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RuskyV

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Everything posted by RuskyV

  1. Why not have a trim system that just allows you to centre the stick separate to either of the current options, the bit I don’t get is why freeze the controls on one setting and on the other add in the extra deflection. Is there really any need for the added complexity of either systems? Why not trim and have neither side effects. im sure there is a deep rooted answer beyond my understanding otherwise it would already be an option no?
  2. Thanks for the reply’s, at least it’s a know phenomenon with the flight model. I can work around it easy enough for the time being.
  3. I have noticed with the SCAS system as you pass through 100knots bunting the cyclic forwards starts to induce a role to the left as the nose dips, this becomes very twitchy beyond 120knots, with anything over 130knots you start to loose the roll authority to counter this phenomenon, This might well be correct behaviour of course. If the trimmer switch is held to desaturate the SCAS while at these speeds it will start to roll, cycling from left to right. Anything at or below 100knots is fine.
  4. I actually have to clasp my VR headset in my left hand to steady it because all the micro movements of my head are picked up while aligning, I mentioned in another post that it would be nice to have some sort of subtle damping that would null this out while not inducing nausea for normal movement. The open XR injector for MSFS has a function to reduce this. Using my method I tend to get it a bit more accurate as stuff is not jumping around as much and I can align all circles and the centre cross hair a little better, still not perfect though.
  5. It’s the same for me in the rift s with ASW set to auto.
  6. I’ll give that a go thanks for your help
  7. I was wondering if anyone has noticed after a while the SCAS (the green cross in the controls window) can end up out of whack after flying around for a while? I've noticed when manoeuvring reasonably hard that the green cross ends up fairly close to the edge of the SCAS box which I assume is close to the maximum amount of authority the SCAS has. I have found that the apache ends up having an excessive amount of crab in forward flight due to this, however I must mention that this tends to happen once the fuel is roughly under 1000lbs with no ordinance remaining (have jettisoned the stores). I understand to a degree there will be a small amount of crabbing when aerodynamically trimmed but as mentioned this is noticeably worse once the aircraft is lighter. I'm sure there are reasons for the above beyond my understanding however the bit that has me confused is after resetting the trim once landed (using the new trim reset keybind) the green SCAS cross remained offset in the SCAS box as with the rudder trim, this does recover slowly but does not completely re-centre, still showing a good amount of "offset". To reset this completely I had to go into the FLT utility page under the FMC controls, turn off the TRIM option and re-enable it to completely re-centre it. While this fixes the issue its a little strange that the function actually turns off the magnetic brakes on the cyclic and the pedals and as far as I'm aware is not linked to the SCAS. The actual FMC disconnect options in the utility page did nothing to actually reset it. Once reset I take off with the same weight as landing (not taking on fuel or rearming) and it flew with the normal acceptable amount of aero trim. Unfortunately I don't have a track file as it was in multiplayer so I can only document with words, not super helpful but I wanted to see if anyone else might be seeing this having now mentioned it and perhaps add below if seeing the same or similar thing.
  8. There are bindings in the settings now that allow you to adjust the sights up and down as well as forward and back.
  9. I think its because VR headsets pick up all the micro movements your head makes, normally your eyes compensate for this to a degree but its really noticeable with the PNVS. I wish there was a way you could reduce the sensitivity of headsets. Not so much to induce any lag but to average out all the micro movements picked up by your head. I have a really strong pulse in my neck and I can visibly see this movement when I'm trying to boresight the HMD as well as using the PNVS, I'm sure this could be filtered out
  10. I’m no expert on this but I never pull so much collective that I need to trim so far forward with the cyclic to encounter this problem. In level flight with about 50% fuel and with rockets and missiles I never try to pull much over 60% torque, this gives me minimal rudder trim and also gives me a good margin if I need to lean on the left pedal for any reason.
  11. I think what would be helpful is to have the options menu controlling any HMD to be accessible through the escape menu, that could be less fiddly too
  12. RuskyV

    AH-64D VR

    Here is a tip for you if you are using the Rift S and use the Oculus Tray tool. Set a profile for the oculus software (C:\Program Files\Oculus\Support\oculus-client\OculusClient.exe) and set the Super sampling to your liking. (I use 1.5). The real magic is there seems to be little to no penalty in performance in DCS. Run DCS at what ever PD setting you use (i use 1.4) and enjoy better clarity. If you are already running a profile for DCS then the above wont work as you are essentially asking the headset to run two profiles at the same. Works really well for me, have fun with your Apache!
  13. RuskyV

    AH-64D VR

    Use the top two toggle switches on the warthog throttle base as modifiers, when you flip one of them up add a new key bind once done flip it back down and you can revert to normal binds. I set mine up as electronics and the other as mechanics, so I flip the left switch up and bind all the batteries and lighting and what ever else. Flip the right one up it’s engines, fuel etc. l also use a 3rd modifier and that is the red button on the front of the left throttle, this allows be to double up on the number of hat switched, things like that.
  14. I have noticed with many of the DCS modules that use a helmet mounted display often require you to move your VR headset in order to properly align the display with the centre of you eye. It would be really nice if you could have something either in the special options of the modules, or even better to have key binds possible to move the whole display within the VR headset. I often find I have to move the VR headset into an area where I can align then HMD correctly however this sometimes causes some discomfort with certain modules. My Question is have you or will you consider such an option that would allow this sort of adjustment? Cheers,
  15. My understanding is the TGP needs to have a steer point or mark point to look at if not in SP mode, when you find a target in GM and hit the TGT button you are asking the TGP to look at the same coordinate. When you move the cursor in GM you are not altering the SPI rather just shifting to a new coordinate. Any time you move the TGP when SOI you will build an offset from that coordinate (or the one you last looked at). When designating a new point or coordinate you will need to remove that offset by hitting CZ (cursor zero) otherwise you will carry that offset to the new designated point. i could be wrong here but from my understanding, you cannot separate the SPI from either a steer point or waypoint like in the A10c. When you move the TGP from a location you are telling it to look so far in direction from that given point, there is no SPI under the cursor of the TGP if this makes sense? This is why you need to make good use of the CZ function. I'm not sure if this should work (someone else might need to jump in here) but the TGP needs to be either looking at a steer point or mark point, the GM radar and the TGP don't appear to be directly tied to each other so manipulating one sensor will not automatically move the other to look in that direction. Again ill take a stab at this and say you would need look at what you wanted to target then drop a mark point down and TMS up twice to stabilise and mark that location in order to put a sensor on it, as you are not moving the SPI under cursor, be it the TGP or the HMCS. hope this helps a little, I'm sure someone will put us both right
  16. It works. Page 170 of the viper manual, easier for you to read for yourself. Just make sure you are using the correct bindings
  17. You can filter out data linked information in the FCR by using the UHF/in and UHF/out key commands. One will cycle through various filter options and the other will turn off and on all DL contacts. You should be able to correlate any info seen in the FCR with the HSD by cross referencing what is under the ghost cursor’s.
  18. You could bring the terrain distance in by setting from high to Medium or even a low setting. As you are closer to the ground you probably wont need the 40+miles higher terrain details like you would in a jet. you could probably gain a fair few FPS from this setting alone. This will be the first thing i mess with when i get it if i hit performance issues.
  19. The resolution settings that have "every frame" after it seem to have a bigger hit on performance to me, however I fly in VR so everything is more sensitive with settings.
  20. Here's a basic test you can do, Open the task manager and have it always show on top. Go the DCS encyclopaedia and start flicking through all the assets and watch what happens to the memory... This has my head scratching big time.
  21. I think it has a lot to do with the higher resolutions too, especially those that run 4k monitors, I just wish there was more scope in the graphics options to tune textures.
  22. @Boosterdog So , to be clear, If I were trying to measure it in Riva, I wouldnt see any difference in the amount of VRAM or RAM being used. Yes, this is why it is quite difficult to measure the impact with benchmark tools measuring performance. I ask this because Im not. I don't tend to use bench marks either as this can distract from what you feel or perceive to be a smooth experience, Its too easy to end up chasing numbers. Not saying its not important but can lead to a bit of a rabbit hole. -its all down to feel at the end of the day which is largely subjective from person to person. really quite depressing. A vitually Empty SP mission in Syra takes all the RAM I have. This is something that comes up in other threads discussing the use of 32bit textures for the cockpits and other areas of DCS, one of the areas where benchmarking does really highlight issues with performance which is why I use a symbolic link as a way of clawing back a little performance and frame consistency to offset this. Most of this is beyond my understanding in general but suffice to say that members here have experimented and have found most cockpit textures can be reduced down to as small as 8bit textures in some cases with little to no difference in loss of quality. The hot question is why use 32bit textures at all... So as well as a £1500 GPU I also need another £240 of RAM to have anywhere approching headroom. I Feel your pain, No easy answer here only if you are looking to buy more memory id recommend at least 32GB as a minimum, personally always buying in pairs or quads. I can see why flight simming is niche. With a higher than normal demand on Hardware for the best experience I totally agree with you. Regards,
  23. So the idea of creating a symbolic link between folders is generally used to keep a program thinking all folders are where they should be. You can then move any of those files within that program to other locations where the symbolic link, links to. You can link across other drives or the same drive if desired, depending on what you want to do. It’s a windows tool at the end of the day… With regards to DCS, the reason for using this “tool” is to stop windows looking at files in DCS that it thinks are being used multiple times and committing those files to VRAM, most often it’s texture files that are being constantly used or accessed. Obviously DCS is using these files anyway to texture the 3d world and is using VRAM for those textures. What you get is a file being shoved into VRAM once by the OS and a second time decoded by DCS to be used. As these files are incredibly large in some instances you are effectively doubling down on your memory. What the symbolic link does is stop the OS from “seeing” these commonly accessed files, allowing DCS to use VRAM as normal and if those files need to be accessed they are done so from the SSD and not from memory space (as a simplified explanation).. Have a think about what the CPU is having to do by juggling files around in maxed out memory space occupied by DCS. Now you get an idea of how this is working, It’s not about saving VRAM (per se) because DCS uses all available memory anyway, it’s about easing unnecessary file manipulation. Hope this helps.
  24. It’s nice that it’s working for others, I’m really happy with how much smoother things are I only wish I discovered it sooner.
  25. Need to keep this thread up there so giving it the bump
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