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rabidmanatee

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Everything posted by rabidmanatee

  1. The texture graphic setting affects the readiblity of cockpit detail. Mine is set to high. At this setting everything in readble in the cockpits I've checked. The larger gauges are legible from the standard position. Smaller or further things require leaning in. In the UH1 pilot seat, you can read the co-pilots instruments with leaning. Same goes for frequency listing, breaker labels, etc. HUDs are easily legible in jets. I've not found any instance where an artificial zoom is needed. In general I'd say cockpit visibility is sufficiently solved. The current CV1 display is a huge improvement over DK1, what I'm previously familiar with. The sense of height is definitely there for example while hovering at a few hundred feet. Diving motions such as initiating autorotations gives a palpable sense of falling, or at least more than I expected without a motion platform. And as others have noted, it makes spatial sense and movement estimation easier. Landings and autos feel better and precision is increased as a result. The issue of visibility has to do with distant objects which should be improved with higher resolution displays in future products. For now HMD pilots will be at a disadvantage when clear mid range visual contact is needed. But for BVR, instrument or heads down flight, or very close range, The current HMDs are comparable if not superior to 2D displays in many of these regimes.
  2. This is also something I noticed with DCS + rift use. Because of the limited resolving distance in the headset, that sphere of practical flying airspace is much smaller than on a typical monitor. This means that the faster you fly the smaller the time scales that are available to perceive and react/enjoy the visual display. For me the slow flying aircraft tend to work better as more time is available for flying. This speed really is relative movement, so slow ground speed or high speed formation flying are roughly equivalent. My preference so far is P51 flying among other slow flying AC. My kid liked this emote :pilotfly:
  3. No fix so far. For now you can either switch to Nvidia or stay with AMD but turn off rift support and switch to modded stereo view. An earlier post of mine in this thread describes how I did it. My previous post also included configuring a Hydra for 6dof, but it's not strictly necessary. Unfortunately without some form of translation tracking you'll find, as others have, that not being able to lean forward to see instruments makes the cockpit much more difficult to use. If you want to try head tracking on a zero budget try opentrack, it has facetracking as well as webcam/IR tracking capability though at lower update rates. I'd caution anyone not using translational tracking and trying out rift with DCS to be prepared for disappointment. It may even be prudent to not try it if you are easily discouraged, at least until DK2 or CV1. One of the concerns many in the VR community are cautious at this point is that while the HW and all VR SW are in it's infancy, unmet expectations could sour many in the public and press.
  4. I asked the same question a month or two ago and never found or heard of a solution for native support of rift and AMD. The good news is that using the Stereo monitor setting in DCS and opentrack I was able to approximate the experience. A highlight is that opentrack supports other trackers. This lets me attach a Hydra to the HMD for translation tracking in addition to rifts angular tracking. This allowed 6DOF movement and importantly leaning into the instrument panel in game in order to read the instruments. Two issues I had to address was editing the Stereo.lua file properly as the defaults were far from correct. This is what I did: Flip the signs for left/right viewDx and zero the values. Then progressively increased the values by .001 until things were comfortable in game. My final value is .005. Other settings I left the same. Also rift support in unchecked(disabled) in DCS settings screen. Note that Stereo monitor does not have barrel distortion but it wasn't noticeable center view and only mildly visible at the edges of view. Setting the values in opentrack is straight forward and there's no gotchas, it requires flipping between opentrack and dcs to set the axis curves. Almost all my curves are just single point to move the max down. They're all linear except for yaw, that need some slight inflection at the far right to get 90 deg gaze along each shoulder to look down each wing and still see the far limit at the tail. I had to invert pitch and TX axis. I think Center Pose is for compensating rotation effects of having the Hydra off center. Would like to hear if anyone fiddles with it. Full disclosure, I upgraded my AMD to an Nvidia since and DCS rift support worked perfectly. No change was necessary other than to turn on DCS rift support. But I still prefer the hydra+rift config. An issue with the rift in particular however is yaw drift that becomes noticeable after about 15 minutes in pit. I find myself progressively rotating to keep the view centered. So the result of all this is the ability to lean closer to the instruments. While it doesn't make everything perfectly legible. I can read the numbers on the larger dials and some of the other instruments depending how far away the panel is. In the Huey I can lean in and read the lines of the white label on the pilot sight. The controls on the center console are easily discerned but any writing is not. Hydra and rift are much better than rift alone, where just about every label in pit is illegible. As improved as it is, it's not an ideal environment to learn the cockpit. In general I'd say the HMD adds a new layer of the flight sim experience beyond what trackir and hotas provide. The ability to maneuver and keep sight of another aircraft over shoulder is really the sensation I've been wanting ever since using padlock in Falcon4. Out of pit, other aircraft are not visible beyond 1 mile and really only effectively below a half mile. Interestingly this gives a twist to the utility of labels. While not particularly realistic, it does mitigate, to some degree, the AC at distance issue. Objects larger than AC suffer less from the low resolution problem and the land scape is entirely believable to point of being navigable. That said, it's unfair to compare flying a rift vs a 3 monitor setup in terms of total experience. Modern displays have had over 20 years of refinement since the first VGA displays. While the rift and support for stereo display in common software is a year or two. For now my flying will be split between stereo and mono, but I expect the ratio to only skew more towards stereo as displays improve.
  5. Can't confirm but can give negative acknowledgement that Radeon 7770 gives black screen in cockpit. This is with 1280x720, 1 Monitor, Oculus detect. If I configure Stereo, No Oculus, it does show stereo undistorted cockpit. But convergence is way off. This is with the 4/8 dll.
  6. I have a Logitech 910 that has the IR filter removed and two layers of floppy disk as a visible light filter. These filters were necessary for the sun shining through the window behind me. You may be able to get by without filters if you don't have extraneous IR. Each camera setup will affect the exact values in the settings. In pointtracker settings -> camera, threshold is about 40%, Min 1, Max 15. With fewer light filters the numbers were bigger. Basically you want to have your clip emitters to have a brighter/larger IR image than anything else in the FOV, preferably everything else should be filtered out entirely. You want threshold to give as big an emitter image as possible without them bleeding into each other when centered at 0 angle. You also don't want too high a threshold that will allow or exaggerate other IR sources. Then set your min as low possible since any off bore angles will result in a smaller emitter signature. Having the smallest min means it can register wide head angles. Your max should be high enough to keep tracking at center. After camera is solid then fiddle with curves. Set the max of the curve to where ever your natural input limit is. Start with a linear "curve" then soften around center and low offset angle with a point or two. My roll is linear, pitches are distinct and slightly curved. Yaw has most curve and is similar to exponential.
  7. This is so true. It's much harder to hide your product when there's no complex avionics and weapons systems. You're left with just the feel of flight. BST have done as much as they could with DCS so far. If only ED could provide a landscape to rival flying through Chernarus, there'd be little left to desire. Also I wonder if all those people complaining before release are just as vocal after. Thank you BST and contributors.
  8. Oh I see, read it as you were using trackclip pro active LED, which is what I have. Since you're using the reflective clip, you're much more sensitive to ambient IR. Just guessing but if you bathed yourself in more IR or enlarged the size of the clip reflectors. The easiest thing might be just put a partition behind your chair to block out the light.
  9. Using the same setup with a window behind as well. What worked for me is remove the IR filter from this Logitech 910 and 2 swatches of floppy disk as a visible light filter in front of the camera. My pointtracker settings are Threshold: middle of line, Max Dia 15, Min Dia 1. Works day or night. Your settings my vary.
  10. Amazing work that should stand on its own for years to come. Many thanks from the community to all the known and unknown contributors to this project.
  11. You called it. This was not a problem with the sim. I just didn't know about these settings, dcs noob here. Thanks for the replies , hopefully it'll help others as well.
  12. I know there are some problems with force feedback but not sure if this is the same issue others have had. When trying to trim, the stick in the huey, it ends up trimming 90 degrees to where it should be. For example if I hold left cyclic and hit the trim button, the force zeros out while pressed. But then when the trim button is released the stick moves 90 degress clockwise, in this case, forward cyclic. I've not had issues with this FFB2 stick before. Anyone else seeing this?
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