-
Posts
381 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by moggel
-
Varjo Aero: Общее руководство для новых владельцев
moggel replied to Supmua's topic in Virtual Reality
Thanks for sharing. I got my Aero today and out of the box it's useless in DCS (horrible stutters and I get double cross-hairs cursors so I can't click anything in the v-cockpit). i then found this post and realized the combo DCS/Aero/OpenVR is a known no-no. I did use OpenComposite with my G2 before so I tested the same but that made DCS crash (see attached screenie). I then tried your version but got the same result. One thing though: In you guide you mention OpenVR cannot be the default in Varjo Base. In "System" there are two switched, for OpenVR and OpenXR and both are selected. But how do I make OpenXR the default? -
I will try that. Thanks!
-
I haven't changed freq in the aircraft at all, I just leave it as per the ME freq layout
-
In my testing the AI CP/G ("George") works fine and deploys Hellfires as expected up until we're out and I RTB for rearm. After rearming George states he is engaging but he never fires and, also, I don't see the Hellfire cue (the square) at all. Does something gets disabled on rearm that needs to be re-enabled or something?
-
Pretty noob with the Apache but been trying to fly with an AI wingman and so far it is deaf to my orders. I use the non-simplified comms option, press radio 1 (tried no. 2 also) and order my wingman to go formation or attack my target but I get no reply and no reaction whatsoever. This works fine in other modules (I usually fly the Viper) so is there anything "special" I need to consider with the Apache?
-
Simshaker software not working with Apache
moggel replied to moggel's topic in PC Hardware and Related Software
Thanks! -
Simshaker software not working with Apache
moggel posted a topic in PC Hardware and Related Software
I usually drive the Viper and use a Jetpad when doing so. But as I started getting into the Apache I would like to enjoy the same haptic sensations for shooting guns, taking hits and whatnot. But Simshaker crashes when I launch an Apache mission. Has anyone managed to get it to work with the Apache? -
Does that mean that I will get voice alerts for stuff like radar and laser emission over the RLWR audio channel whereas I'll get missile threat voice alerts over the ADF channel? If so, I won't get the latter if the CMWS switch is set to NAV or the ADF volume it turned down or muted?
-
Ok, great! Seems I have almost understood the text in the manual but it's a bit unclear how the ADF audio channel is involved in the CMWS voice threat output system. I'll check the RLWR audio volume knob. That'll probably do the trick! Thanks!
-
I will double check that the RLWR volume isn 't turned all the way down but I was under the impression voice alerts where provided as a later addition using the ADF channel, which is why you need to switch between NAV (to hear the morse code from radio beacons) and CMWS, the latter providing the voice alerts. I assumed that the RLWR audio provided the classic "bleeps" and "boops" from the RWR whereas ADF is what provides voice? Is that what I have misunderstood?
-
How do I activate RLWR voice alerts? It's always active from a hot start but after cold starting the aircraft it stays silent so I'm missing some step somewhere. I have ensured RLWR is active , that the CMWS control panel switch is set to CMWS (not NAV), and that the ADF volume is turned up but it doesn't seem to have any effect. I must've misunderstood how that works.
-
Thanks. I ended up simply removing the keybind ("0") in the VAICOM profile.
-
Units gets activated even when set to "LATE ACTIVATION"
moggel replied to moggel's topic in Mission Editor
Turns out it was just a silly mistake on my part. For some reason I had duplicated the actions to a completely irrelevant trigger that wasn’t randomized. The units doesn’t activate on miz start anymore but I have been wondering why all the units seemed to activate every time I tested the mission and you just explained why. This makes it impossible to actually activate units randomly, at least without having to resort to lua, right? -
Admittedly, I haven't been doing a lot of ME for some time and stuff might have changed but I must've missed something very basic here. I'm just creating a pretty vanilla miz, for personal training purposes, where I want various units to randomly (~30%) activate when I fly into a nearby zone. The puropse of the mission is to practice finding and attacking units within a certain assigned area so I don't want all of them spawned in, and I also don't want them to activate immediately at mission start. This is what I did: 1. Added trigger zone (let's call it "Zone-1") 2. Added five different units at five different locations, set them all to "LATE ACTIVATION" and added their waypoints, options etc. 3. Created trigger for "UNIT INSIDE ZONE" for "Zone-1" and specified the unit I intend to fly (set to "client"). The trigger simply sets "FLAG 2" to "1" 4. Created five more triggers, all with the exact same conditions (see list below), and made each trigger GROUP ACTIVATE each of the five aggressor units. Here's the conditions I used for these triggers: - FLAG 2 IS TRUE - RANDOM (30%) I assumed this would spawn one or two of the units (sometimes more, occasionally none) as I fly into "Zone-1". But what happens when I start the miz is that all of the units spawn and start moving. What am I missing?
-
For any mission designer, especially for MP, it is currently painful to create a somewhat coherent radio channel layout for all units participating. Adding the ability to create a radio channel layout and make it a default template, to be quickly applied to all applicable units as they are added to the map, would be a great improvement. This could work much like with armament load out templates, minus the visual aspect. Here's an example for how this could work: 1. Designer ("D." henceforth) adds an F-18C to the map and make it a client 2. D. creates the radio channel layout by modifying the channels for primary and secondary radios 3. D. clicks "Save as Template" in radio layout page 4. A new UI is presented that allows D. to name the radio template and to specify that this template is to be the default template 5. As D. adds more client airplanes to the map their individual radio layout gets automatically adjusted to match the default template Thanks
-
- 1
-
-
I got the chatter extension years ago but I haven't really used it in a very long time and it's annoying I can't press '0' without activating it. Is there a way to unregister it? Also, as I can't seem to use the kneeboard for setting up the bomb laser codes, like with the normal kneeboard, I'm considering removing that as well.
-
I've seen several videos (tutorials) where the shadows translate onto the (virtual) canopy glass, which is a nice visual effect. This works fine in "flat screen mode" but I realized I have never seen this effect while in VR. Does it get turned off by DCS or is there a setting I'm not aware of? Shadows is set to HIGH.
-
Is anyone familiar with Komodo's MK2 base unit? I can't find any info on how it can be chair mounted.
-
No, Virpil might also be a problem. I wouldn't mind buying from independent vendors as long as I'm sure it is indeed a vendor completely independent from the regime. I just don't trust China on that regard whereas Russia isn't quite the same "tight ship" (Belarus might be though). Just my opinion of course and I'm open to more facts proving I might be over cautious.
-
I’ve pre-ordered the Apache and am looking forward to get into helicopters later this year but I’d love to enhance the experience with a good collective hardware. Can anyone make any recommendations? Winwing’s collective seems great but I try avoid buying products from authoritarian dictatorships so I’d love to hear if there are some good alternatives?
-
"Are you sure you want to shut down the device?"
moggel replied to moggel's topic in Virtual Reality
I believe it is, yes. I’ll turn it off and see if that helps. Thanks. -
Of late I have started seeing a problem where, suddenly, I get a WMR dialog hovering in mid cockpit asking ""Are you sure you want to shut down the device?". Then the Reverb shuts down, dragging the sim and everything with it. Anyone seeing this? I have not seen this problem in MSF 2020 by the way. Can it be related to Steam VR?
-
I'm pretty happy with the G2 so far but there is one thing I can't seem to resolve: The aliasing effect for horizontal lines and edges. As an example; if you spawn into a Hornet on the carrier deck and look at the wires, they will be pretty heavily aliased. If I tilt my head, however, they look great! So, is this some sort of optical effect, caused by the hardware or is there something I can do about it?
-
I reinstalled on a new PC recently and been doing mostly WWII campaigns but now I wanted to get back to the Hornet so started building some missions. Problem is I can't find the S-3 tanker anywhere, neither as AI nor static. Was it removed or did I miss installing something? I do have the Supercarrier module but I assume that's not required to have the S-3 model in the sim, right?
-
I got the JetPad a few days ago and I love it. The effects gives simming another dimension but what I was really looking for is the feedback from pulling G:s. What happens is when I pull 2.5Gs (I set the deadzone that way) the JetPad starts vibrating, a bit more than I would like tbh, but as I pull more G:s the intensity of the vibes stays the same, so I have no idea how much more than 2.5Gs I'm pulling. It's eithe off or on. I have noticed as I jink the plane the G-vibes can shift from one side of my butt the other. Also, I have never felt any vibes from the back, just the seat. I figured maybe I need to edit some of those .uwv files or something but how would I know which ones does what, and where are they? I have seen others claim they love the progressive G-feedback so I assume I can configure it somehow? Any advice would be appreciated! (u there @=Andre=? )