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doveman

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Everything posted by doveman

  1. Rather than doing that for every setting I want to change, can't I just use this to set everything how I want it? options.graphics.Camera = { Low = { near_clip = 0.2; middle_clip = 4; far_clip = 150000; structures = {30, 2000}; trees = {1000, 1500}; dynamic = {300, 20000}; dynamic2 = {300, 20000,0.5}; objects = {3000, 80000}; mirage = {3000, 20000}; surface = {10000, 50000}; lights = {50, 10000}; districtobjects = {100, 100}; districts = {2000, 2000}; lodMult = 1; lodAdd = 100; }; Medium = { near_clip = 0.2; middle_clip = 4; far_clip = 150000; structures = {35, 10000}; trees = {1000, 6000}; dynamic = {300, 20000}; dynamic2 = {300, 20000,0.5}; objects = {3000, 80000}; mirage = {3000, 20000}; surface = {14000, 80000}; lights = {100, 30000}; districtobjects = {300, 300}; districts = {6000, 6000}; lodMult = 1.5; lodAdd = 0; }; High = { near_clip = 0.2; middle_clip = 4; far_clip = 150000; structures = {40, 20000}; trees = {1000, 12000}; dynamic = {300, 20000}; dynamic2 = {300, 20000,0.5}; objects = {5000, 80000}; mirage = {3000, 20000}; surface = {20000, 80000}; lights = {200, 80000}; districtobjects = {400, 400}; districts = {12000, 12000}; lodMult = 1.0; lodAdd = 0; }; }
  2. Still not working properly for me I'm afraid. I even get phantom output on the TX, TY, TZ axis if I disable them in the Pointtracker settings, so I can't even just use it for Yaw and Pitch. I guess I'll stick with FTNoIR for now but I'm planning on building a gyroscope/magnetometer board to use instead of the LEDs anyway, which will only be 3DOF but that'll do for me.
  3. Ah OK, thanks. In my experience using a PS3 Eye with IR filter removed and wide-angle LEDs, it loses track of 1 or more at about 45 degrees left or right, so I imagine that would be even more of a problem with the Rift where you don't have to keep looking at the monitor in front of you, so will be inclined to turn your head much more. Maybe the best way round this is to automatically disable the X,Y,Z axis tracking (so that it doesn't start flipping out) when the Yaw is >x. We generally only use the X,Y,Z when facing forward or slightly to the L/R to see the wallpanels anyway, so I think this would work OK.
  4. How does the Rift do 6DOF? I've built a DIY tracker using a GY-80 gyro/accelerometer/magnetometer and whilst the gyro works well for 3DOF (in conjunction with the magnetometer to correct drift), it seems the accelerometer is not really suited for X,Y,Z, so what is the Rift using for those?
  5. I'd say voice control is the best alternate interface for the radio menus. Not sure what alternative to the mouse cursor is needed for game menus? For things like the camera/ map views and throttles, again voice control works well.
  6. It seems strange that anyone would be using a mouse with the Rift if the Rift can be used instead to easily put the cursor over a switch. You just need to watch this bloke fumbling around for his mouse at 1:17 to see that it's not particularly convenient A fixed position trackball would be a much better option if you wanted to go down that route. I've actually got a nice logitech trackball but haven't used it in a while as the LMB had an intermittent fault and I needed a mouse to play other games like ArmA3 anyway but if I can fix it up, I'd probably use that with DCS and the Rift until something better comes along. That SoftKinetic certainly sounds promising.
  7. I still think the easiest and cheapest option is to just use VAC or some other voice control software, so that you don't need to use the mouse to click on switches. Okay, that can't be used for turning knobs and is a bit longwinded for some buttons that you need to press repeatedly e.g. "Abris 3, Abris 3, Abris 3" or typing in numbers e.g. "PVI 1, PVI 5, PVI 7" but it works well for most stuff and a numpad would cover the PVI.
  8. Thanks txmtb, that's great. I'll give it a go and see if it works for me now :)
  9. Has anyone found a way to use SweetFX and SoftTH together? At least one of them has the ability to chainload another dll but I couldn't get it working. Nor did using SFX in RadeonPro with the SoftTH dll in the bin/ folder work.
  10. Yeah, it doesn't seem to make a lot of sense, as the readme says "Graphic options in autoexec.cfg should be prefixed with options.graphics", e.g. "options.graphics.render3D = false" but I don't see how I'm supposed to do that with this section of graphics.lua if I want to change it: High = { near_clip = 0.0; middle_clip = 4; far_clip = 100000; structures = {10, 10000}; trees = {3000, 15000}; dynamic = {3000, 15000}; dynamic2 = {3000, 15000,0.5}; objects = {3000, 80000}; mirage = {3000, 15000}; surface = {3000, 15000}; lights = {3000, 15000}; districtobjects = {200, 200}; districts = {5000, 5000}; lodMult = 1.0; lodAdd = 100; -- 0; }; I guess the readme doesn't take into account JSGME, just people directly editing the graphics.lua, which will be overwritten when updating as the readme says but using JSGME to install an edited graphics.lua seems to be OK, we just need to compare it with the default one after updating using something like Notepad++ with the compare plugin to check it hasn't changed drastically.
  11. Hi, Could you perhaps upload the 2.0.3b version you're using? The only version earlier than 2.2 available here http://ts3.cosaofficial.pl/opentrack/ is 2.0rc1 and I don't know if that works properly either, so if I had the same version as you it should work. I was waiting for an updated version which might have fixed the problems but it doesn't look like one's coming anytime soon.
  12. Thanks. I'll give it a go. Lower quality models is better than unplayably low fps anyway.
  13. Well yeah, nothing comes for free ;)
  14. I don't have a X-55 or X-52 but can't you assign it to mouse in the Saitek software? In fact, surely you have to assign anything before it will do something, unless the mouse nipple is actually meant to be seen by Windows as an extra mouse device? I can certainly assign a hat or whatever else I like on my joysticks to mouse with Xpadder.
  15. Most of uboats screenshots above support the theory that higher objects=lower fps. The only anomaly is the last screenshot, which has lower fps and lower objects than the previous one. I can't explain this but I notice the fps counter shows "29.97(58.61)" so maybe the bracketed number is the average or previous frame and the unbracketed number is just a glitch that happened to coincide with the screenshot.
  16. That's rather outdated. It was usable via Radeon Pro before but has been directly 64bit compatibile since v1.5 anyway. @hannibal, in theory it should be possible as SFX allows for chainloading another dll but I've tried this myself and couldn't get it to work, so maybe SoftTH needs to be loaded first but I don't think that allows for chainloading another dll after.
  17. If you mean on those last two screenshots, the DCS FPS counter decreases whilst the MSI FPS increase, then yes it is rather weird. The DCS FPS counter decreasing is consistent with the theory that increasing Scene Objects decrease FPS but we can't just ignore the MSI FPS. A similar issue comes up with the other screenshot I've commented, where the MSI FPS is 39.8 but the DCS FPS is 2.03! All the others seem to support the theory with both the MSI and DCS FPS though.
  18. Does seem annoying but I guess it has one advantage in using a switch for flaps, as with a proper toggle switch you could only move the flaps up or down one step, whereas with a self-centering switch, you can move the flaps more than one step by flicking the switch in the appropriate direction more than once. Although I suppose with a proper toggle switch you could still do that as long as the centre position didn't send any command, you'd just need to manually move it back to center and then up/down again.
  19. I don't think it's that simple though. To get a wide view like this http://forums.eagle.ru/showthread.php?p=1677969 (just to give another example) on a single monitor, you'd have to set the FOV quite high, which will result in the centre/cockpit part of the view only occupying the centre 1/3rd of the screen. So if it's a 1920x1080 monitor, now the cockpit is being displayed with only 640x360 pixels, whereas in a 3-monitor setup, the cockpit is being displayed with 1920x1080 pixels. To be honest though, I'm only really flying the KA-50 at the moment where the cockpit blocks most of the side view anyway, so I'm not used to what the view from the planes looks like or how much I'd need to zoom out to be able to see as much as is shown in those photos.
  20. I just had another go with MSAA, HDR and Cockpit Shadows disabled and it seemed much better. I'm using SweetFX now, so figured I didn't need MSAA as well anyway (saw that tip when installing SFX for The Witcher 2). Hard to keep an eye on the fps whilst trying to play but I think it was staying in the low 30s most of the time. I'll try and get some fresh screenshots from the same positions as before.
  21. Seems to require login to access.
  22. Um, I notice that in the ATI screenshots with the lower FPS, the Render Main and Scene Objects counts were both significantly higher. My testing appears to show that the later has the most effect on framerates http://forums.eagle.ru/showpost.php?p=1996080&postcount=114 So it's not really a fair comparison when the number of objects being rendered isn't the same, unless somehow AMD drivers actually cause the number of objects to increase for the same scene, which seems unlikely.
  23. Thanks Soko1_br, I probably wouldn't mind paying $100 if it would make a X52 Pro as good as they say and putting it together is no problem. It's probably going to be a bit hard getting hold of it though as I don't speak Russian ;) One thing I have to bear in mind is I want a stick that's good for helos as well as planes. I understand that the X55 is good in this respect, as the spring can be removed completely but I'm not sure how well the X52 Pro, with or without any mods, compares.
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