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RuskyV

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Everything posted by RuskyV

  1. I agree it would be nice, however the version of the viper being modelled in DCS came later than the LANTIRN equipped F16s. Unfortunately I don’t think we will ever get to see this in DCS.
  2. I’m no expert but do you have any mods running for the F14? I have had a look at your logs and it seems that there are a few issues when the textures are loading, I have encountered the same problems when connecting to MP servers, I also cleared out my metashaders2 folder and the FXO folder in DCS save games. What happens to me is the extra time taken to load fresh shaders into the cache folder causes a server time out. The issue is solved by first loading up the editor and letting it build new terrain shaders. Once I’ve done this the extra time that it would normally take has be solved and the time out doesn’t occur. This might not be a terrain issue for you but it could be the same in the sense of shaders taking to long to load causing the same sort of time out. My suggestion would be to uninstall any mods, run a full repair in DCS, clean out both the metashader2 and FXO cache by deleting the folders contents. Next I would do a C:/ drive clean and delete the DX shader cache (right click on your drive and select tools). Once this has been done boot DCS and load into the editor for the terrain cache. I would also drop down an F14 and load into it while in SP. try connecting to the server again. hope this helps
  3. Not sure mate, I’d expect it’s still open for further testing.
  4. Amazing, Thank you! Never even crossed my mind to look for a key bind
  5. On the subject of automation, once contacting the tanker one thing that would be really nice is to have it automatically clear you in. The pre contact message could be triggered at a certain distance from the tanker to save fiddling with the comms menu. This would help a lot as the distance to clear contact is pretty close to be fumbling either with the mouse or keyboard. I think this would be a nice option to have.
  6. Thanks for explaining @_SteelFalcon_
  7. I wonder if the individual client systems sync from the the server and the latency or ping between clients is what is causing the discrepancy in time. Dose this happen for single player missions too?
  8. Stop trying to fly it like a hornet… Spend less time talking about comparisons, instead use the time to learn the F16 for what it is and not what it isn’t.
  9. Imagine you are lining up for a bomb run and you get jumped, that’s when you use it.
  10. I’m no expert but it could be more down to net code than anything else, maybe try a single player scenario and see if you can repeat the issue?
  11. Just out of interest are these AI you are locking up or players? Do you run through the HMD alignment when cold starting?
  12. This behaviour also seems to tie in with the ECM when used using the radar over jamming priority. I can’t confirm if this above behaviour is expected in this mode, however I know the radar should be turning off if the ECM is used in jamming priority. Not sure if the ECM pod was used in the example above but it’s behaviour definitely sounds similar..
  13. Yes, that’s why I said it might only part solve the PNVS issue regarding VR
  14. It could also be something to do with how sensitive VR head sets are to head movement, maybe the refresh rate set for the in game HMD doesn’t pick up on the micro movement of your real head. This can be easy demonstrated when using VR zoom. What could be needed is some sort of filter to remove some of that effect similar to what the OpenXR toolkit does for MSFS. By filtering the micro movement out might also part solve the PNVS being so jerky. I don’t think the PNVS render keeps up with such quick movement, this might also explain why it smoothes out when upping the simulation speed..
  15. Thanks for confirming NeMoGas, I thought it a bit strange.
  16. I Noticed while I was sat as the CPG with my friend flying, under the util page (the FMC option on the left) that the NOE button was on, as he was complaining about huge pitch changes when speeding up and slowing down. I checked this and flicked it off. When I asked him to confirm he was still having issues so I asked him to press the NOE option turning it off which solved the issue, however it then illuminated for me as CPG. looks like some sort of de-sync, unfortunately I didn’t get the track file as it was just to big. Just looking to confirm with others regarding this behaviour.
  17. I noticed that it’s still a bit iffy above 125knots, pushing the cyclic forwards starts a roll to the left and pulling rolls to the right. Above 130knots it starts to get really pronounced. right now getting anything above 130knots in a dive can be really problematic when trying to level out.
  18. Are the weapons powered on and aligned? When I load up I do this before take off. Not sure if this relates to your issue as I’ve not personally encountered it.
  19. Hitting the dogfight override mode works too, un freezing the elevation .
  20. @Dangerzone I was sure it would be something like this, however if I didn't pose the question I would never known the reason why it was implemented like this in the first place. Always curious! thanks for being patient, as well as explaining.
  21. Sorry I just don't have the knowledge to provide any meaningful explanation regarding what steps the sim should be taking to interpret inputs I give through my own hardware. My suggestion at the bottom of my last post is my proposal. For easy reference (edited for clarity).
  22. First of all thanks for the replies, however I don't want to quote everyone as it will get messy. Here is what I'm trying to convey: When pressing the Trim forward button (Central Position trimmer) why have the stick Freeze appon release before returning the stick to centre (or have it freeze at all)? As soon as you release the trim the simulation should assume that you are going to return the joystick to centre anyway as soon as you let go. The logic is where I'm getting hung up, not the flight model simulating the Trim per se. -The same question also stands for the FFB friendly option when trimming but don't let go of the stick immediately thus adding in addition deflection. My Setup and how I use trim: I'm using the RS R3 Lightning force sensing stick so letting go will return to centre really quickly so stick freezing is not often seen, however if I'm a little lazy getting off the pressure then it does (normal). How I use the trim is to hold pressure in the direction on the stick and the then "tap" trim up and releasing pressure instantly on the stick, I'm not holding the trim up and then releasing. (this could be wrong on my part). What I'm trying to drive home here is the decision behind the logical use of the trim function in DCS and not the simulated trim for each of the modules. When I mentioned penalties for using either option I was trying to explain (badly) the side effects that each of the trim options have. I can quite understand how confusion can seep in when learning to fly helicopters with the currant options available. My Suggestion: Would be to have a trim "option" that dose neither of the above, instead when hit the trim button you can release the stick pressure when ever you like or if you needed add in additional pressure and not have it freeze or then automatically add in more stick deflection. Hope this is a little clearer
  23. I understand both options, what I'm trying to say is why do the trim options have either of the two side effects after trimming? Wouldn't a better method be to blend both options? or even better have the FFB friendly option minus the stick input back towards centre as this is where your joystick is going to go anyway.
  24. This is what I’m really talking about, why not have a trim allow the joystick be in the position you left it until you move it back to centre without any of the penalties. A lot of the issues people have had with the trim have all been around the behaviour of either options.
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