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Buznee

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Everything posted by Buznee

  1. fixing judder? I got my DK2 and it is quite fascinating. I was able to get to work with DCS. Have any of you guys been able to get rid of the judder issue? This is huge problem because it causes me to get sick and is quite a deal breaker. I've tried the following with no luck.. lowering the graphics (turning off AA, reducing visibility range and textures) running VSYNC, on and off setting my monitor to 75 Hz custom resolution to match the oculus setting oculus as the primary display stopping the ovrservice disconnecting my monitor and running purely from the Oculus Does the jutter go away only if the sim is running at at least 75 fps with the correct settings? I've been able to get rid of the judder in other demos including the ocean rift demo by running the oculus in extended mode and running the direct to rift executable. I was also able to get rid of the judder in live for speed by turning on vsync. I'm sure for live for speed and the ocean rift demo, I'm getting over 75 fps. I have heard something about using frame rate limiters but have not tried it yet.
  2. you've made the correct choice. The huey is the simplest with systems and the trickiest to fly. It is a conventional heli without augmented stability. You can focus on flying. Once you can fly the huey well, the transition to the others will be easier in terma of pilotage.
  3. fantastic job! any chance these can be incorporated into a future dcs patch? It would be great to have these officially replace the videos.
  4. agreed., especially when the nose wheel comes off the ground. I wonder if the main wings are tip stalling causing the roll attitude to jitter back and forth onto each gear.. I guess we shall see
  5. alright. all good points. i guess we shall see how it behaves when it is released.
  6. I understand it's in beta. I was trying to be proactive to possibly help point out a characteristic that may be overly exaggerated. Those are all good questions, my observation is so far consistent based on the multiple takeoff videos ive seen of a variety of mig-21 models both inboard and outboard video and the multiple dcs mig-21 beta videos of takeoffs. Don't be a troll. It was only an observation.
  7. See the second video I posted at minute 30:20. There is an onboard video from behind the nose gear from a real mig-21 takeoff. Way smoother than is currently simulated. Sounds like others are in agreement that it needs to be toned down. Just saying..
  8. That's great news! The Mig-21Bis looks fantastic and I'm very excited about it. I hope this is addressed. :thumbup:
  9. From all the takeoff videos I've seen of the leatherneck simulation, it seems that the aircraft is quite jittery on the ground. From outside view there is excessive amount of oleo travel of the gear and there is lots of lateral (roll) jitter when approaching rotation speed. At some points +-10 degrees! Does not seem to be in agreement with many real Mig-21 takeoff videos. Most videos show the mig-21 taking off very smoothly with minimal jitter and oleo movement. Here are some examples. Croation Airforce Mig-21 Takeoff Wings of the Red Star Mig-21, great onboard shot from below the gear on takeoff. minute 30:20 Thoughts?
  10. That is incredible!!! DCS needs to keep their eye on this. Imagine having hands in the cockpit to toggle switches with!
  11. i guess that means i plan on using it as an all terrain vehicle :music_whistling:
  12. Am I way off basis here? Cobra or leatherneck dev please comment on my description above. The bumpy takeoff just seemed a little overly dramatic no?
  13. Not sure if this is related, but I've had issues with the supercharger being stuck in the low setting until you move the throttle, then the supercharger kicks in. It may be a bug... Anyone else get this?
  14. Any way we can get a doors off option? it will make it much more fun and effective for external load operations. Especially with the oculus!
  15. Thanks for the reply guys. Agreed regarding the potato plot and the fact the aircraft has pre-approved loadouts. The thing is, does a pilot really pick his loadout in the air force for example or is that provided to him? As a real pilot myself I always thought it was the pilot's responsibility to make sure he is within the CG envelope and weight limits of the aircraft. I just think it would be something nice to have in the sim. Also it's nice to know if you are closer to the forward cg or aft cg limit so that you can anticipate things like takeoff trim and aircraft handling before getting in the air. I understand modern aircraft have stability augmentation systems and such but its still nice to know.
  16. This one should be rather simple but essential for a sim of this detail. In the aircraft loadout screen in the mission editor we should be able to see the center of gravity of the aircraft just as we see the weight. There should also be limits to let you know whether you are inside or outside the center of gravity limits. A center of gravity vs gross weight plot (also called a potato plot) that shows you were you are with regards to the gross weight / cg envelope would be very useful. Here's a sample below. Simple enough to implement no? PS: It could even show you a fuel burn line so that you can see how much your center of gravity and gross weight vary during the flight as you burn fuel / and or release weapons.
  17. I'd like some basic questions answered, such as will SLI benefit from edge like other modern directx 11 games. Also will we see a improvement when running EDGE with a direct x 11 card? This would be great information to know...
  18. Fantastic work guys! Quick question though, During takeoff the aircraft gets a bit shaken around along the roll axis as if it was a really bumpy runway (almost like a dirt takeoff). Is this intentional? Please explain. Thanks Sample video of a real mig 21 taking off by the way zoomed way in on the nose, you can see slight longitudinal vibration (probably overally dramatic due the zoom) but no roll oscillation to be seen. Also the oleo travel seemed a bit underdamped. You can see lots of high frequency movement of the oleo as if the runway was full of potholes. Are Georgian airstrips really that bad? I don't see the same type of vibes or travel of the oleos on the F-15, A-10, while taking off etc. If the answer is as simple as "work in progress". That's good enough for me. Just thought it looked a little odd :pilotfly:
  19. How easy is it to point the cursor and click on stuff? Do you have to keep your head real steady? I know I had stiff neck trying to use the mouse with track IR which made it almost essential to turn off head tracking while manipulating switches. I know oculus has way less sensitivity since it is 1 to 1 motion ratio. A while back I brought up the idea of using a new positional coordinate system for use with oculus / and or track based on the cockpit panels, rather than the display/monitor itself. Anotherwords you can move your head around and the mouse cursor will stay where it is at. Similar to how your hands function, you can keep your hand over a switch or layed onto a panel and move your head independently. One issue I thought about was, what happens if you move your head to look at the right instrument panel while the cursor is on the left panel. A couple things could be done. You can leave the mouse where it is and show a reference arrow at the edge of the screen the points you to where your cursor is so that you can bring it back into view, or you make it so that if the cursor hits the edge of the screen the screen boundary drags it along so you never lose the cursor.
  20. From looking at the video, it looks like the tracking is relatively smooth. I definitely see a few stutters though. Is that the Rift just getting out of the field of view of the tracking camera? I can see that would be annoying and may cause some slight disorientation.
  21. mirrors are off although I'll have to try with hdr off and see if there's any hope.
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