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Britchot

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Posts posted by Britchot

  1. 7 hours ago, YoYo said:

    What? Maybe you have different DCS version 🙃. In DCS Open Beta 2.9.2.49629 it wasnt touched and the dot looks like it was, the same, no any improvements. Also no any info about changes in the changelog. Placebo effect of the new I think so 😎.

    The dots are there and the same, yes.  I'm referring to the disappearing LODs for MiG-21 and F1 that I posted a video on.  It no longer happens with Anisotropic Filtering OFF. With it set to x16 they still disappear. 

  2. Just adding a video to show where some aircraft LODs disappear (MiG-21 and Mirage F1) before the spotting dot and others overlap visibility (MiG-19, AV-8B, F-5E, M2kC).  Settings are DLSS on, Sharpening at 1.0, LOD at 2.0, and Antistropic filtering off.    

     

    Posting the link as HD is processed (need to step out).  You may need to wait a few for a clearer image.

     

    • Like 2
  3. Conditions are a proper alignment completed with INS placed into NAV instead of IFA.  In any of the flight modes, the HUD steering cue is frozen to one side of heading tape with the appropriate course indicated, even if it should be a line only.

    VSTOL mode waypoint, heading 083° with course cue at 058° but on the right side of heading tape when a left turn is required.image.png

    NAV mode waypoint, heading 068° with course cue to the right indicating 057°, even though it should be just a line on the left.image.png

    AG mode waypoint designated as target, heading 058° with steering cue far right still showing course of 061°, though should be a line slightly right, under heading. vlcsnap-2023-10-23-13h58m38s960.png

    Makes it quite difficult to track during attacks: AG mode TGT designated, heading 117° with a steering cue right to 111° 

    vlcsnap-2023-10-23-14h19m18s285.png

    • Like 1
  4. 42 minutes ago, Flappie said:

    Thank you, that was quick!

    Your responses were lightning fast, thank you!

    Had to manually set 16000-32000 on both SSDs (indicates 32MB, now) and clean DCS for some Vaicom scripts showing red IC.  After that, I was able to spawn in a Hind on the MP server and not crash.  I don't have time to get a full flight in, right now, but it made it much longer than the previous issues.

    Thank you, very much @Flappie You, should get a raise. CS of the year, for real.

    • Like 1
  5. 2 hours ago, nickos86 said:

    Actually in VR the NVG behave like they should in real life. You don't get to see peripherals (BTW, remember that with NVG you've got bright green light in your eyes. It makes it very hard to see outside the scope... not to mention it takes a few seconds after you took them off for your eyes to get used to the darkness again). 

    What would be nice is the ability to change focus via keybind. In real googles you've got a focus dial that you can play with so you could see things close to you. During a flight you might want to play with it if the situation ain't "hot" to see things in the cockpit with out taking the NVG off.

    I'm not sure what your reference is based on but a public video by C.W. Lemoine contradicts every bit of your statement.  At 7:46, specifically.  

    By limiting the NVG's field of view to a "soda straw" in the VR HMD, it will allow us to look under the green image to read the cockpit instruments, like Simultaneous' Pimax 8k or anyone on a monitor.  The mods that have been referenced above all do this, and it's usable, it is something that should be in the base game. 

    • Like 2
  6. On 10/20/2022 at 9:07 AM, crispy12 said:

    Check out Tacca NVG mod or 3dmigoto. You can resize it to whatever you want.

    I have been using these for years.  However, it doesn't take away from the fact that I believe this customization should be a setting in the core game.

    12 hours ago, Simultaneous said:

    In VR I can see around the goggles ok. Maybe a limitation of the FoV in your headset?

    This also shows why individual customization is required; there are numerous HMDs out there, it can't be a one-size-fits-all setting. 

    • Like 2
  7. Just chiming in to place my wish for ED to make NVGs in VR more realistic, or customizable, to get to the level 2D monitors get with the ability to see around the goggles.  This shouldn't rely on player modifications. 

    In the meantime, I'll continue to mod my game every update, thanks to those players that have figured that out.

    • Like 1
  8. On 7/21/2022 at 9:40 PM, hannibal said:

    Gunner is looking great.

    i know it is newly released.

    Dislike that the doorgun is controlled via head movement in VR

    i hope future update so Joysticks can be mapped to the slew up/down left/right doorgun traverse.

    also, is it normal that the Kord gun reloads about every 50 rounds?

     

    +1

    All controls in VR seem to be locked out except for fire.  I would also love to set these controls to a gamepad/joystick or even the mouse.

    • Like 1
  9. Depending on how long is "looong", a lot has changed. Like, a lot a lot. 

    First! Revisit your control mapping.  Some buttons were redone/named and previous controls were lost. 

    • Is your loadout without 530s? They cause an error if equipped with air to ground.
    • Is TAS and/or RS selected in the PCA? 
    • Rocket External and/or Internal pylons selected (I believe they default on)?

    It's probably a typo, but to clarify, it is the "Weapons SystemCMD FWD".

    By reading your post, it sounds like you did everything correctly.  There must be something small, like you said. 

  10. Fixed mine to be 3-positions.

    This is the scripting I use for the flaps:

    	MapKey(&Throttle, FLAPU, FlapsCruise);
    	MapKeyR(&Throttle, FLAPU, FlapsAuto);
    	MapKeyR(&Throttle, FLAPD, FlapsAuto);
    	MapKey(&Throttle, FLAPD, FlapsSTOL);

    These are my definitions:

    define FlapsCruise				PULSE+R_SHIFT+'f'
    define FlapsAuto				PULSE+R_CTL+'f'
    define FlapsSTOL				PULSE+R_ALT+'f'
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