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Voyager

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Everything posted by Voyager

  1. Where did you find the air source commands? What are they called? I can't seem to trace them down in keybinds. Yeah, the Master Arm and ACM cover I've got on the bottom toggle switches on the Warthog throttle. How did you get the autopilot stuff bound up? I was trying to use the throttle's Autopilot push button as a toggle, but the Autopilot toggle only set the autopilot to engaged? Had to use the disengage paddle to turn it off. (Sorry not at my PC so trying to describe the bindings by memory).
  2. So, getting back into DCS and cleaning up and binding my old CH MFD, and trying to figure out what side panel buttons are worth binding. I know pretty much everything on the Displays panel is worth it, plus the air source five for aerial refueling. That's 24 of 50 buttons. I think I can bond the key autopilot controls to the Warthog throttle. Not quite sure what other side panel buttons I'd need to use much in flight though. Do you end up doing much with the radio configs or tacan settings after getting airborne? I'm curious what people would recommend using the other 25 buttons for.
  3. On thing that seems to be common, but I haven't been able to prove out, is it sounds like people with symmetric CPUs don't seem to be having the issue. So, has does anyone who has this issue also have a symmetric CPU? (9900k, 5800X3D, 7950X non-X3D) Second question is, for the folks having this issue, what happens if you disable the E-cores in Alder Lake/Raptor Lake or the non X3D chiplette in the 7950X3D?
  4. Ok, so it's all around 184? Was only it 26% through the F.1 manual so hadn't got that far. Also about 50/500 through the F-15E. Apparently they don't have a plane guns dog fight, so will have to figure out the mission builder to make one. Already know how to handle the F-14B, so no issue there.
  5. Wanted to finally give the plane a try and trying to figure out what the minimum key binds would be needed for the A2A guns only dogfight mission? Beyond the main trigger, and flight axis, are there any master arm controls and possibly radar lock/rangefinder controls I need to have bound?
  6. Debating if I want to dive into the F-15E, thinking I want to try the basic air to air guns only dogfight for each of the planes I'm thinking about and seeing if one clicks more than the others. So, aside from the trigger, and main control axis, what other keys do I need bound to do an air-start go guns?
  7. Maybe a better question is, is this how the trim on the Tomcat worked? Are we getting the same degree of trim per press as the plane itself had, or is this an artifact of quantization in the sim? If that's how the trim itself worked on the F-14, we'll probably have to chalk it up to the quirks of a semi-analog plane. If that's not how the real trim worked, I see no reason not to modify it to better suit. It is a touchy plane to fly.
  8. Think of them more as the Oprah Winfrey of bombs: You get a bomb! And you get a bomb and you get a bomb! Bombs for everyone! (I really shouldn't be saying that in my Sheogorath voice...) Individually they aren't much, but you can carry enough to ruin *everyones* day and then some.
  9. To be fair, the "two weeks" joke dates back at least as far back as The Money Pit. Probably farther.
  10. @Wali763 I think we will know more when the Navi 32 and 33 chips hit market. From what I can tell they were waiting until they could figure out whether they could fix the issue in drivers, along with clearing out the RDNA2 stock. It is sort of sounding like they've ended up doing a partial fix in hardware, but it's not a complete fix yet either. I would not be surprised if we see Navi 32/33 perform somewhat than 31, and sometime next year for AMD to do a 6950 type refresh with GDDR7 MCUs and core compute units that perform where they were expecting the 7900's to originally be. But that's the thing: there will always be something better around the corner.
  11. DLAA is very nice. DLSS, it seemed ok until I started trying to seriously learn VFR and navigation. Then I noticed the issues in a big way. I think if DLSS and DLAA could be applied in a foveated manner, that would probably be the optimal solution.
  12. I'd expect it to be comparable to a 3080/3090 in VR. Tests from banks tech showed it was at about that level in general: The Hellhound RX 7900 XTX Takes on the RTX 4080 with 50 VR & PC Games – BabelTechReviews https://babeltechreviews.com/hellhound-rx-7900-xtx-vs-rtx-4080-50-games-vr/ Based on recent leaks from Moore's Law is Dead, it sounds like there's an issue in the render pipeline that AMD hasn't been able to fix in software yet. I think it was in his Blackwell vs RDNA4 strategy discussion, but am not able to check right now. Basically they kept getting some artifacts if they ran the pipeline at full clock so they had to add some pauses to make it work. So I would not expect it to get better at this point. You're probably looking at Ampere grade performance in VR, with oddities. However I would not expect it to perform worse than RDNA2, so your mileage may vary.
  13. There is a tool called fpsVR that shows you, among other things, your GPU and CPU frame times. It is excellent for debugging VR performance problems, and has both a live display and logging. The catch is, it is a SteamVR app, so you need to have Steam VR running to use it.
  14. Not sure if the Aero can do SteamVR and OpenXR at the same time, but if so it may be worth firing up fpsVR to find out.
  15. Have you checked if it is your GPU or CPU exploding the timeline? If it is mission complexity, that sounds like a CPU limit rather than GPU, and some really wild CPUs are coming out in the next year.
  16. That's why I had not being considering it before DFR in DCS and MSFS. I can run at acceptable frame rates with a 2800*2800 per eye, but there was likely no GPU for the forseeable future that could drive 39ppd without it. After doing some math, it looks like my desktop setup is about 40ppd, so I'm thinking holding out for a 70ppd system probably is not worth it. Going to do a bit more research on the Aero vs Crystal and probably go for one of them, and not wait to see if what the Pimax 12+ or if Varjo does an Aero successor. Right now I'm leaning towards the Aero, but will see how the user reviews on the Pimax turn out. Would also probably need to get the Steam VR face plate for it too. (No point in wasting a perfectly well set up Lighthouse set.) Thank you all. This has been very helpful.
  17. I've heard bits and pieces about the Crystal. Do we know when we should expect to see it go live? It does sound like it should have better resolution and field of view, but I've heard enough horror stories about PiMax quality control and software weirdness that I'm skeptical about their products. And having done both inside out and outside in tracking, I prefer the base station setup. I see the advantages of it, but I'm also concerned about the potential drawbacks: will it perform as advertised, and will it be reliable? Don't know yet.
  18. Seeing more flight sims getting support for eye tracked foveated rendering, and with DCS joining the mix, I'm wondering if it time to start looking at going to something like an Areo, or giving it another year or so to see if anyone puts out a headset with a significantly higher center peak pixel density? I've been running a Vive Pro 2, which has a 20ppd range, so being able to run at a 35ppd focus zone would be a step up. But I know human vision tops out at around 60-70ppd. On the other hand, I've got enough GPU to comfortably drive 2800*2800 for the forseeable future, and who knows what Blackwell or RDNA4 are actually going to turn out like, so it could easily be another several years before a GPU exists that could comfortably drive a 70ppd headset. Thoughts?
  19. Does anyone know how sensitive the X3D chips are to ram speed here? I recall the 5800X3D more or less did not care about ram speeds.
  20. I only got my 4090 and system set up only a few weeks ago and have not had time to do much in VR beyond configuring DCS. I haven't really seen anything like what they're describing though. I have had some issues with Steam setting the render resolution to ridiculous levels and flooding out the vram. I'll keep an eye on things and see if it shows up for me.
  21. 4090 with a 5800X3D and a Vive Pro 2 headset. Using fpsVR I'm seeing a good reduction in CPU frame times down to the 7ms point. At 2440x2440 I am still GPU bound to 11-12ms frametimes, but I expect when DLSS hits I may well be able to run at 90fps solid, without further hardware upgrades. So, it is not getting me to the next breakpoint, but it is significantly improving my margins. I'm *really* impressed by it.
  22. I'd agree. Regardless of the debate on how exactly the real F-15 implements its throttle, as far as I know of, no modern fighter has a throttle that allows intermittent accidental afterburner activation. Having options to gate AB ignition in sim so someone with a fuzzy potentiometer isn't having to run a 95% mil power just to avoid accidental AB ignition seems like a reasonable accomodation.
  23. I believe one of the lead designers talks about it in this lecture: However I recall from an interview with one of the test pilots, when they were testing the plane, I believe they found that in high G, high AoA maneuvers, the wings just ended up stalling and transfered the highest loads to the lifting body portion. So basically they weren't designed for high speed high G loads, but it ultimately did not matter because during high speed, high G loads they stopped providing lift. I think it was discussed in Aircrew Interview #26 Kurt Schroeder on testing the F-14: Also fun little note from the first lecture, apparently the Phoenix configuration was considered an "overload" config.
  24. Depending on how your base is mounted, you can check to see if Virpril has an adapter or if the base mount already supports both bases. I did switch from a Warthog base to a Virpril base, and I believe I used their VPC Universial Compact Base Plate to mount it to the same stand I was using for my Warthog, and still kept the grip part. I personally like the F16 style grip, even with the F-14. It is not hard to map the key buttons to the right locations on the stick and it still has a 4-way switch available for game commands like pausing and bringing up the in game map.
  25. TLDR; Anyone know a good, current breakdown of how PC VR systems communicate with the game software they could point me to? So, saw the thing about DCS now natively supporting OpenXR, and trying to wrap my head around what that really means. It sort of sounds like it's an API layer that a headset and game application can interface with, with or without the SteamVR application layer, unless the headset or your applications require SteamVR? And because this is an open standard there are open tools that can access functions and tune things more finely than the closed source versions like SteamVR, Oculus or the WMR system? For an analogy, I'm hearing "dropping in this new Engine Control Module makes the engine produce more power" and I'm looking for "You need the right fuel/air mixture or the bang happens at the wrong time" Thank you, Harry Voyager
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