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98abaile

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Everything posted by 98abaile

  1. I've got parts on order from aliexpress; I'm going to 3D print the base.
  2. I'll just chime in and say I have no problems bore sighting from the pilot's seat in VR, the problems occur when trying to do it from the CPG seat. I have to move my head a good 6 inches to the right of centre and turn to the left to look at the BRU to get everything to line up. When I do that, the IHADS video image is offset to the side while looking forward. It's almost like the BRU symbology isn't axially aligned with the aircraft.
  3. Is the steam VR portal starting up or the WMR one? The steam headset status window SHOULDN'T appear either.
  4. I haven't had any motion sickness in VR. occasional eye strain and vertigo, but never felt sick. For me OpenComposite has made things buttery smooth and opened up some overhead for increasing settings. Hasn't improved my frame rate, but it is now rock solid.
  5. I had an issue once where it would always still open Steam VR, but inexplicably it stopped and now it opens OXR every time. Haven't changed anything in the updater.
  6. I've fixed it and it was an error on my end. I hadn't realised that a virtual controller (vjoy) had axis bound. You could probably recreate the error by binding the cyclic to a thumbstick in addition to your joystick. Clearing the additional axis binds now produces the expected behaviour.
  7. I'm not using any game flight or avionics. Screenshot attached. I'm using a Virpil Mongoose CM1 base with a CM2 grip.
  8. I've selected central position trimmer mode in the special options for cyclic and springless for the anti-torque, but whenever I try to trim in flight, the cyclic never holds and always follows my physical stick position. In the controls indicator it shows that a new centre has been set, but the stick seems to completely ignore it and still follows my physical stick. I've tried all 3 trimmer modes for the cyclic with the same result every time. I did try the rudder with instant trim and that worked as expected for the rudder only, but still no joy with the stick. Track file is of me trying trim hold with cyclic set to central position mode and pedals set to springless. force trim not working.trk
  9. I wish ED would let us have a .diff file in saved games that would let us add these extra binds. Is it possible @NineLine?
  10. I don't have any of the FCR or searchlight functions bound and I only use one modifier on the collective (using VPC mongoose 2 and blackshark collective with throttle (axis unmapped, the button lock used for tail wheel unlock)). It actually leaves me with the POV hat on the stick unbound. I use an xbox360 controller for the TEDAC.
  11. This is probably the best one yet because of the way you have the modifiers setup (very logical). The only difference I'll make is putting White/Black Hot on Y (since I have VR).
  12. Have you run the cleaning function of the DCS updater? Use Skatezilla's updater program to make it easier. One of the things that seems to have become apparent is that OpenXR will limit your frame rate to a number with a compatible factor to your headset depending on the frame timing. If it can reliably reach 45FPS, it'll peg at 45 FPS. If however there's enough overhead that it could reach steady 89FPS (90 is the next step), it'll still peg at 45FPS. So if you're getting a steady 45FPS but can't reach 90, consider increasing some of your settings to get a better graphical experience.
  13. Clear your environment data. That seems to fix it for me.
  14. Lots of backlash in the gears and gimbal, noticeable cogging and only 8bit axis.
  15. I've been going back through the thread, planning things when I noticed this comment. In the past I've been looking for this ratio as well but could never find a decent answer. For the record, the reduction ratio of the MSFFB is 19.05:1 (basically 19:1). I was looking at my MSFFB trying to figure out if there was anything I could do to it to swap the gears for belts and make it more compact and mountable to a VPC desk mount. Part of this was taking the gear train apart and actually counting the teeth. Gear 1 is 30 teeth, gear 2 is 100 teeth on the large gear and 21 teeth on the small gear. Gear 3 (the partial gear) is 20 teeth in a 60 degree arc (120 teeth for a full 70mm gear).
  16. Keyboard keys will only ever be recognised as a keyboard key, they can't be recognised as buttons; that's just the way they work unfortunately. Macro buttons work slightly differently, but they can't be mapped as buttons since they only activate a macro.
  17. Just noticed the project has been removed from propeller's github.
  18. Is vulkan likely to likely to ease that impace?
  19. Thanks, I might go looking for them. As for having to rework them, that's not a problem as I wanted to see how feasible it would e to mount one of the apache collective grips to the side accessory mount of my virpil collective as a separate button box. Having the double grip on the end of the collective would make it too long.
  20. Yes, this is how they work. I had problems a while back (I'd accidentally deleted everything and had to start from scratch) and figured this out while trying to restore my settings. Specifically, bindings are stored as differences (from the default bindings) PER CONTROLLER PER AIRCRAFT. The "general" save profile button only saves the profile for the highlighted controller. As a rule, you should always try to save a profile. Clicking OK may store the bindings you've just set, but it doesn't guarantee that they'll stay saved or be recoverable. Another good rule is if you have any controllers connected that you don't use (in general or for a given module), go through each module you own where they're not used, zero them out and save the blank profile.
  21. I'd thought of it, yes, but since I'd be 3D printing anyway, it just makes sense to go with a more fleshed out yoke design or even start building an FFB yoke (what I'm doing).
  22. Probably the same way it works in X-plane, P3D, FSX, etc... Without being able to read the article, why would we expect to get a fully realised world and not just a basic mesh with auto gen scenery, which you can then fill in with paid for maps? Again without reading the article, I would assume the general gist of it is that rather than disconnected maps, we're getting one contiguous globe that can then be supplemented with paid DLC much like other flight sims. That's a much more reasonable explanation.
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