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Razi

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Everything posted by Razi

  1. I just fired up the Hornet for the first time since the update and on my first round of BFM I also got this crazy yaw oscillations. Lasted about 30 seconds with no input, then settled down.
  2. I guess this thread answers my question. I just got the 2.0 trial only to discover that 1944 was downloaded. Too bad. I Need to see how it performs on my laptop (VR) before I buy it.
  3. Force feedback turned back on (needs to be off). Maybe this helps somebody else.
  4. Dusting off the P-51D after some time and I noticed that the elevator trim has no affect on the flight model - though all the animations are working correctly. I attached a simple track where I manipulate the elevator trim and the rudder trim (for comparison as it is functioning correctly). You can see the elevator trim wheel/tabs move, but the stick and flight model are unaffected. Whereas the rudder trim wheel/tabs move and the rudder/pedals/flight model are all properly affected. Perhaps there is a setting/binding conflict I'm unaware of, but I have not located a fix on my own yet. Thanks, Razi P-51D elevator trim bug.trk
  5. I get the same crash, so just adding my log to the data pool. dcs.log
  6. Razi

    Bugs?

    I'm wondering the same thing as @Jel. I just got a Honeycomb Bravo and the C-101EB IDLE/STOP (2 pos switch) binding is inverted and the other three commands all behave the same (as toggles). Otherwise, I could fix the inversion with Joystick_Gremlin (as inverting the values in the default.lua script doesn't seem to work), as I have with other aircraft.
  7. Thanks for this. Hopefully one of the devs picks up on it. It would be fantastic to only have to perform a G-Warmup once per sortie in DCS.
  8. @f4l0 The piston RPM effect is working again, at least for the P-51D, and the new effect feels good. I like it quite a bit better than the old effect, thanks!
  9. @f4l0 Amazing work on this! Can't fly without it...
  10. Hello Bankler, I have a feature request if you are interested. I've used the mission enough that I no longer need or want the intermediate messages and I find them a little distracting, so I went into your script and added a radio option, called Silent Mode, that turns all player messages off from step 1 through 11 just leaving the beginning and end messages (steps 0 and 12). This way I only get the init and summary messages. It works really nice. It was easy to implement and thought others might like this option as well. Thanks again!
  11. Thanks for this Bankler, I use it all the time and don't think I ever properly thanked you!
  12. Don't worry about it _mu110_, I just went and updated a version I posted earlier in this thread. It is all working good now. Thanks again.
  13. Glad it works for you. It doesn't for me (OB 2.5.5.41962).
  14. Just want to report that my old Wacom CTE-440 (renamed Bamboo later) is working good with this. Thanks!
  15. Hey _mu100_, is it possible you could include a link to the mod for 2.5.5 still? I haven't switched over to 2.5.6 yet and for various reasons need to reinstall this mod. Thanks!
  16. Thanks for that. I was wondering why sometimes the ASL would be pretty far off.
  17. Would really love to see an in game mission/campaign publishing/browsing system. How fun and easy would it be to be able to publish missions directly from the ME. I could make a mission, hit publish, fill in some details about the mission and done. People could immediately try it out - all ingame. I suspect the amount of content that would be created and therefore easily available in DCS would grow tremendously if this basic system was implemented. I would like to be able to easily browse, ingame, published missions (continuously growing), filtering them by various options (dcs version, aircraft, map, unit density, type, etc.), try it out and then give it a rating afterwards. Good missions would rise and poor ones fall. It would be very helpful if this system allowed for the downloading of dependencies for the missions as well. Obviously, I think this would be a very nice addition to the core game features of DCS while we wait for and even alongside the dynamic campaign. This area of DCS really needs attention. The simulation side is great, performance/graphics are improving, the game side - not so much. It really hasn't changed or been touched for many many years. Off the top of my head I think the biggest addition on the game side has been the "Create Fast Mission" option.
  18. Nice list and keep working hard! Is the CAS page planned at any point? Thanks
  19. Why such a stark contrast of text quality/readability between aircraft and also within the SAME aircraft, such as the Huey? Is there anything that can be done? See the attached screenshots. The Hornet and Huey CMS panel are fantastic. However the A-10, Viper, F-5, the rest of the Huey are not. A couple of notes. 1. I fly in VR. 2. Texture settings on Low or High makes virtually no difference for the text. The Hornet and the Huey CMS text is unchanged and stays perfectly clear and readable regardless of the setting. Whereas the cockpits/panels with blurry text stays blurry unless (on HIGH textures only) I move my face to within 6" of the panel. However on low and medium the text stays blurry even 1-2" inches away.
  20. @rel4y Thanks for that, exactly what I was looking for.
  21. Thanks! That is a good guide and glad someone took the time to write it out as that is pretty much exactly what I discovered, eventually. I also tried 60hz, but there was flicker and the screen seemed to lag with head movement - I could see the black borders as I moved my head. Colors seemed slightly dimmer and the rendered resolution seemed less than 100%, I could easily see the black edges of the screen.
  22. I discovered there was a public beta for WMR for SteamVR and installed it and that did it. Changing motionReprojectionMode to motionvector in the beta actually locks fps to 45. This works the way I hoped and anticipated and it definitely makes a huge difference for my system.
  23. Sure, here is the whole file: { "driver_Holographic" : { }, "driver_Holographic_Experimental": { // Motion reprojection doubles framerate through motion vector extrapolation // motionvector = force application to always run at half framerate with motion vector reprojection // auto = automatically use motion reprojection when the application can not maintain native framerate // disabled = turn off motion reprojection // // Comment out or remove this line to use the SteamVR settings for controlling motion reprojection "motionReprojectionMode" : "motionvector", // Motion reprojection indicator to display the mode currently selected // green = off because application can render at full framerate // cyan = on because application is cpu bound // blue = on because application is gpu bound // red = off because application running at less than half framerate or motion reprojection disabled // // green + cyan + blue = motion reprojection half-framerate mode or application requested motion reprojection "motionReprojectionIndicatorEnabled" : false, // Motion indicator size and position in 0-1 space "motionReprojectionIndicatorSize": 0.015, "motionReprojectionIndicatorXPosition": 0.3125, "motionReprojectionIndicatorYPosition": 0.3125, // Some people may experience increased discomfort such as nausea, motion sickness, dizziness, // disorientation, headache, fatigue, or eye strain when using thumbstick controls in Windows Mixed Reality. // // Setting thumbstickControlsMoveEnabled to true may cause application compatibility issues "thumbstickControlsTurnEnabled": false, // true = use thumbsticks for artificial turn, false = default application thumbstick behavior "thumbstickControlsMoveEnabled": false, // true = use thumbsticks for artificial move, false = default application thumbstick behavior "thumbstickControlsReversed": false, "thumbstickTurnSmooth": false, "thumbstickDeadzone": 0.25, "thumbstickUseForSystemMenu": true, // During some transitions (typically entering Home), controller events start accumulate and the system has difficulties to catch up // Settings a mximum age for a contoller input allows ensuring that the events queue does not grow indefinitely "obsoleteStateMaxTimeInSeconds": 1.0, // Disable DX12 support "forceDisableDX12": false, // Feature still in development "enableSkeletalInput": true }, // If motionReprojectionMode is disabled, these applications will still respect SteamVR settings "MotionReprojectionDisabledExceptions" : { "hlvr.exe" : true }, "NoInterEyeRotation" : { "battlezone_dx11.exe" : true, "battlezone_dx12.exe" : true, "DOOMVFRx64.exe" : true, "Fallout4VR.exe" : true } } edit: As an aside, I have tried with "motionReprojectionIndicatorEnabled" true or false.
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