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PiedDroit

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Posts posted by PiedDroit

  1. 10 hours ago, Beirut said:

    ...

    Hopefully they will revamp some of the bindings in their 2.0 update (many controls can't be bound to controller at all, or lack a "X or else Y" binding option).
    For what it's worth, mouse cockpit mode is not only double click on the mouse center button, on keyboard it is LAlt+LShift+C by default, and can also be bound to a controller button.

  2. On 12/8/2022 at 9:30 PM, MiG21bisFishbedL said:

    It was a joke. There aren't any apparent plans for future MiG-21 variants at this time that are publicly known.

    Haha thanks, this one wooshed over my head.
    Good to know there's some updates planned, still one of if not my favorite module en the roster.

  3. On 10/4/2022 at 6:20 AM, Ala13_ManOWar said:

    🤣🤣🤣 Hope not!! SMT is ugly as hell…

    I'm picking up the MiG-21 after a long time not flying it and I was curious about this announced new version, but could not find any info, is SMT actually confirmed?

    I did a quick read on the variants, and what I could find is that the SMT was extremely unpopular due do the worsened handling caused by the additional fuel tank on the "spine", most were rebuilt with a smaller tank and redesignated MiG-21ST, visually identical to the bis.
    So, I hope we'd be getting the SMT, but the ST, which is the same as the SMT (as far as I understand) system-wise, but flies better and less ugly.

  4. yes you need steam, it uses steamvr. Stand alone works fine but it needs to launch steamvr

     

    Yep exactly.

    I'm DCS non-Steam user. What I did to make it run:

    - Configured the Windows Mixed Reality environment as instructed when plugging the headset.

    - From Steam, installed "Windows Mixed Reality for Steam" (had to search manually for it in the store)

    - When I play, I first start "Windows Mixed Reality for Steam" (which also starts the WMR envirnment), I wait for the headset to hook up and then I start DCS, works like a charm.

  5. Hi folks,

     

    I finally got the chance to get the Odyssey, I'm posting here to give detailed feedback about wearign it with glasses, as it was very difficult for me to get info on that.

     

    They fit much better than in the Oculus Rift, putting it on and removing it is a breeze too thanks to the "crown" design.

     

    The Odyssey's space is 140 mm at the widest point without compressing the foam.

    The width of my glasses' frame is 135 mm, height 35 mm. I think they are wider than average and yet they fit well.

    The lenses didn't touch each other either (they were with the Oculus Rift), but I guess this might depend on each person's morphology.

     

    Funny detail, in the manual they explicitely tell to not wear the HMD while wearing glasses, as doing so "may cause facial injuries". Covering all the bases I guess :D

     

    Hope this is useful.

    Cheers,

  6. If you can run DCS World with an Oculus Rift, at a pixel density setting of 1.7, you should be able to run the PIMAX 8k.

     

    Currently at 1.7 pixel density we have a resolution of 3672x2040, which makes 7,490,880 pixels.

     

    At a combined resolution of 5120x1440 the PIMAX 8k will run 7,372,800 pixels.

     

    On the higher FOV picture, there will be more objects to display, so at equal resolution, I assume the performance should be worse with the higher FOV.

  7. Also, make sure the LEDs on the camera are OFF by selecting "Track clip" on the TIR software (if you see four red dots on the camera itself, it means it's emitting IR light, you don't want that when using the track clip).

    It's still possible to have parasitic reflections though, from the sun, as the other said, the best way to diagnose the problem is to have the camera view selected and look for any masking / parasites (red).

  8. IPD does not change world size, it only affects to the "depth experience" (what is little wrong too as human brains calculate distance not by two eyes alone, but two eyes and their angle to focus point).

     

    If you cover your other eye (like tape it to shut if you will) and then place a VR on, you can adjust as much as you want the DPI and the world scale does not change.

    You can as well do the same thing in the reality, world scale doesn't change.

    Despite all the other ways of perceiving depth, I think binocular vision is the major contributor, not focal length.

    Chaning world scale with camera separation works, it has been done in other sims.

  9. I’ve wanted such a feature in DCS for a while now.

     

    Barrel distortion is used in DCS for VR though I think it is performed using the Oculus SDK. I’m not sure if that same method could be applied for monitors though. It would be a amazing for those of us with 21:9 curved ultrawide displays.

     

    It has to be provided by the graphics engine, I assume that doing such transformation after rendering is quite costly in terms of processing power.

    Or maybe it's not that costly, but it still has to be applied after rendering. Which means new software development.

     

    The day graphics API (DirectX) and 3D game engines will be able to render pictures directly with barrel transform applied then it will be possible to add this even for monitors quite easily.

     

    Good thing is that VR is pushing us right in that direction :thumbup:

  10. There is the third as well, that is really the world scale.

     

    1) IPD (HMD optics separation to wearer eyes)

    2) Virtual Cameras separation (it says it all)

    3) Virtual Cameras Focal Length (zooming, FOV)

    4) Virtual Cameras Nodal Point

    5) The virtual world scale.

     

    I was assuming 3) FOV is tied only to the headset and not to the user.

    If in the real world my vision is already distorted by glasses I thought it would not matter too much in the headset as I'm used to this distortion (I'm already seeing the world smaller than it actually is because of the glasses), but maybe it has more impact.

     

    I think 2) and 5) are the same thing, the ratio between them is the actual parameter.

     

    I'm more curious about 4), isn't that an optical thing? How would that affect the rendered picture?

  11. Gotta love it when a 'tester' tells someone that their problem does not exist because he does not see it and, for that reason alone, will not be reported.

     

    The physics of binocular vision, in a VR headset, has nothing to do with IPD but is directly tied to the spacing of the two virtual cameras used to generate a 3d perception. The fact that some devs choose to ignore this reality does not make it correct.

     

    But the link he posted shows an "IPD" setting in DCS, that would be the camera spacing! - or world scale, or viewport separation, or rendering IPD, whatever. The IPD term is used for too many things :D

    It's not available yet, it's for 2.5.

  12. Thx, Jabbers.

     

    Just generally: Wolrd Scale, its not what it might sound like. They dont scale the world, I think they are simply changing the IPD, but calling it something more 'tangible'. I cant imagine the consequence actually scaling the world would have. So much to take into account and fudge, and yea, just wouldnt be practical.

     

    And Im pretty confident that everything is modeled to scale in DCS, or very very very close.

    But Im also very confident that I perceive the DCS World smaller trough VR.

     

    Hi, that's exactly this.

    There is a confusion of terms I think, I see this kind of questioning coming back every now and then because there are actually two settings related to the distance between eyes, not just one.

     

    The IPD is more the optics side, having proper IPD on the headset means your eyes are well aligned with the lenses and the screen, which is better for comfort, but this will not drastically affect the sense of scale because the images on the screens will be not be modified by this.

     

    World scale, on the other hand, is on the rendering side, it is the distance between the two rendering viewports.

    If the distance between the two viewports is too large, the world will appear very tiny (think of looking at a toy plane), and vice-versa.

     

    The size of the world itself has nothing to do with it, it's the relation ship between the world "size" and the distance between the two rendering viewports that matters.

    This setting should be unique to each person, currently I understand it is fixed in DCS, that's why some people complain about the world scale and some other not.

  13. Personally I doesn't bother me either way, I wouldn't buy it, but because of the amount of vicious rants I have seen in in-game chat from experienced players at noobs due to their noobishness, makes me wonder why people don't support the training aspect.

    Sitting in a trainer aircraft does not magically train you, the instructor does.

     

    The problem in that case is unused and/or insufficient training missions, not the lack of training aircraft - DCS is virtual, so, many platforms can be trainers, from basic training to advanced training, there is no cost issue, safety issue nor dual-seater limitation.

    With the curent status of DCS (counting the Hornet), between more aircraft and more content, I favor the latter personally.

  14. There is no value whatsoever in the airplane voluntarily deviating from the captured localizer in order to satisfy some erroneous inbound course setting. I can't say for certain that every aircraft and avionics manufacturer feels the same way, so it's conceivable that maybe an A320 will wonder off...but the A-10 doesn't.

    I saw that happen (veering off due to incorrect course setting, then correcting back to compensate for the deviation it generated), I think it was on a A320 but not sure :)

    Not real airplane, a simulator, but using a real autopilot software (I think it was before capture, but it's been a while, I don't remember the test conditions).

  15. It looks like there are two different discussion going on here, hence the diverging opnions.

    - Is the course value needed for an accurate LOC capture? Yes - but maybe not on all A/C types, on my side I can only guarantee it is need for airliners.

    - Is the HSI course value used for that? Probably not, that's a different instrument - On airliners again, the only places you can tune that course is through the radio management panel (in manual mode) or through the FMS (in managed mode).

     

    So, I'm not saying Piston85 is wrong about saying HSI course selector should not affect ILS' autopilot, I'm just saying that you can't justify this by saying no ILS autopilot ever uses a course value, this is something that depends on the A/C.

  16. This is totally wrong from my experience. Name one system that uses course selection please. After 15 years ive never seen one.

     

    One beam only, talking about LOC ofcourse..

     

    I can name pretty much all airliners ILS systems.

     

    The course setting might be hidden from the user's view, because it is stored in the navigation system.

    On an airliner, the FMS has this information and feeds it to the flight guidance system, I believe this is the same thing with military aircraft, hence the use of "airport" navigation points.

    The FMS also feed the ILS frequency.

     

    When in manual mode (standby nav), the user bypasses the FMS's settings and sets the ILS frequency from the radio management panel using the selection knob.

    Once the user validates the frequency (goes from standby to active), he can then set the course value.

     

    You might be very experienced as a user, but there are a lot of things going on under the hood that you might not be aware of.

  17. I'm nitpicking, but what do you mean about it being a "single beam"? The localizer and glide path(-slope for the non-ICAO folks) are two separate systems operating at different frequencies at separate locations. While it may appear as "one beam" to the pilot who just sets the LOC frequency in his/her nav receiver (with the corresponding GP freq being auto tuned due to standardized frequency pairing), saying that a 110.1MHz signal from one end of the runway and a 334.4MHz signal from 400-ish meters from the opposite runway end is a single beam is a bit of a stretch of the term "single".

     

    (and just for the record, I have been working for the world's largest ILS manufacturer for 10 years, in test and R&D, so I don't need to look up how it works)

     

    Hi folks, I don't know about the military systems but I can give some insights on the civilian A/C ILS systems, from the avionics point of view.

     

    The ILS is actually two beams, one for LOC and one for G/S, the G/S frequency is deduced from the ILS frequency (as in drPhibes's post).

    The ILS receiver can only compute a deviation value (angular deviation), one for each beam.

    This means it can tell you if if the ILS antenna is on the beam or not.

    If you get a zero deviation, then you are on the beam, if you get non zero deviation, you are not on the beam. It's quite simple

     

    The problem is that the deviation you get doesn't tell you anything about the orientation of the aircraft with relationship to the beam.

    This is where the course setting is useful, it gives the flight guidance computer that missing information.

     

    The autopilot will try to follow the course that has been input by the user, and also tries to keep the aircraft with zero deviation.

    If the course is totally wrong (against current heading), the autopilot might even refuse to engage the approach mode.

    If the course is off, the aircraft, while riding the beam perfectly, will try to follow the course, then leave the beam, then correct again because of the deviation, etc.

    When closer to the runway the deviations are given more importance than the course, because the aircraft is already well aligned and the course setting is usually not very accuracte (1 degree accuracy at best), but at the beginning of the LOC beam capture, the course setting has a significant impact on the autopilot and FD behaviour.

     

    So, unless you are using two ILS receivers (this is not the case on airliners, they only use one at a time), the autopilot and FD need the course information.

  18. Ah, so you want TARGET device and the "natural" device working simultaneously. It is sort of possible in a very buggy way when the filter driver fails to correctly replace the standard driver. You would get natural device and TARGET device at the same time. But it is very buggy, the TARGET output was not doing anything despite the device being present. It's not practical.

     

    There is a way to do it, it's not buggy at all.

    https://forums.eagle.ru/showpost.php?p=3212573&postcount=8

     

    Hi all,

     

    Sorry I'm a bit late to the party.

    Yes, you can totally do that, using MODE_FILTERED.

     

    Here is a sample script that I'm using it for the P-51D (I just tweaked it so it doesn't depend on other includes), in which I set up:

    - a few special commands that call keyboard shortcuts (for snap views, teamspeak, trackIR)

    - a customized axis (MAP_RELATIVE) to use the ministick for target range

    - a virtual axis that is activated through the Coolie switch left and right (for target size)

    - a filtered slider (through an hysteresis) because my throttle slider is a bit jittery.

     

    I just launch the script, the "Combined" appears and the other two stay and work as usual.

    In game I map the zoom on the SLIDER1 axis of the "Combined", and the RY for target range, RX for size.

    Everything else I map it directly on the "Throttle" and "Joystick" devices, in DCS.

    Except I don't map anything on the Joystick's S1, H2L, H2R and Throttle's CSL, CSR, MSP and MSU because these will trigger some keypresses that I set up in the script, but this is just an example, if you use the A-10C just delete these lines from the script and map the keys to your liking (as in your originial question).

     

     

     

    include "target.tmh"
    
    // Standalone DX mappings
    
    int ThrottleMap1[]={
    
    SC,DX1,
    
    MSU,DX3, // Mike Switch
    MSD,DX5,
    MSL,DX6,
    MSR,DX4,
    MSP,DX2,
    
    SPDF,DX7, // Speed Brake
    SPDM,0,
    SPDB,DX8,
    
    BSF,DX9, // Boat Switch
    BSM,0,
    BSB,DX10,
    
    CHF,DX11, // China Hat
    CHB,DX12,
    
    PSF,DX13, // Pinky
    PSM,0,
    PSB,DX14,
    
    CSU,DXHATUP, // Coolie Switch
    CSD,DXHATDOWN,
    CSL,DXHATLEFT,
    CSR,DXHATRIGHT,
    
    LTB,DX15,
    
    EFLNORM,DX16,
    EFLOVER,0,
    
    EFRNORM,DX17,
    EFROVER,0,
    
    EOLIGN,DX31,
    EOLNORM,0,
    EOLMOTOR,DX18,
    
    EORIGN,DX32,
    EORNORM,0,
    EORMOTOR,DX19,
    
    APUON,DX20,
    APUOFF,0,
    
    LDGH,DX21,
    
    FLAPU,DX22,
    FLAPM,0,
    FLAPD,DX23,
    
    EACON,DX24,
    EACOFF,0,
    
    RDRNRM,DX25,
    RDRDIS,0,
    
    APPAT,DX27, // PATH
    APAH,0,     // ALT/HDG
    APALT,DX28, // ALT
    APENG,DX26,
    
    IDLELON,DX30,
    IDLERON,DX29
    };
    
    int JoystickMap1[]={ // Actually the same as JoystickMap
    
    TG1,DX1,
    
    S1,DX5, // Side
    S2,DX2, // Red
    S3,DX3, // Pinky
    S4,DX4, // Paddle
    
    TG2,DX6,
    
    H1U,DXHATUP, // Trims (upper right)
    H1D,DXHATDOWN,
    H1L,DXHATLEFT,
    H1R,DXHATRIGHT,
    
    H2U,DX7, // TMS (lower right)
    H2D,DX9,
    H2L,DX10,
    H2R,DX8,
    
    H3U,DX11, // DMS (lower left)
    H3D,DX13,
    H3L,DX14,
    H3R,DX12,
    
    H4U,DX15, // CMS (thumb)
    H4D,DX17,
    H4L,DX18,
    H4R,DX16,
    H4P,DX19
    };
    
    // empty maps
    
    int ThrottleMap0[]={
    
    SC,0,
    
    MSU,0,
    MSD,0,
    MSL,0,
    MSR,0,
    MSP,0,
    
    SPDF,0,
    SPDM,0,
    SPDB,0,
    
    BSF,0,
    BSM,0,
    BSB,0,
    
    CHF,0,
    CHB,0,
    
    PSF,0,
    PSM,0,
    PSB,0,
    
    CSU,0,
    CSD,0,
    CSL,0,
    CSR,0,
    
    LTB,0,
    
    EFLNORM,0,
    EFLOVER,0,
    
    EFRNORM,0,
    EFROVER,0,
    
    EOLIGN,0,
    EOLNORM,0,
    EOLMOTOR,0,
    
    EORIGN,0,
    EORNORM,0,
    EORMOTOR,0,
    
    APUON,0,
    APUOFF,0,
    
    LDGH,0,
    
    FLAPU,0,
    FLAPM,0,
    FLAPD,0,
    
    EACON,0,
    EACOFF,0,
    
    RDRNRM,0,
    RDRDIS,0,
    
    APPAT,0,
    APAH,0,
    APALT,0,
    APENG,0,
    
    IDLELON,0,
    IDLERON,0
    };
    
    int JoystickMap0[]={
    
    TG1,0,
    
    S1,0,
    S2,0,
    S3,0,
    S4,0,
    
    TG2,0,
    
    H1U,0,
    H1D,0,
    H1L,0,
    H1R,0,
    
    H2U,0,
    H2D,0,
    H2L,0,
    H2R,0,
    
    H3U,0,
    H3D,0,
    H3L,0,
    H3R,0,
    
    H4U,0,
    H4D,0,
    H4L,0,
    H4R,0,
    H4P,0
    };
    
    // Special keys
    define KPslash					USB[84]
    define KPstar					USB[85]
    define KPminus					USB[86]
    define KPplus					USB[87]
    
    define TeamSpeakPushToTalk		CAPS
    
    define TrackIrCenter			L_ALT+SCRLCK
    define TrackIrDisable			L_ALT+BRK
    
    ////////////////////////////////////////////////////////////
    
    define TPULSE 70
    define TDELAY 50
    define T (TPULSE+TDELAY)
    
    define SHORTTEMPO 300
    define LONGTEMPO 1500
    
    ////////////////////////////////////////////////////////////
    int hysteresis(alias dir, alias cur, int val, int delta){
    if (dir<0){
    	if      (val<cur      ){ cur=val;         }
    	else if (val>cur+delta){ cur=val; dir= 1; }
    }
    else if (dir>0){
    	if      (val>cur      ){ cur=val;         }
    	else if (val<cur-delta){ cur=val; dir=-1; }
    }
    else{
    	if (val>cur){ cur=val; dir= 1; }
    	else        { cur=val; dir=-1; }
    }
    return cur;
    }
    
    ////////////////////////////////////////////////////////////
    int s_THR_FC_dir=0;
    int s_THR_FC_cur=0;
    int hysteresis_THR_FC(int axis)
    {
    return TrimDXAxis(axis,
    	SET(
    		hysteresis(
    			&s_THR_FC_dir,
    			&s_THR_FC_cur,
    			Throttle[THR_FC],512
    		)/32
    	)
    );
    }
    
    ////////////////////////////////////////////////////////////
    int snapviewlist;
    int snapview(int s,int hold,int release)
    {
    snapviewlist = SEQ(KP0,KP1,KP2,KP3,KP4,KP5,KP6,KP7,KP8,KP9);
    
    if (hold)
    {
        ActKey(KEYON+CHAIN(
        	PULSE+R_CTL+KP0			,D(T),
        	PULSE+X(snapviewlist,s)	));
    }
    else
    {
    	if (release)
    	    ActKey(      L_WIN+X(snapviewlist,s));
    	else
    	    ActKey(KEYON+L_WIN+X(snapviewlist,s));
    }
    }
    
    ////////////////////////////////////////////////////////////
    
    int main()
    {
    /////////////////// Setup and initialisation ///////////////////
    Configure(&HCougar, MODE_EXCLUDED);
    Configure(&T16000, MODE_EXCLUDED);
    Configure(&LMFD, MODE_EXCLUDED);
    Configure(&RMFD, MODE_EXCLUDED);
    
    Configure(&Joystick, MODE_FILTERED);
    Configure(&Throttle, MODE_FILTERED);
    if(Init(&EventHandle)) return 1;
    
    SetKBRate(TPULSE, TDELAY); // Keyboard pulse and delay times in ms
    SetKBLayout(KB_ENG);
    
    /////////////////// Empty maps ///////////////////
    
    // Empty maps
    MapList(&Joystick,&JoystickMap0);
    MapList(&Throttle,&ThrottleMap0);
    
    /////////////////// Mappings ///////////////////
    
    //MapKey(&Throttle, CSU, REXEC(0, 75, "TrimDXAxis(DX_SLIDER_AXIS,  16);")); // DX_SLIDER_AXIS = slider2
    //MapKey(&Throttle, CSD, REXEC(0, 75, "TrimDXAxis(DX_SLIDER_AXIS, -16);"));
    
    MapKey (&Joystick, S1, EXEC("snapview(8,0,0);"));
    MapKeyR(&Joystick, S1, EXEC("snapview(8,0,1);"));
    
    //MapKey (&Joystick, H2D, EXEC("snapview(2,0,0);"));
    //MapKeyR(&Joystick, H2D, EXEC("snapview(2,0,1);"));
    MapKey (&Joystick, H2L, EXEC("snapview(1,0,0);"));
    MapKeyR(&Joystick, H2L, EXEC("snapview(1,0,1);"));
    MapKey (&Joystick, H2R, EXEC("snapview(3,0,0);"));
    MapKeyR(&Joystick, H2R, EXEC("snapview(3,0,1);"));
    
    /////////
    // TDC //
    /////////
    
    //MapAxis(&Throttle, SCX, DX_XROT_AXIS, AXIS_NORMAL, MAP_RELATIVE);
    //SetSCurve(&Throttle, SCX, 0, 40, 0, 0, -10);
    MapAxis(&Throttle, SCY, DX_YROT_AXIS, AXIS_NORMAL, MAP_RELATIVE);
    SetSCurve(&Throttle, SCY, 0, 40, 0, 0, -10);
    
    MapKey(&Throttle, CSL, REXEC(0, 50, "TrimDXAxis(DX_XROT_AXIS, -8);"));
    MapKey(&Throttle, CSR, REXEC(0, 50, "TrimDXAxis(DX_XROT_AXIS,  8);"));
    
    ////////////
    // Slider //
    ////////////
    
    KeyAxis(&Throttle,THR_FC,0,AXMAP1(512,
    	EXEC("hysteresis_THR_FC(DX_THROTTLE_AXIS);"),
    	EXEC("hysteresis_THR_FC(DX_THROTTLE_AXIS);"),
    	EXEC("hysteresis_THR_FC(DX_THROTTLE_AXIS);")
    ));
    
    /////////////
    // TrackIR //
    /////////////
    
    MapKey(&Throttle, MSP, TEMPO(TrackIrCenter,TrackIrDisable,SHORTTEMPO));
    
    /////////
    // Mic //
    /////////
    
    MapKey (&Throttle, MSU, TeamSpeakPushToTalk);
       
       return 0;
    
    }
    int EventHandle(int type, alias o, int x)
    {
       int rc = DefaultMapping(&o, x);
    
    if(&o == &Throttle & x == THR_FC) return rc;
    
    GameOutput(&o, x, o[x]);
    return rc;
    }
    

     

     

     

    P.S.:

     

    This snippet makes the thrustmaster combined silent by default (no DX generated by the combined on button actions):

    	MapList(&Joystick,&JoystickMap0);
    MapList(&Throttle,&ThrottleMap0);
    

    If you want the combined act as usual (by default, all joystick DX buttons available + a few of the throttle DX buttons), remove the lines entirely (this is default).

     

    If you want the combined to only act as the throttle (all throttle DX buttons available), replace with this:

    	MapList(&Joystick,&JoystickMap0);
    MapList(&Throttle,&ThrottleMap1);

     

    P.P.S.: Adding a simplified script that doesn't have all the gizmos, to serve as template:

     

     

    include "target.tmh"
    
    
    define TeamSpeakPushToTalk		CAPS
    
    define TrackIrCenter			L_ALT+SCRLCK
    define TrackIrDisable			L_ALT+BRK
    
    ////////////////////////////////////////////////////////////
    
    define TPULSE 70
    define TDELAY 50
    define T (TPULSE+TDELAY)
    
    define SHORTTEMPO 300
    define LONGTEMPO 1500
    
    ////////////////////////////////////////////////////////////
    
    int main()
    {
    /////////////////// Setup and initialisation ///////////////////
    Configure(&HCougar, MODE_EXCLUDED);
    Configure(&T16000, MODE_EXCLUDED);
    Configure(&LMFD, MODE_EXCLUDED);
    Configure(&RMFD, MODE_EXCLUDED);
    
    Configure(&Joystick, MODE_FILTERED);
    Configure(&Throttle, MODE_FILTERED);
    if(Init(&EventHandle)) return 1;
    
    SetKBRate(TPULSE, TDELAY); // Keyboard pulse and delay times in ms
    SetKBLayout(KB_ENG);
    
    /////////////////// Mappings ///////////////////
    
    /////////////
    // TrackIR //
    /////////////
    
    MapKey(&Throttle, MSP, TEMPO(TrackIrCenter,TrackIrDisable,SHORTTEMPO));
    
    /////////
    // Mic //
    /////////
    
    MapKey (&Throttle, MSU, TeamSpeakPushToTalk);
       
       return 0;
    
    }
    int EventHandle(int type, alias o, int x)
    {
       int rc = DefaultMapping(&o, x);
    //
    GameOutput(&o, x, o[x]);
    return rc;
    }
    

  19. correct me if i am wrong,

    but the "Same speed- not on scope" is because the a Pulse Doppler radar filters the contact out because it thinks its Groundclutter.

    No, I don't know what makes same speed contacts disappear from scope but this is not ground clutter filtering.

    Same speed makes you distinct from ground clutter.

    Only having the same relative speed as the ground will make you similar to ground clutter.

     

    Example, let's say your radar frequency is 100MHz, a ping to the ground will return a frequency higher than 100Mhz.

    The doppler formula will return a relative speed for this contact. Same return frequency makes relative speed 0, higher frequ makes relative speed >0 (closing in), lower frequ makes relative speed <0.

     

    The formula to calculate the ground speed (in one axis) of the contact is: [ownship ground speed] - [relative speed calculated with doppler formula].

    If the relative speed of the radar return is equal to your own ground speed, the result for the ground speed of the contact will be 0 (or lower than a certain threshold to account for inaccuracies), it means that you're pinging something that didn't move relative to the ground.

    That's why a defender will maneuver perpendicular to the attacker trajectory, to make a ground speed 0 so the radar rejects the return as ground clutter.

     

    If you ping something that has same speed as ownship, the frequency in return will be exactly 100Mhz, so the doppler formula will return 0 for the speed differential. So you can deduce that the ground speed of the contact is equal to your own ground speed, therefore it's a moving object relatively to the ground.

  20. There are good solutions for glasses wearers... instead of uncomfortably wearing your 'street glasses' you can have custom made prescription inserts that snap into your Rift and can easily be removed for non glasses wearers.

    I know there are solutions, and I also considered them for the Rift.

    I'm wearing rather expensive prescription lenses because I work all time on computer screens, and I don't want to use cheap lenses for flying nor pay the price for a second pair of lenses, just for VR.

    I can't wear contacts either, they suck my eyes dry.

     

    I'm just asking if the Odyssey's design includes sufficient room to accomodate for glasses, that's all. I consider that to be mandatory for any VR headset to be adopted by the masses, because I doubt that more than a small percentage of glasses wearers are willing to go through the hassles of making a custom pair just for that.

     

    Measurements would be even better, if someone can get some numbers that'd be great.

    Cheers,

    P

     

    I wear glasses. I tried VR with them on last night and was surprised by the difference. They fit well in the headset probably because they are rimless and extremely light weight (2.5 grams). They have a patented superwide progressive band and are also blue blocker.

    With them on I found that the sweet spot grew to cover about half the FOV and God days were considerably less. Maybe is the blue blocker feature or that the overall lens configuration is more like the OSVR lens that is supposed to be a superior lens. Does anyone else notice this when wearing glasses?

     

    Thanks for the info, may I ask what is the size of your glasses ?

    I'm due for a glasses change soon so I'll take the size into account when selecting the frame.

    Thanks 8)

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