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NakedSquirrel

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Everything posted by NakedSquirrel

  1. The MiG 19 will be a great Cold War addition to the DCS lineup a little slower and more maneuverable than the 21. The skies will be interesting with the combo of early Soviet birds. It will be a fun compliment to the F5, Viggen, and later the F4e.
  2. There used to be a model enlargement feature for ground and air objects. It worked great for VR but isn’t in the menu anymore. I don’t know if it was scrubbed?
  3. I am wondering if someone can help me find where the kneeboard map pages are located in DCS. I want to modify the existing map to make it more readable and add a grid (so you can give somewhat accurate grid references to friendly planes without having to use the F10 map). I've tried searching through the DCS directory, but I cannot find the images to edit them. Does anyone know where the files are?
  4. Has anyone found a smooth/convenient way to make infantry firefights last longer than a few minutes in DCS? I would like to make scenarios where ground troops are engaged with enemy, but if I place or move an enemy group to a friendly unit, they destroy them within a few minutes. Is there way to significantly reduce their skill, or to have them fire wildly at each other?
  5. Will friendly F14s and aircraft with compatible systems display their position on the TID? What other data can be stored and displayed on this system? IFF? Target types?
  6. CH equipment is really well constructed it will last you a long time. It is worth the money. Sensors are good, and the parts are practically industrial grade. Their stuff is made to last a nuclear war. I've heard good things about the TM1600 it uses hal sensors which are the same in the TM Warthog I really do not recommend the X52. I didn't find it to be good quality. The sensors and parts degraded quickly with frequent use.
  7. I feel ya. The quick "fix" I went for initially was to get a bigger monitor... A 50'' TV. Sure there were some minor compatibility issues (mainly with FPS and Hz), but instead of sitting 1-2 feet from my screen, I was 4-5 feet away. That saves a lot of eye stress! I recommend a TV over a monitor any day! (if you have the space) I enjoy VR, don't get my wrong, but VR can cause eye strain after a while, especially in flight sims (since you're looking for 1 pixel in a haystack). And it is not as crisp or beautiful of an image as you can get on a monitor. I do enjoy VR, but I wouldn't throw my monitor out the window just yet ;)
  8. I've Downloaded the correct version, but cannot play.
  9. Since there is currently no dedicated server executable for the game, is it possible to release a (lite) server version of the maps? Wags mentioned in his live stream of the Normandy 44 map that a free "Lite" version of the map for consumers was thought of, but decided against because low textures or lower level of detail for assets and maps would leave a poor experience for players who tried it, and it would be better for players to either purchase the map, or not have the map rather than have a low quality version. This makes sense because you don't want players playing a version of a DCS map that is a low quality and provides them a sub-par experience. Servers, however, do not actually 'play' the game, or need to render 3D graphics and textures. We can already disable 3D rendering for a dedicated server in the autoexec.cfg with options.graphics.render3D = false With that in mind, would it be possible to have a lite 'server version' of the DLC maps and assets? A version with no textures or 3D models, or at least a version with the minimum texture and model information that the server would need to run the assets. I do not see why a server should need to purchase DLC maps and assets it doesn't render. Servers don't need any of graphic data from a DLC map or asset pack, so a 'lite' server version of these would be very beneficial because it would allow more people to host, and hopefully save hard drive space as well, since graphic assets aren't used.
  10. There seems to be some confusion about the difference between zoom, scale, and FoV. For the case of 'things feeling small', what I mean about scale is actually zoom/FoV. The "scale" of the game is correct. Relative to each other: a P51 has a wingspan of roughly 11.3m compared to the Fw190's 10.5m wingspan. We know this because gun convergence calculates properly with the different gyro gun sights, and if you set any aircraft side by side, they appear to be the correct scale compared to each other. I haven't gone as far to test the exact game scale, but I would assume if you placed 10 Fw190's wing tip to wing tip, you should cover ~105m on the map. The problem in game is that our FoV/Zoom to the world is off. The best example I can give would be to give you a pair of binoculars and have you flip them around. I'm sure most of you have done this as a kid. Everything appears tiny and far away! Look through them the proper way and everything is big and close up! We all know binoculars aren't magical grow and shrink rays (As much as we wish they were). They simply give us a different perspective (zoom). It is the same in game. The 'scale' of the world is still 1:1. If I eject from the plane and go prone using room scale, I won't sink under the world. If I were taller than the in game pilot avatar, I would expect to sink under the wing he is standing on or under ground if I were standing at eye level with him. The problem is my perspective is zoomed out... so it is as though I am looking through a pair of binoculars in reverse. All of aircraft I have checked seem to have a slightly off FoV. They appear 'small', zoomed out. It is easier to check in aircraft that allow you to enable the pilot body because I have hands, so it's easier to see that the scale is off when I see tiny hands in front of me. So far I've checked the UH-1, A-10, Su27, Mig-21, Viggen, Sabre, SA-342, Ka-50, and all of them appear small. There may be an aircraft with a different initial FoV/zoom, but most of them seem the same. Why the Vive touch controllers aren't affected by this? I expect it is because they are spawned off of your camera's perspective and not the in game scale. So they are 1:1 scale with your camera's FoV, but larger than any of the avatar hands in the world. When you are using a monitor, you can set the zoom/fov, head position, ect, but this file doesn't seem to work with VR at the moment. (Unless there is a hidden config for VR that I have missed.) Hope this clears things up a little :thumbup:
  11. The scale of the world is 'off' in VR. In DCS... everything is small. I've seen several threads mention this (most of them from last year). Users seem to hum and haw over whether the scale is off or not, blaming IPD, head position, or perspective. I'll admit, I did the same originally, but after a while, it seemed to nag me that most of the sticks/throttles/switches in game seemed oddly small. I wasn't certain at first, because I've never sat in any of these aircraft, so I didn't want to burst out and blame the game for getting the scale wrong. After flying for a bit, I started to get the feeling that the in game world was miniaturized. Especially when looking at the A-10C. I use a Thrustmaster Warthog, and noticed that my stick and throttle in real life seemed much larger than the stick and throttle in game. I'm new to VR, so I mulled over the idea of it simply being my 'perspective' or perhaps IPD or VR settings throwing my perception off, but the thing that made it clear that it was the world scale that is off is the Vive touch controllers. DCS renders a pair of hands on the touch controllers (they aren't functional for flipping switches or anything at the moment, but they do render in game) I noticed the hands are much larger than the pilot avatars when you enable "Show pilot in cockpit" Here is a crappy image, but it should display the difference between my giant Vive controller hand and the tiny Ka50 pilot hand in game. The Vive controller hand seem about the right size for a normal hand, and it shows that the scale (or FoV) of the game is a little off. So if you were thinking things seem oddly 'small' in DCS... they are. It's not your IPD or seat position... it's just the world scale. I haven't found any way to change the FoV in the game settings. There are cockpit FoV settings, but they don't seem to affect VR. If anyone knows of a way to change the world scale, it would be appreciated. Otherwise, It is just have to wait for a fix. S!
  12. Does anyone know where the Black Sea map images for the knee board are located? The default ones are hard to read. I was looking to edit them and clear them up, but I haven't been able to find the files.
  13. I believe they changed how the starter clutch worked with one of the 1.5.5 patches. You have to pull and hold the starter clutch and wait for the engine to kick over. It may be a different type of starter system than the Spit and P51, so the autostart might not hold the clutch long enough
  14. Is the AJS37 version of the Viggen able to deploy countermeasures?
  15. The module doesn't seem abandoned at all. I put the module down for a while to focus on some of the helicopters and the Mirage, but recently picked it up. They've done a lot with the flight model, stalls are a lot more significant than when I first played the module. The plane also doesn't seem as responsive to big changes in AoA, which makes sense for the small delta wings. I love the training missions, they are amusing. I do wish they had voice overs though. :thumbup: You can do this with the (1-2) (3-4) pylons selected on the pylon selection rotary. Is that what the manual is referring to?
  16. Very fun dogfights with these 3rd gen fighters. These aircraft are a blast.
  17. Solty might not be good at explaining it, but he flies the P-51 well. The key is: LAG TURN You will not win in a low and SLOW turn fight. The P-51 weighs a ton compared to the 109. You need speed in the P-51. The 109 will always (ALWAYS) out turn you. Let him turn tight... turn at you own speed. (High speed) Flying slow is for chumps. Fly fast, and fly with a wingman. :pilotfly:
  18. How pleasant/unpleasant do you find ATW with low frame rate? I find one of the difficulties with MP games (DCS in particular) is that frame rate is dependent on the server. Is it absolutely unbearable to play a game at 30fps in VR? Or does ATW/Reprojection work pretty well?
  19. I was curious about the headset working for a game like DCS. Is the resolution is good enough that you can read the HUD text on an A10C (OR SU27, F15, ect.)? I finally had the opportunity to have some hands on time (eyes on time?) with an OR CV1, and I have to say, I was really impressed with the depth perception and immersion. I had a few concerns about VR before going in. Some of them were easily put to an end after trying it out. Resolution/clarity I couldn't really test, because it was a very brief demo, and I couldn't even set the eye relief. I could tell the eye relief (IPD?) was off, but it wasn't significant enough to ruin the demo. Screen door effect: It is very evident when you first put the headset on, but it took less than a second for me to not notice it. I suppose if you focus on it, you might see it, but it is hardly significant. FOV: I've read the Occulus has slightly less FoV than the Vive, and they both have far less FoV than my PC monitor... but I could care less. The image is life size, it's no different than wearing goggles. I wish I could have seen how ATW works when the frame rate is stressed, but never had the opportunity. I was playing a game that looked like a dire straits music video (because the headset was being demoed on a laptop. The only quirk that stood out to me was that your FOV would change when you tilted your head sideways. It wasn't entirely off putting, it was just something strange that I didn't expect. I could see how people might get motion sickness in VR, but I'm not very susceptible to it, so movement didn't bother me. I was really impressed with how intuitive depth perception was in VR. The piece I was using had a camera attached to the front to record hand movement, where I could reach out and intuitively grasp at things in view. VR is neat tech, I'm thinking of getting into it, but I was curious whether the resolution was good enough for DCS, aka... can you read the HUD?
  20. I am having a problem with TrackIR in DCS. When I look up more than 90 degrees, the view inverts. It isn't any problem with the TrackIR software, because it works fine in other games, and in the software it looks normal, but for whatever reason, the view flips in DCS when I look above me. Does anyone know how to fix this? It randomly changed with one of the 1.5 updates.
  21. SE Asia. It would be beautiful to fly over jungle, rice paddies, and rolling hills.
  22. :lol: Made me laugh off my chair. But seriously... Leatherneck needs to hire more wizards so these things can be done instantly :thumbup:
  23. Call it the Bob Marley feature :smoke:
  24. The VIVE uses reprojection which is its name for ATW. Is that not working as well as ATW or does it just not work on DK2? The thing I'm curious to hear about with ATW vs reprojection is whether reprojection works below 45fps or not. I was thinking re projection was a completely different technology, but after watching presentations on it, it is almost identical to ATW,but all of the vive presentations talk about a magic 45 or 90 fps to keep any ghosting or anomalies from becoming too distracting or disorienting. I don't know if that means they didn't program it to work below 45fps or that it just doesn't work as nicely.
  25. Multiplayer can drag down FPS based on server load, so you are kind of restricted there as well.
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