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Lurker

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Everything posted by Lurker

  1. https://vrscout.com/news/5k-vr-headset-comes-with-virtual-world/ A dual micro-OLED display headset? Where do I sign up? Thoughts?
  2. Getting hyped for the incoming hype. Oh boy, is this some next level s/&% or what? Can't wait for the newsletter!
  3. I have the Rift S, and while it's an amazing headset, which just works and is really easy to set-up, it does suffer a bit in the resolution department. Pushing the Pixel Density up, has helped quite a lot, but if I was buying something new (or even used) right now I would go for something with a better native resolution.
  4. I would much rather have them implement proper VR controller support. The laser pointer thing works so badly (or not at all) that I'd rather use the mouse (and I do). Just make it so that I can reach over and klick on things (or grab things) with my virtual hand. If ALYX can do it, more importantly if VR VTOL can do it (flawlessly I might add) and a million other games can do it, why can't Eagle Dynamics get this right?
  5. I agree, but that's a whole other discussion unrelated to the Hind. As for 8 tank kills vs 12, again I agree it's no big deal I'm pretty sure a dedicated Hind crew will make short work of armored vehicles (and hopefully Petrovich will be of some use in singleplayer or for those who just like to play alone).
  6. I was using hyperbole when I said it would take one day, but adding a simple "invisible hitbox" for units to take fragmentation damage from nearby exploding rockets in addition to their regular hitbox should be relatively simple to implement. Likewise, adding some sort of randomly generated percentage chance for an AI unit to engage a certain amount of time after spotting a unit (instead of as soon as possible like it is currently implemented) as well as some kind of random generated percentage chance for an AI to actually shoot some rounds not on it's currently implemented perfectly calculated trajectories, should not be that hard, and I argue would go a long way towards making them feel a little less like AI and a bit more like organic living units. I'm not saying that my solution is the be-all-end-all solution or that it's anywhere near close to a good solution, let alone an ideal solution, but in a game where missile chaff rejection is calculated in the exact same way, it could at least be an interim "hot-fix" to a problem that would otherwise be left to languish in Status-Quo development hell for who knows how long.
  7. All of those things that you list Fri13 would require a massive rewrite of the AI code in DCS World. While your enthusiasm is commendable, this is something that would take years to code properly. We need a quick, temporary fix. Something that can be done with the existing codebase. Not sure why you have an issue with that, it's not like one of those things precludes work from being done on the other. I'm also not sure if you consider the the amount of processing power that such a detailed simulation would require, wherever possible developers need to use simplifications in these cases. If the resulting case of an AI rework is that DCS World would run like a slideshow then this is simply not a feasible solution.
  8. I've read the entire thread, and it certainly looks like there is something wrong in a very narrow part of the flight envelope. Most of us need to get through that narrow part to actually land this helicopter. If we stick to the flight manual, we won't encounter any problems but it appears that there is indeed a pretty big problem if we take it to the edge of the flight envelope. Which is not beyond the realms of impossibility in the Mi-8 or any military chopper. KUDOS to you for sticking with it, I've always felt that the Mi-8 is a bit too easy to get into trouble with, but I've always thought this was down to my shitty controls\inexperience\horrible skills and lack of a haptic feedback system. Since I've gotten VR it's been a much easier bird to fly, but I've still wondered why I had to anticipate VRS so much even in some cases where it "looked" like (in VR this is especially obvious) that I'm obviously moving out of my own rotor downwash at a decent clip. Hopefully the devs take a look at this again. I'm pretty sure it's not an intended thing at all but some kind of bug that's occuring between 30-40kph.
  9. Massive AI changes are not needed. Small changes in behavior and damage modeling that would take a dedicated programmer maybe one day of work would go a long way towards making the ground based units in DCS a little more believable. We don't really need sweeping massive changes, give the AI some blind spots and slower reaction times (depending on the unit of course) and maybe even introduce a bit of error in their targeting calculations, introduce some kind of very simplistic fragmentation damage modeling to rockets that only affect infantry and unarmored units, and voilla: You have solved literally 85% of the problems people keep bringing up.
  10. Every now and again you come across a great thread like this. Thanks for your efforts cw4ogden, and special thanks to sLYFa who seems to have gleaned where the problem (bug) might be originating from.
  11. I've parked it in the hangar, indefinitely. It's a shame, because it's a great little plane. My number one reason for the grounding? The terrible baked in cockpit reflections, which are absolutely awful in Virtual Reality, they not only look terrible, they make it incredibly difficult to actually see where you are heading. I know that there are mods out there that can probably fix this, but I don't use mods (since they frequently break the game) and this really shouldn't be that difficult to for ED to fix.
  12. Just so you know, you can vote even if you have an Nvidia card. In fact there is no reason not to vote. (Even though the chances are very small)
  13. I'm with you on this one, as far as flight modelling is concerned, as far as anything else though....well, not so much. (Looking at you ATC )
  14. I'd say that is debatable, but I don't want to start a flame war against the fan "purists" In any case I don't really think it should be a problem, I fly in VR and it shouldn't be that difficult to move my head around when I need to look past the fan. Hopefully the visibility in VR will be "okay" so I can actually see what Im shooting at, but that's a whole other can of worms.
  15. Thanks for the reply. The fan takes up a chunk of space in it's current placement, obstructing some of the view from the cockpit. Do you know whether there will be an option to move it, or hide it from view?
  16. No idea, i think I will probably practice the start-up mission (if they include one in early access, hopefully they do.) If not, then I will have to figure out how to do a start-up in VR. Maybe find a way to get the start-up checklist up inside the kneeboard or something. If that's even a thing anymore. I doubt I will be able to memorize the sequence without a list, and making my own paper list and not being able to use it in VR (or having to take off the headset) is gonna be a bit of a hassle. Once I figure out how to start it, then I will probably mess around with how to get it in the air, and how to get it to do what I want it to do. I think getting it in to a stable hover from level flight is going to be challenging. After that I'm probably going to mess around with Petrovich, just to find out what the AI can and can't do. Hopefully it's going to be as easy and intuitive to use as Heatblur's Jester AI. After that I'm gonna download some of the great target practice missions you very talented mission designers choose to share for us. On Syria of course. (I suck at using the mission editor) Lastly, I hope to take it online and try to find creative and quirky ways of not getting shot down.
  17. AFAIK the cabin of the Mi24P is slightly over-pressurized, and it should have a pretty robust air-conditioning system. Why does it need the fan? Does it get really hot in there even when the AC is on?
  18. Hmmm that's interesting. I don't think I've noticed this, but I will take your word for it as I don't do a lot of ground-pounding (this will hopefully change with the Hind). Maybe increase the fragmentation damage of the rockets themselves? (at least against certain units, like infantry and lightly armored vehicles?) I think the accuracy of the rockets is fine though. Visuals can be implemented later (and are not really that important really, fragmentation damage is usually a small shower of particles and from the air can't really be seen apart from the initial impact point)
  19. I don't understand why fragmentation damage is so hard to implement into DCS World code? Just give certain (vulnerable) units a second invisible hitbox, that surrounds their normal hitbox at a certain range and depending on where they get hit within that invisible hitbox by fragmentation munition, they take a certain amount of damage. It's very simplistic, but it would work well enough for our purposes. Implementing frag-damage would make rocket attacks much more effective against infantry and lightly armored units, which would singlehandedly improve Helo gameplay by at least 50%.
  20. In my case turning SSAO on vs off, had absolutely no effect on the reflective surfaces in the cockpit. It's like it was hardcoded on. (This is on the previous patch to this one)
  21. Oh man, they release the cloud fix patch on the day I'm gonna be so busy after work that I'm not gonna be able to fire up the sim until tomorrow, just my luck
  22. This is in the wishlist thread. It might as well be on the moon as far as ED is concerned. I am afraid that 32 bit normal maps are here to stay. Indefinitely.
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