

Frusheen
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Everything posted by Frusheen
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FM - vertical speed in turns. Neutral pedal v slight input.
Frusheen replied to Frusheen's topic in SA-342M Gazelle
I'm not using the window as I'm in vr. As the Komodo is so smooth perhaps I'm unwittingly pitching the cyclic in the turn. I'll test further to see. My Jetseat is currently in bits waiting to have the vibe motors fitted to my g-Seat so I can't comment on the gazelle effects. I haven't had time to work on it lately. -
FM - vertical speed in turns. Neutral pedal v slight input.
Frusheen replied to Frusheen's topic in SA-342M Gazelle
What I'm experiencing isn't new to this update. I've considered a few things that could cause this at my end. I'm not using self centering pedals so perhaps I've been flying uncoordinated and it only becomes obvious in turns or maybe I need to compensate for the loss in the vertical component of lift when banked with more collective. As an example to try and illustrate what I'm experiencing try a banked turn with neutral pedals without compensating for the bank angle with collective and notice the VSI. Then repeat with a very slight pedal input into the turn and again no collective change. The difference in the VSI should be very noticeable. -
FM - vertical speed in turns. Neutral pedal v slight input.
Frusheen replied to Frusheen's topic in SA-342M Gazelle
Yes. Which makes me think it's a FM issue as lift in the turn increases both when working against and with torque. -
Sorry missed this thread and posted a new one. Mods remove the new thread if you wish. This is listed as fixed in today's patch but I'm finding it impossible to enter VRS. Tried a high altitude hover and full down collective. I manage to recover without any issue with no cyclic input to exit the vortex and no increase demand on collective.
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I'm finding the turn performance at cruise in the Gazelle still to be a little odd. It's something that was addressed before in a previous patch but it still seems off. In a constant rate banked turn with neutral pedals and ball centered the helicopter will descend without collective input. With just a tiny amount of pedal in the direction of the turn the helicopter will maintain altitude although the instruments indicate the turn to now be slightly uncoordinated. The amount of pedal input, even very slight, has a dramatic effect on the vsi needle in the turn. It's as though without the slight pedal input the helicopter is sliding laterally rather than turning. Is this a factor of the fenestron tail rotor, the SAS or an issue with the flight model? Anyone else find it seems a bit off?
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DCS 1.5.4.56500 patch 5 Just tested a full down collective descent from a high altitude hover and I can arrest the descent at 60-70% without any sign of entering VRS or increased engine demand.
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There is a mod which gives audio directions for sling loading. I haven't tried it in a while though. I don't see any need for the graphic indicator in VR. Situational awareness is so much better it's relatively easy to know where the load is.
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It has been said it will be an Airbus helicopter.
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Not worth it for dcs.
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Updating for others information as this issue was never marked reported as requested. Wags has confirmed this is fixed internally and should be rolled out with the next VR update.
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You can use the tool provided with the rift and remove the headphones then use your dedicated audio solution and headphones if you wish.
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Corrupt grass/bushes rendering in VR at low level.
Frusheen replied to Frusheen's topic in Virtual Reality
Kuky updated the above linked thread indicating the issue was reported and closed. Bit of a shame but maybe it means waiting for the new textures in 2.5 to see a fix. -
This issue has been mentioned here http://forums.eagle.ru/showthread.php?t=169061 but has still not been marked as reported nor have we seen an indication that ED are aware of the issue. Is everyone else experiencing this in VR? Of those that are could you please post in the thread linked above so it may come to the attention of the devs and perhaps be fixed. The thread was started before we had a VR bugs section and seems to have fallen between the cracks. This is not the same issue as texture flashing on the periphery of our displays. It makes NoE flying very annoying unless clutter and bushes is set to zero in settings.
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+1. Could we at least have it marked as reported? Low flying in VR has to have clutter bushes set to 0 to be flyable which makes the scenery very flat and bland.
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Some of the VR bugs have not even been marked as reported yet in the beta forum section in spite of several requests. The latest beta was far too short. Many issues which needed to be addressed were not and have now made it into the release version. Now it's a waiting game to see when they might be fixed.
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Still not marked as reported and is listed as fixed in the changelog. Could a moderator please escalate this to the devs.
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The f86 has an option in settings to disable the change in seat position when retracting the landing gear. Flew it tonight and my view was not offset to the side. It does feel too low when the gear is up though.
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This has already been posted here. I think before we had a vr bugs section. http://forums.eagle.ru/showthread.php?t=169061
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[REPORTED]DCS 1.5.4 - UI Settings Menu Black Screen Hang
Frusheen replied to DerekSpeare's topic in VR Bugs
From what I've tested so far it seems to be fixed. -
Right Ctrl and Pause key
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Already reported. It's a vr issue.
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Yes it is only on the left eye. This is listed as fixed in the change log! Still persists after today's update to the beta. Could this be reported by a moderator and the thread marked as such?
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[REPORTED]DCS 1.5.4 - UI Settings Menu Black Screen Hang
Frusheen replied to DerekSpeare's topic in VR Bugs
Can confirm - fixed. -
Some of this could be down to individual headsets. I'm one of the unlucky ones with the red tint in my cv1 so dark scenes in everything are horrible. As a result I only fly daylight in dcs and have given up on elite dangerous or any other dark games for now. Oculus are working on a software fix. It seems the screens are not all calibrated the same and although they are OLED and should show true black the pixels are being kept lit in darkly rendered scenes to improve screen response time and reduce the black smearing we had in dk2. Not saying it is the cause but it is something to consider.