

J-1775
Members-
Posts
143 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by J-1775
-
I am asking me the same. Anyone knows of any updates?
-
[AKNOWLEDGED]Cars of England drive on the right side of the road
J-1775 replied to Rudel_chw's topic in Bugs and Problems
Excellent excuse for a crash landing: I tried too long to spot the 'pretzels'! -
[AKNOWLEDGED]Cars of England drive on the right side of the road
J-1775 replied to Rudel_chw's topic in Bugs and Problems
Haha, the 'immersion breaker' was a little hyperbolic, of course. If I had to choose between, let's say flexwings for the Spitfire and correct traffic, I'd certainly go for the first. But thanks anyway for giving another attempt in bumping! For a simulation that gives so much on detail, like exhaust flames changing their color, it's just like a movie 'goof'. But a movie is final and you have the chance to correct. -
[AKNOWLEDGED]Cars of England drive on the right side of the road
J-1775 replied to Rudel_chw's topic in Bugs and Problems
Well, I may be the only one who's immersion is completely broken by all those drunk rookies driving unsafe on the roads of Southern England. But there's another reason why I take up the topic: 14 months have passed since and the Channel Map is announced to transit out of EA in short time. Maybe that is the time to reconsider this bug? It may have been acceptable for EA, but somewhat embarassing in the official release? And maybe one of the devs comes up with a solution that isn't as work costly as thought initially? And after all, they write new code every day, isn't that their job? -
When I talk about DLSS I am not speaking of sales ads. I speak about my own personal EXPERIENCE in War Thunder (which I keep installed for several reasons, progress of the Dagor engine is one them). For VR users the introduction of DLSS was a void promise for a long time (two big updates). So I had no hopes at all, when I ticked it on their last update. But woosh, there it was: not alone the promised and expected improvement in FPS, the bigger suprise to me was the picture quality: a rock-steady sharp picture with almost all 'shimmering' and flickering gone. It was like magic. I don't understand why so many people misjudge DLSS as just another method of AA. Sure, AA is part of DLSS, but AA is only one column of its architecture.
-
Hooray! This really is good news ─ for VR users probably one of the best in years! And among the many stuff possible with Vulkan is DLSS.
-
Thanks, that (probably undocumented) game 'mechanism' is interesting to know. Maybe I had missed that...
-
I assume I know what 'flightsim' you're speaking of. It's the one that introduced flex wings to WWII aircraft. And after months of void promises finally managed to be the first 'flightsim' to have working DLSS for VR! Which not only brings an incredible boost in VR FPS, but ─ with the need of AA gone ─ brings unbelievably nice and steady pictures with almost all 'shimmering' removed. The DCS recording system probably needs a complete overhaul. Who'd wonder after almost ten years? What I don't understand: Why doesn't DCS realize that a good support for the cinematic addicts is best FREE marketing. With YT and social media ANY effort put into that would pay back in cash within the shortest time... Well, obviously they consider the accuracy of a missile path under all weather conditions as more important than a new customer base? I REALLY start to wonder what MAC may bring in terms of overcoming old quirks and focusing on user friendliness (input system, skins, cinematics...).
-
Am I wrong? Some months ago I set up a demo flight to later show a friend how state-of-the-art flight simulation felt like in a Reverb VR HMD and on a motion platform. However I had to skip the idea because when I replayed the track I found that all my head movements had been recorded, too. I wasn't able to turn my head and sight freely. Which in VR is a nightmare and caused nausea even to a hardcore VR user like I am. So no Cliffs of Dover for my friend, but a Spitfire recon flight along the Kuban Black Sea coast! (You know what sim I'm speaking of...). Then today I replayed a new flight and my jaw dropped. Was I on a replay or in a mission? I could freely turn my head without the need of 'taking over' controls! Has anything changed in the past months? Apart from the fact that I now run VR on the WMR openXR runtime ─ which hardly can be the reason for that?
-
One sentence ─ all said! I hope DCS devs closely watch what Asobo did with upcoming Update 5 of MSFS2020. Although the PC version remains (currently) on DX11 they obviously managed to get a HUGE fps improvement by just sorting and 'ironing' out their code. One example mentioned is a dedicated core for the glass cockpit. Finally, watch my mouth, DLSS will be the future of all games and simulations. In a few years there will be no VR simulation without that option. DCS, better prepare for that. Even if it means DX12...
-
I'm sorry for your bad luck with customs ─ I hope you can now enjoy your jetseat! I fly almost exclusively piston aircraft and engine rumble for me is very important. You noticed that you have a default setting for "Generic Jet Engine", but as soon you loaded the A-10 you should see a custom tab exclusively for it. I need to feel the landing gear and increasing Gs. And approaching stall. I also love to feel the rumble of the (sliding) canopy in WWII aircraft. Thus these are all above 50%. And, of course, ground bumps. But in an A-10 that's probably quite different.
-
Indeed, this sounds rather like UKistan than United Kingdom! For technical stuff in this amount I'd pay like € 30-40. Where half is a fixed administration allowance and half the actual duty. Living in a non-EU country in the very heart of Europe...
-
Usually Andre is quick to give you a new code. However, if I remember well he once told me that Simshaker looks for IP adresses. I remember I once had changed an IP number of an attached device and when I reversed to the old one Simshaker worked again. Maybe this info helps you to find a workaround...
-
Offenbar ist das subjektive Empfinden und wohl auch die Anatomie von Individuen so stark verschieden, dass solche "Vergleiche" zur Kaufentscheidung wenig taugen. Nach Vive Pro, Rift S und Pimax 5K+ war die Reverb für mich praktisch von der ersten Sekunde ein WOW-Erlebnis. Diese unbeschreibliche Schärfe bei allen Schriften und Instrumenten, ein Sweetspot viel grösser als bei der Vive oder Vive Pro und mindestens ebenbürdig der Rift S. Lange dachte ich, ein grosses FoV sei wichtiger als Schärfe und Auflösung, aber die Reverb hat mich quasi bekehrt. Vielleicht machen es bessere Hardware und foveated rendering einmal möglich, dass wir die Schärfe der Reverb UND 200° FoV UND 90fps in DCS haben werden, aber vorläufig bleibt das ein Traum, eine Taube auf dem Dach. Die Reverb aber ist für mich der beste Spatz, den ich je in der Hand hatte. Der einzig negative Punkt, wo die Reverb schlechter abschneidet als die Konkurrenz, ist für mich der Tragkomfort nach 60+ Minuten. Wobei mich die originale Pimax, vor Mod mit Schaumstoff und Vive Audio Strap, schon nach 15min unerträglich schmerzte...
-
Hell of a work that you did, Lino, congrats and thanks!:notworthy: I stumbled over the thread because I'd like to give the small PG islands a touch of WWII. I have a stupid newbie question:doh:: Is it by any means possible to remove or exchange the current (modern) buildings and vehicles on the islands or can I just ADD new objects?
-
If you do that training in the Yak-52 or the L-39 and if you're in for some adventurous island hopping then you MUST visit the five small islands Sir Abu Nuayr, Abu Musa, Sirri, Tunb Kochak and Tunb Island AFB. At dawn and with some fog or dust smoke you get incredible moods. With more fog you'll depend on instrument navigation and the manual:book:. And speaking of low level: the runway on Tunb Kochak runs from one side of the island straight to the other. Use one third of its length and take off like on a carrier and you'll find your Yak-52 2 or 3 meters above the whitecaps. Hilarious feeling!:pilotfly:
-
After personal experience with the Sensoryx gloves I think the only practical solution ─ for the time being ─ will be one that is fully integrated: either within the Vive ecosystem and its Lighthouses or within the HMDs by camera-tracking (IR by Leap Motion/Pimax?) or standard cams like Oculus will offer for the quest and future headsets. These are solutions that come without additional setup hassles and calibration procedures. And they will be just good enough for cockpit interaction. After all, pilots have real gloves on which could be, at least in WWI and WWII times, quite clumsy... Of course, if you ask for haptical feedback, that's a different story.
-
Your individual comfort depends on quite a few things, like size and form of your seat and seat rests or the softness of the seating. The softer it is, the more your body weight pushes the motors into it (instead of into your body). So you may even experiment with putting a rubber mate UNDER the JetSeat. Your body-fat-index is another important factor. Don't listen to your doctor: if you eat as much pizza as I do :smilewink:you're definitely on the comfortable side ─ for hours of flying nonstop...
-
Good remark!:thumbup: Considering the current state of affairs you might be right.
-
With no haptic feedback required there's not even the need for gloves! With leap motion we have a solution that is around for years now. It's absolutely astonishing what this cheap little thing can do! Combined with inside-out tracking and a small wrist item that could further improve the hands' tracking in 3D space it would be a very simple solution. I really hope that Pimax will finally give us a proove of concept. P.S. I have the Sensoryx VRfree hands, but they gather dust on the shelve. Even if there was full integration in my favourite flightsims, I wouldn't probably use them because it's way to complicated. This glove concept makes only sense if you go all the way with haptic feedback. I completely agree with you: what we need NOW is a simple finger tracking solution without the haptics!
-
Don't worry, worth every word, thanks!:notworthy: So the Captogloves do actually use 6 DoF, you could move your virtual hands completely freely in the cockpit? Did you try moving something besides or slightly underneath your seat, gear, flaps or a trim wheel? Or high above, like moving the Spitfire's canopy back and forth? Did you play with the Captoglove arm bending slider in DCS' settings? Did you notice any difference?
-
Mmhh, you might be right. In this review/announcement of new 6DoF controllers for standalone VR HMDs there's a picture of a lady wearing armbands and the comment says: Sad fact is, the Captoglove currently do not (yet) work as we would wish for cockpit interaction...:(
-
For a functionality like you and me want, the answer is probably YES. If you want a real cockpit feel and move your hand(s) towards a switch that you see in your virtual cockpit, then the glove must be tracked with all 6 DoF (like your head). Leap Motion does so by default and any "virtual hands" based on Vive controllers or Oculus' Touch do so (implemented in Aerofly FS2). But as far as I understand, only the "optional" CaptoSensor will provide ALL needed degrees of freedom. However I'm still waiting for an answer from Captoglove to clarify this. I also assume you'll need TWO CaptoSensors for a pair of gloves...
-
Sad to hear that. Maybe you told us already, then sorry to ask you again: do you also have a CaptoSensor?