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Everything posted by smirkza
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Building your own may or may not be your thing, but the software on this site (has a DCS plugin that works) coupled with the extensive forums worth of knowledge would make it very possible. http://www.xsimulator.net/ - DCS Plugin At the very least it highlights that DCS integration does work with the right software. I've currently managed to get the data exporting properly from in game. The next step is to start building some small prototypes. Even if you're not an Arduino (or other micro controller) programmer it's still very possible using some of the code others have written. For space/cost reasons I'm going to go with a proof of concept G-seat type system. Bottom line is you could save yourself a significant outlay and have the satisfaction of building the rig yourself. Of course, if building it isn't your thing and you have the capital to invest then go for buying one and let us all know how it is (DCS with a 6dof rig and the rift/vive will be epic). (Note - I have no affiliation to the site I am sure other motion extraction systems would work, I just happen to have invested tie in this one) Cheers, Smirks
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I haven't tried it myself, but this chap (and several others) have 6dof motion sims in use with the rift. They simply mount the receiver to the platform, with no external systems to change orientation. They have reported that there are no issues for either flying or racing doing this. I was worried about this problem too - but now I'm fairly confident that motion platforms will work very nicely with VR. If anything, they say motion sickness is reduced in the people they demo them to. Cheers, Smirkza
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Evening all, I just came across this tool (due out this year I believe) that would seem to have the potential to make home cockpit building a much more accessible thing for those of us that don't have our own CNC. No details on pricing yet, but they claim to want to make it affordable by the masses. Main website - http://www.shapertools.com/#home2
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What a lovely piece of customer service - top man! :thumbup:
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I concur. Visual damage adds deeply to the authentic feel of combat and will be particularly pleasing when we get level bombers (manning a turret and seeing bits of aircraft blow away). An example of how it can be done is with the Star Citizen damage modelling. Of course, object scales are very different and I in no way suggest this would be possible in DCS - but we can dream :music_whistling: Cheers! Smirkza
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That thread is an interesting read. It seems that there is a real mix between those who find SLI worls well and those who just cannot get it working. Seems to be not just for DCS too, but for many other games. I've never tried SLI before and was only really interested for the VR boosts it is supposed to be bringing (one card per eye rendering). I'm in no rush though and will see where the tech goes in the future when consumer VR HMD are released...
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Fair enough for DCS, but my main want for SLI is the myriad of other VR experiences I plan to enjoy :) At least, that's based on the info from Nvidia here - http://nvidianews.nvidia.com/news/nvidia-vr-platforms-deliver-massive-performance-boost-for-virtual-reality Thanks for the link.
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I'll try some of them out, but if it means I don't see shadows then they're staying nice and high. Shadows add depth massively in my most humble of opinions. Guess it's down to personal preference.
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OK, finally gotten around to trying out the DK2 with Nevada. It really is a wonderful thing. The res of the DK2 interferes a little with enjoying the scenery as much as I would like to, but the immersion is just terrific. It is worth noting though that I manage to avoid getting motion sickness from the rift, even with a low framerate, so I have been able to turn up all my settings to max. I've just learned to "defocus" my eyes whenever I move my head, which stops any nausea developing, and then"refocus" when I've stopped moving. I can't wait for the consumer level of VR HMD to come out - although I think I will definitely need to grab a second 980 for SLI to properly enjoy the experience... Cheers, Smirks
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Dedicated 1.5 Oculus Rift DK2 thread
smirkza replied to djbordie's topic in PC Hardware and Related Software
For all of you who may have missed this, hellking found a fix for the crashes. After testing, it seems to totally resolve all crash issues related to the DK2 - even letting you get back to the menu after a game without crashing. I can spawn every single time now, even training missions. Nice work hellking! Link to his post - http://forums.eagle.ru/showpost.php?p=2507760&postcount=58 -
By Jove, he's only gone and fixed it! Great work my man, works like a charm! Rep inbound...
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Nope, they only do that for ease of your youtube viewing. In game it's 1st person be default (although you can go to outside views if you want to). I just finished a KA50 mission. It's incredible how the hide and seek aspect comes to life when you can lean in your cockpit and try and look past buildings. The res isn't enough at the moment to spot properly, and the 0.7 SDK brightness problem causes some issues, but wow when it comes together it's simply incredible!
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Hey, Purely a cosmetic request. I use the DK2 to fly and the immersion level is now incredible. One thing I notice though is that whilst the cockpit itself casts shadows on the wings, the pilot does not. Is there a way to have the pilots shadow cast also, even if it is a static object? If you could make it move that would also be great, but I'm guessing that would be more work. That said, the mirrors respond nicely to pilot movement (even see the pilots reflection, which is spooky!). Many thanks, Smirks EDIT - Hmm, I think on testing there is a pilot cast at least in the F86. It is static, but it still helps add to the immersion. Finding the planes without one now.
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Dedicated 1.5 Oculus Rift DK2 thread
smirkza replied to djbordie's topic in PC Hardware and Related Software
OK, so when it works - it's incredible. I mean, truly awesome! The sense of actually flying, the smoothness, the quality of the visuals. I can't believe how the dials are actually clearer now, the writing easier to see. I haven't found any benefit to using alt-enter to frame rates. No change at all that I can see. The 'washed out' look is apparent, and a fix will be welcome, but it most certainly does not interfere with the experience to a point of distraction. The crashes are a problem, and I've found the only sure way to get it working is with a reboot. It seems the first game load of each reboot works without a hitch, but any further attempts crashes on loading or the tracking doesn't work properly. And of course, it crashes every time I quit a mission. No individual aircraft seems not to work - as long as it's first go of reboot they all load. Deeply, deeply enjoyable experience. Only downside (other than the extra time I'm going to lose to DCS) is the ground textures seem extra flat when flying low and slow - but meh, small price to pay. Flying the Huey Falcon style through a dense city actually made me laugh out loud - such a great experience. Smirks -
Pre-Purchase NEVADA Test and Training Range
smirkza replied to KEULE's topic in DCS World 1.x (read only)
Evening all... I've purchased the map to support ED - It looks like a mammoth amount of work went in to it and it really is a stunner. It will be great to have a new theater to fly in. But, can I ask a question (and this is a genuine question as I really don't know). What is it about the Nevada area that gets people so excited? I'm a Brit who got in to DCS because of a love of flying in general rather than from a personal history of loving military aviation exclusively, so I know nothing about Red Flag or the history of the area. Why is everyone so pumped to be flying around here? Cheers, Smirks -
Hi Andre, Great work, as always. I get the helicopter vortex ring state vibration, but that's it for the choppers. No rotor vibrations at all or ground bumps. Have you implemented engine vibration for the planes yet? I ask only as I don't get any but not sure if that's something to worry about or it's because I shouldn't be expecting to yet? Also, I paid extra attention whilst driving my car this week and I most definitely get vibrations at all times between the joins of the road :D Many thanks as always, Smirks
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An honest question from an honest Joe - Given the new delay (which sounds like it is entirely for the right reasons) how much extra work/time would it entail to utilise DirectX 12 instead of 11? What would the benefits of such a move be? (outside of performance gains). Is it something even remotely feasible, or would we be talking another 2-3 years development time? Sorry for what might be a daft question, Smirks PS - I have a new desktop background in the shape of that stunning A10 pic - thanks :D
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Nirvi, I'm not sure if this is a fix for you but for me to get it working I had to go through this order - 1.) Start Simshaker Buttkicker Module & select the soundcard (press test to make sure it works) 2.) Keep the above module open, then load main Simshaker program & make sure export .lua is ticked 3.) Keep both the above open, then load DCS as usual and it should work when in game. 4.) Be ready to fiddle with the gain settings to get an even output in the buttkicker (cannon are massively energetic compared to runway vibrations, for example) I tried for ages without keeping the extra simshaker module open and wondered why it wouldn't work. Keeping both open fixed it. Hope this helps, Smirks
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Hi Andre, I just wondered if the cannon effect is currently a placeholder that will change once the full version is out? I ask as the A10C cannon effect makes the buttkicker vibrate intermittently (feels very irregular) unless you have the gain right down, in which case I only just feel it. Also the runway vibration seems to drop out every so often when moving down the runway, like it drops a loop. So it's like 1,1,1,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0 etc (same for the cannon actually). I also wonder if it is worth having a default setup config on the Buttkicker preamp for testing so all feedback you get can be correlated correctly to make your life easier? Currently, we could all have different settings on our preamps which could change the way we feel things and alter our feedback for you? I hope my comments are helping and not just giving you a headache? :) Many thanks, Smirks
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Hey Andre, Great about the continual runway vibrations. It may be that with the engine vibrations on you won't feel them, but it all adds up I think to give the most realistic feeling. Yes real aircraft (when going on holiday/business trips). The landing gear always makes the plane vibrate when retracting/deploying throughout the whole movement, with bigger locking vibrations like you currently have. Testing continues :) Smirks
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Sorry, by this I mean that when driving my car, I feel large bumps as I move from one block of tarmac to the next. As the tyres move over the join I get a jolt. But, I also get constant vibrations whilst running over the road surface as a whole. Currently in simshaker, I get the jolts but not the continual vibrations I would expect whilst moving down the runway. Are you planning on implementing vibrations for the duration of the gear travel too? The initial bumps and end bump is nice, but again I when flying normally I feel the gears total movement in retraction/deployment not just the initial and end bumps. Many thanks, Smirks
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Hi Andre, Great work so far! I have managed to get my Buttkicker working whilst in game. The runway effects feel like a intermittent jolt (as I pass over each new piece of concrete) without in between vibrations. Is that correct? The gear raising/lowering starts with a big bump. Then no vibrations. Then a big bump as the gear locks at the end. Am I missing in between vibrations? The A10C guns firing makes my chair explode compared to the other sounds :D Testing continues... :)
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http://forums.eagle.ru/showthread.php?t=131650 Belsimtek are 'possibly' doing a variant. Nothing massively confirmed yet, as far as I know. Smirks
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Aye, this has sparked my interest. In the cockpit these could significantly improve the suspension of disbelief.