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Buznee

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  1. I was trying to figure out what settings need to be configured to get the deck to look like what's shown in this video. Mine looks pretty bland.
  2. Good enough! Thanks for response. Campaign functionality in multiplayer would be a great functionality that I highly recommend ED to incorporate. Especially for multicrew coop modes of gameplay.
  3. I apologize if this has been asked already but will it be possible to fly the included campaigns with multicrew?
  4. Why don't we keep both systems. For those that want convenience, log in and no key is required as long as you phone home every x days. If you dont have a reliable internet connection or don't want to phone home then the offline mode requires a key with activation limits. Everyone is happy...
  5. Is there a way to shrink the size of the tool tips box for VR? It is way larger than it needs to be for the amount of text shown inside and it block quite a bit of the view of the rest of the instrument panel when you are hovering the mouse over items.
  6. Not sure what's going on but when I try to change the parameters in tooltip_cockpit.skin.lua, there is no change in the game. The opacity of the rectangle stays the same and font stays the same.... What could I be doing wrong?
  7. Just a note. At least on the civil side engine performance and therefore aircraft performance charts for turbine aircraft are based off of minimum guaranteed "specification" installed thrust/power by the engine manufacturer. A new engine will develop higher thrust/power for a given ITT engine limit. As the engine is utilized it degrades in performance due to many losses such as erosion of the blades, increase of blade tip to shroud clearances, degradation of material properties, bearing wear, and engine abuse. This causes a reduction in the the thrust/power for a given ITT. During the design and requirements definition phase, the aircraft manufacturer will ask the engine manufacturer to guarantee a minimum specification power for a certain set of conditions in the proposed flight envelope. Once the engine is installed on the aircraft, the achieved installed thrust/power and installed losses are quantified by the aircraft manufacturer in the testing phase and confirmed to have met the requirements (or not). This data, normalized to the minimum specification power, is utilized to develop the performance charts in the flight manual. Therefore what you see in the charts is most likely based off of minimum guaranteed power/thrust. You would hope that the actual aircraft performance with healthy engines should be better. On the sim side this would all depend on the modeling of the engines. For example on the huey there is an option that allows you to increase the engine health in percent which simulates and engine that provides greater power for a given ITT.
  8. +1 on the engine modeling fixes and multi-crew.
  9. Maybe we add a laser pointer :)
  10. Bummer, that and the ability to fly multicrew in campaigns would be a fantastic feature ED to add.
  11. Fantastic! I was curious. Are you guys planning on showing the movement of the flight control sticks? Also is it possible to show the other players mouse cursor? This could be very useful if your fellow crewman is asking about a switch, he could point to it and you would be able to see what he is pointing at. Very useful for communicating and training.
  12. Thanks so much for the reply. So it sounds like even with the 1080 GTX, greater than 90 fps is not achievable, so my next question is, does timewarp make it feel smooth and without stutters when in the 45 fps range?
  13. Could someone with a GTX 1080 running dcs world and oculus rift cv1 please provide some fps ranges and graphics settings being run? I am thinking about getting the 1080 but would like to know the performance that is achieved with VR and DCS World. Additionally what pixel density is being run? Thanks!
  14. Other than having the mouse controlled with head movement I think another option that would be fantastic is the mouse pointer coordinates should also be fixed to the cockpit surfaces rather than the pilot view which will make it much easier to keep the mouse on a particular button or switch while you move your head around. This will prevent neck strain from trying to hold your head still to keep the mouse pointer on a particular button. If the mouse pointer goes out of the pilot's field of view a simple arrow on the edge of the view can guide you back to where it is or it can snap back into your view. I think if this coordinate system is an option it can be very popular depending on the player.
  15. I also have my HTC vive and am excited with it's potential in DCS. Some things I noticed that I am sure are work in progress are: 1. Currently the VR version of the main menu in DCS does not have 6 degree tracking, only 3. Adding 6 degree will make VR feel much more natural and allow you to get closer to the menu. When you only do 3 degrees of motion (rotational only), you get sick quite easily. 2. Also when you open the ingame menu while you are simming, the menu does not stay in place, it follows your head movement which makes set up of things like controls very difficult, considering that most VR systems do not have a good focus outside of the center field of view. This is due to the limitation in the fresnel lense design. Therefore you are forced to use your eyes to scan for the items which are out of focus instead of your head. Recommend keeping the menu fixed and allow you to rotate your head to look at the various menu pieces. There should also be an option to set the size of the menus to reduce eye fatigue. 3. Additionally when using the mouse pointer to click on switches in game the 3d position of the pointer is often times closer to you than the cockpit switch you are trying to activate, making pointer alignment on the switch quite difficult and can cause eye fatigue. My recommendation is to allow the pointer to follow the surfaces of the cockpit panels so that the pointer is at the same distance as the object your eyes are focusing on. This may take some implementation but it will be worlds better. 4. The mouse pointer coordinates should also be fixed to the cockpit surfaces rather than the pilot view which will make it much easier to keep the mouse on a particular button or switch while you move your head around. If the mouse pointer goes out of the pilot's field of view a simple arrow on the edge of the view can guide you back to where it is. I think if this coordinate system is an option it can be very popular depending on the player. 5. It appears the DCS is working on implementing the tracked controllers into DCS. Right now the hands are backwards and quite large, not sure how eagle dynamics intends to incorporate this feature but we will have to keep our eyes open for updates. My guess is it can be useful for start ups and shutdowns although while flying I plan on using the mouse, hopefully with the above recommended changes. Curious what everyone else thinks of my thoughts for improvements here.
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