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ShuRugal

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Everything posted by ShuRugal

  1. I was running DCS on a 3070 until this year, and i had to make some sacrifices for smooth framerate (though not as bad as when i was on a 1070). If you're experiencing HMD jitter, it's almost certainly framerate not keeping up with your head movements, resulting in the drawn frame being out of synch with your actual head position. Head-mounted displays in the sim are particularly obvious when this sort of thing is happening. This video has a good walk-through of how to identify the settings in DCS which will work best with your hardware. It's focused on the Pimax headset, but the overall workflow discussed for hunting down the best possible frame-rate will apply to all systems. Overall, the idea is: 1. turn all your settings down to minimum 2. figure out what framerate that gives you 3. figure out what settings you care about most and start turning those up. 4. assess how those changes impacted framerate 5. repeat 3 and 4 until the framerate either becomes unstable or drops too low to be acceptable to you 6. back off the settings a tiny bit to get back above your target framerate It can also be useful, after doing all of this, to set a framerate cap at about 85% of what your normal framerate is. For example after tweaking settings, my framerate settled in around 55-60 FPS, so i put a frame cap at 45 FPS, which is also 1/2 of my headset refresh rate. Framerate jitter and getting framereat synched to a whole-number divisor of your HMD refresh speed is super important for stable picture.
  2. sure, and the proposal to introduce a mission-designer-controlled option for "give the player a red screen and maybe kill the pilot if realistic neck limits are exceeded" would resolve that issue as well.
  3. Always funny to watch ChatGPT get things confused. G-LOC isn't a result of the body pulling blood in from extremities to keep the core going, that's something experienced under frostbite and hypoxic conditions. G-LOC is a result of your heart physically lacking the strength to push blood up into your brain against the G-loading. Your brain IS a vital organ, it's right at the top of the body's "supply oxygen here first" list.
  4. sure, but for pushback, you can steal those tracks. the only part that might need "dynamic" pathing is getting from where the player parked to the closest pre-defined AI track. I'm not saying it would be trivial, but that a lot of the prerequisite pieces are already in place, in the form of AI pathing on airports and routines to use those paths.
  5. I could swear that AI planes will already do this. If you give an AI plane a "land and refuel/rearm" task, then it will reverse out of parking once refuel/rearm is complete. I would think it should be straightforward to grab whatever logic does that and apply to a player-controlled unit?
  6. Honestly, i think that TrackIR's ability to let the pilot's head turn 180 degrees or greater is more of a realism issue than VR head tracking is. It's pretty difficult to turn your real head to a dangerous position, which limits the unrealism of VR head tracking. the way Track IR lets you turn your head 180 degrees without moving your shoulders is way more of an issue. I think that giving some sort of visual "you are killing the pilot" feedback when turning to look behind your 3/9 line while loaded up past 4-5 Gs would be something most VR players would never even notice.
  7. This is also a complaint many pilots IRL have with aircraft using digital displays. Simulator is simulating correctly?
  8. wait, there's a zoom button for FCR on the pilot's controls? i've been clicking the MFD this whole time.
  9. degrees Rankine or gtfo.
  10. This ended up being the problem. Once i made sure satnav was enabled in the mission editor, the problem was resolved. Apologies for not getting back to this for so long. This can be marked as "user error".
  11. What VR controller are you using? Since the latest Steam VR update to hand skeleton implementation, I have found that DCS interprets TOUCHING the trigger as clicking, so if your controller has touch-sensitivity, you either have to turn that off for your DCS profile, or make sure that you don't TOUCH the trigger until you want a click.
  12. Title. Since the latest updates released by Valve to the hand-skeleton implementation, DCS no longer recognizes thumbstick movements for scrolling/knobs and left/right click.
  13. as title says. I find the George menus latched to my HMD LOS to be awkward, it would be really nice to have them appear on the fixed cockpit GUI plane. If we could move it around the same way we can the VOIP menu, that would be perfect.
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  14. Bumping this, I wanted to note that the LINK functionality offers a method to force George to look at radar targets. Workflow is: 1. tell George to cease fire/drop targets. wait for him to slave TADS to FIXED 2. scan for targets with FCR 3. select LINK, TADS snaps to NTS target 4. George Down Long to tell him to scan current TADS LOS. now we just need "george, scan for targets at T03", or whatever.
  15. I have noticed through Early Access that a lot of people seem to have developed a habit of "pre-arming" the helicopter with ground-override before takeoff so they don't have to do it in the air. Now that the weapon pylons are remaining safed after takeoff when Ground Override is used, i suspect a lot of people are going to have to learn to break this habit.
  16. we should ask the crew chief to stick a leaf blower in the #2 engine intake, maybe then it will have enough air.
  17. Any chance on seeing either of these implemented in the near future? I can sort of side-fumble-approximate these by jumping in front, setting sight to TADS and acquisition to FCR or the target point i am interested, then pressing "slave" on the RHG before jumping to the back again, but i have to re-do that process after every engagement. not generally worth it outside of orbiting and looking for targets in general.
  18. got a track file or a video? This sounds like George was not lasing, or the laser was missing the target and illuminating something in the background.
  19. I have noticed for a while now that the AH64 variometer indicates incorrectly when in forward flight. I have seen an indicated climb rate as high as 500'/min when in level flight. The first couple times i saw it, i thought maybe i had done something wrong with INU alignment, but i am seeing this in every flight, hot or cold start. I will put together a short track file for this later this evening, but i wanted to make the thread before i forgot again.
  20. I think the difficulty with this is that axis reverse need varies by module and input hardware. Toe brakes, in particular, i have noticed to be very inconsistent. Sometimes they need to be reversed, sometimes they need to be forward, and i have even seen it where one must be reverse and the other forward. Standardizing the software side should be straightforward (though probably not a trivial lift to implement) - Eagle could set an internal standard so that axis+ always means "nose up" or "roll right" or "yaw right" or "increase power" or "turn the knob clockwise", etc etc. The hardware side is going to be impossible. X/Y stick axis directions are usually uniform, but when you start getting into sliders, knobs, pedals, levers, every vendor does things different. I used to have a Saitek rudder pedal where pressing the right toe brake was the '+' direction on that axis, but the left toe brake was the '-' on its axis, because it came from the factory with the potentiometer for the left brake wired backwards. A better option might be for the binding logic in the software to prompt the user to move the axis a specific direction and set reversal based on that. For example, when binding collecting, it should say "raise the collective axis fully, then lower it fully and leave it lowered" and it will automatically assign axis direction based on the user doing that.
  21. just saw the patch notes from yesterday, this is so fucking cool. It looks like this incorporates all or nearly all of the features i suggested last year here: I don't know how much of this update was inspired by my request, but it's really fucking cool to see an idea i posted about end up in game!
  22. so, functionally, a method to make units invulnerable ONLY to weapons fire. That would be fun. I can think of a few situations where this would have been really nice to have.
  23. can we get a 15R with a bottle of black nail polish added to DCS? Every SPC in the army should have some matte-black nail polish for keeping their sham shields invisible.
  24. we need that grease-pencil feature from the F4 for the forward canopy, trace the outline the tanker should fill when in the correct position.
  25. ooh, can we get the little IR reflector tabs on NATO uniforms added too? that we we cans sweep the IR pointer and see the friendlies sparkling in the night!
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