with that. I guess I need a 5090 and try to get it as stable as possible at 90 now? Half rate at 90 seems a little low regardless of rate stability. Edit: This thing DEFINITELY needs a lighthouse face plate. Unless I'm doing something wrong, the tracking is fine until it isn't. And then its terrible.
  12. I must be doing something wrong. Followed all the instructions, but SimShaker seems not-so-great as compared to SimHaptic. I'm using the beta with the Corsair profile. There is no variation in feedback from the motor with changes in throttle position or RPM. Overall all of the shakes seem pretty weak, even cranking them up to 100 and enabling boost on the sound module. Things like gear and flap movements are just a couple of quick blips rather than a constant vibration during travel. Gun shakes are too tame. Stall is way to tame. I think I need to either find a profile or start making my own with .wav files. Andre has a thread on the forums here I may hit him up there and see what I'm doing wrong.
  13. This is very helpful thanks. I never did really get dialed in when using SimHaptic, and I'm just getting started with SimShaker now. Do you have values in SimShaker you like for the Corsair you can share? As for setup directions, are you referring to SimShaker's directions? FFB stick and possible rudders are on my list too.
  14. What does your shaker hardware consist of? I'm using Ushake6. Downloaded SimShaker and got it running with the sound add on module as Spidey002 suggested. Haven't done much testing/tuning yet.
  15. I'm using SimHaptic and now stall seems to come on way to early and some times due to certain engine settings. I've got a thread started on their discord about it. I agree initially when the module came out there didn't seem to be any stall haptic coming through, but now it's going off all the time. I wonder if this is related to this:
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