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TripRodriguez

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Everything posted by TripRodriguez

  1. Hey guys. The first two cockpits I think I want to complete (blank panels for VR with just the switches and knobs, so relatively easy compared to the projects I started in the past) are the Ka-50 and the P-51. Both of them have some of those strange toggle switches that have more than three positions and kinda go around in a circle. I assume most of you will know what I mean. So, does anyone have a source for these things? Preferably as reasonable a price as possible, I fear I may have to improvise when I find out what they'll cost me. I've got to check and see how many I need and how many positions. I should already have all, or at least most, of the standard toggles, rotaries, and pots I will need. Thanks for any help.
  2. I got the cameras working via full SteamVR reinstall. They are horrible, not much better than the OG Vive version. With a flashlight shining directly on my TM Warthog throttle it was a blurry mess, and there was latency when I turned my head. Definitely no good. I'm going to try to do a Leap Motion test in the next two days, but pretty sure that's going to be a no-go just because it won't be 1:1 positional tracking. I will post back and let you know though. I have a 1:1 matched to the game DCS Huey forward panel already built, so I'll use that for my tests. I also am very upset to have recently discovered the Vive Trackers are far far less reliable tracking than the HMD and wands... =( Sucks that I spent $300 on the damned things a year ago. Update on that: Supposedly this might be caused by the USB ports used for the dongles. I'll be testing with "clean power" USB ports and I'll report back.
  3. Hey guys, I got my Index yesterday and I'm quite pleased with it. The passthrough camera isn't working yet (apparently it is for some people) for me but looking at the options gave me a thought. SteamVR has a mode (that I've never tested due to terrible OG Vive camera) for the "chaperone" system to fade in the real world via the passthrough camera(s) as you get close to them. So I was thinking, what if you placed the boundary of your play area such that when you reached for the panels your hand got close enough to trigger the chaperone? The biggest problem I can see here is that I believe there's a minimum size for your chaperone area, but there's got to be a way to bypass that restriction right? With my Index it will even be stereoscopic! For hand detection I can use the Leap Motion controller emulation or a Vive Tracker on the back of each hand. Another possibility is (again this is 100% theoretical at this point) enabling the "translucent pass-through" camera mode assuming it lets you continue gameplay, and attempting to set up the simulator so that that everything but the panels is black or possibly chroma keyed like that app someone linked so that when you look anywhere except where the panels are the translucent real world view won't be obscuring anything. For me that's a bit more complicated (understatement) since my cockpit moves around quite a log LOL. It will be a lot easier for any aircraft that you don't look up through glass above your head... so basically helicopters. Anyway, I'm planning to try out these options when the Index camera support gets turned on. I wish I'd known about this feature two days ago so I could have tested the theory with my OG Vive, but I'm not sure I feel like taking the time to break it back out and hook it all up just to do a quick test with a horribly low resolution mono camera.... I might try switching to the SteamVR Home Beta to see if I can get the cameras working on the Index but again for me that's a bit of a hassle because I have to deal with OpenVRInputEmulator motion compensation getting broken by going to the Beta and time is always in short supply around here.
  4. Hi there Olaf! I hope you might help me out with something. I'm working with FlyPT on his motion simulator software and out of 17 tested aircraft the Huey (naturally it had to be my most used module) is the only one our touchdown detection isn't working on. Huey doesn't seem to be putting out telemetry updates for the struts, but SimShaker for Aviators is still somehow detecting the touchdown. We are using the following in the LUA: LoGetAircraftDrawArgumentValue(1) LoGetAircraftDrawArgumentValue(4) LoGetAircraftDrawArgumentValue(6) The Huey never updates these values as I fly/land/crash. If possible please let me know how you are detecting touchdown on the Huey. Thank you! PS- I absolutely love SSA and couldn't live without it at this point but I think your piston engine effects in Simshaker sound in general need to be a much faster beat. It feels like a one cylinder engine running in the aircraft I've flown! Thump thump thump. I've been considering trying to make my own sound file for it but thought you might want to address it "officially".
  5. Hey guys. I know with all the high priority stuff in the works this is almost certainly a waste of breath, but I have to try. =D I believe all that has to be done to prevent the clouds from spinning strangely when you move your head around is to have the cloud textures orient based on the location of the aircraft, or based on the pilot location rather than based on the pilot "camera" that moves. If it's an easy fix, please take care of this. It's quite distracting, but obviously not near as big a problem as VR performance issues etc. etc. and I know new clouds are coming eventually so I only intend for this to be addressed if it's pretty quick and easy.
  6. We will get proper gloves eventually, just maybe not nearly as soon as we would like.
  7. That's awesome. Being able to see my hands is what I'm basically after. I guess I'm not so coordinated, not a shock as I'm an Aspie. =D Reaching for a switch right in front of me, then having to feel around a bit for it is an immersion killer for me. Still better than any other option, but annoying. I will be testing Leap Motion soon, I fear the tracking will not be 1:1 with the real world but we will see.
  8. Aha! Thanks Etirion, I didn't imagine it! @Rocky49 that is the source you requested. =) LASooner, not a bad thought but turns out I had it right after all. Everyone make a note, it's not that often I remember something correctly!
  9. I can confirm that this has been the case in the one or two experiments I performed. If you want the real thing to be in exactly the same place as it is in DCS you need to build the DCS pit not the real one. Keep in mind though, I only tested a little bit so this very well not apply to all modules. I suspect it does though. My solution is building the blank panels, putting them in place, and then using the VR hand controllers to check position of each switch and knob etc. Time consuming but it works. My Huey main panel (already built but not yet wired) I was able to obtain an image of the full panel, then use that and verify with the hand controller and it seems to have worked out pretty well.
  10. NineLine, thank you for the fantastic news. The rumors that Ugra had no plans to work on Normandy until after Syria release were deeply troubling and I'm sure I'm not the only one who feels a massive sense of relief to hear they are actively working on it. I actually feel borderline elated after reading your post. =)
  11. @fael097 I meant no offense, hope you didn't take that the wrong way! I actually haven't really truly spent any time in DCS in a very long time for many different reasons, poor performance being one of the main ones but I was also super busy with other stuff for an extended period of time. I've just recently become really active on the forums again because I'm finally ready to go back to all-in on DCS! That's partially because of the promise of massive VR performance improvements. Also my simulator is almost back to flight ready, just a few more days I think! And then Reverb end of the month.... it's looking like a good few weeks coming at me. =)
  12. Hmm... I can't find the message so maybe I imagined that bit! Closest thing I found was this https://forums.eagle.ru/showpost.php?p=3937354&postcount=58 but I would have sworn there was a post about the VR fix working for some systems and not others. Truth be told as much as I've had this topic on my mind I truly might have dreamed it, not even kidding! I only dug through NineLine and Wags posts, so I guess there is a small chance it was posted by someone else. Also I looked through as fast as I could so I could have missed it.
  13. How did I miss that!? I've been watching pretty close. That is fantastic news.
  14. I'd say either you aren't too picky about frame rate, or you are satisfied with lowish graphics settings. Do you not have your CV1 set up to supersample DCS? My system is not bad, 7700K at 5Ghz and a GTX 1080 but performance has always been marginal for me, sometimes much worse than that. I should mention though, Oculus ASW did a pretty great job of making the performance issues drastically less noticeable. When I switched to Vive it was a much bigger problem. Now I think SteamVR is probably on par with Oculus in that regard, but I haven't taken out the Oculus to compare directly. Oculus doesn't play well with motion sims, and Facebook are douchebags and won't open source anything so there's no real hope for a reliable fix. Anyway, to answer your actual question Wags originally stated that they had achieved about a 50% frame rate increase in VR after they optimized the terrain engine for it and we've been foaming at the mouth ever since! Unfortunately it turned out that the fix did not work for all systems (unknown whether it's certain HMD's that do/don't work, different GPU's, or what. I think I remember them saying the fix actually decreased frame rate for some users, which is why they have to figure it out and fix it before they can send it out to us. PS- For now the performance boost will be for Caucasus and Persian Gulf maps only. Nevada to follow, no expectation for Normandy to get it any time soon as it's up to the third party who are focused 100% on their Syria map. =/
  15. That sucks. My first priority is the Leap Motion experiments, but I do want to check out the blender thing at some point.
  16. Were you using SteamVR though, with your non-steam DCS? I assume yes, but you know the whole "are you sure it's plugged in" concept could apply! =P
  17. It is true, if the cockpit doesn't have to match the game exactly you can get around this and the method we are discussing at the moment does not require an exact match.
  18. Hey now, don't single out the VR people. I agree with the sentiment but it's not the VR people more than anyone else. Read the past few pages, most of the people being unreasonable about the delay were talking about the Hornet updates. VR people are certainly plenty guilty as well, but I don't think by any disproportionate amount. What IS annoying (and you may or may not be guilty) is the minority of Anti-VR people whining about the VR people. But that's enough off-topic. The VAST majority of us here have nothing but love for ED devs and understand that hurdles pop up and can sometimes (always?) make releases of anything software get delayed. I don't think anybody could be much more excited than I am about the performance boost for VR, but I keep my enthusiasm in check and can't stand the rude posts aimed at ED employees. I would give a temp ban to every poster who was blatantly rude (NOT everyone who complained, just the people who were uncivil about it).
  19. Well, you can set the screen back far enough to not be a problem, but that looks weird and I don't like it. See my "A" Grade MS Paint art attached!
  20. Something just occurred to me though, gauges! I do not have any working instruments, and I'm sure that is the case for a lot of other people as well. And you can put screens behind MFD's, but then the screen is in the way of installing other switches where they should be. Putting green screen inserts in gauges would require an awful lot of accuracy from the tracking to keep them displaying properly. I don't think there's any way I can get my motion sim compensation accurate enough to keep the gauges centered in the gauge holes all the time. D= Re: PointCTRL That looks like an excellent project, but not what I'm looking for. I looking for a full 6DOF tracking solution where you can see your hands in VR.
  21. I'll have to check it out too. My main concern though is the performance hit it might cause. This is a solution I've had in mind since the beginning too but I didn't expect it to become available! Many thanks for the info @retai ! PS- I wonder if it will support stereoscopic real world image with the dual cameras on the Index? =O
  22. I definitely prefer to be told as much as possible. Decades of being a simulator and video game fan have taught me not to set my hopes too high. I fly 100% in VR myself, so this update is a huge deal for me too. =)
  23. That would definitely be the ultimate solution but as niche a crowd as pit builders are I doubt we'll see anything like that on a consumer level any time soon, if ever. I'm looking for a more plausible solution that I can make work now with current tech. Step 1 is Leap Motion testing. I'm worried about the accuracy of the positional component of tracking. Step 2 is back to the Vive Tracker experiments. Captogloves WITH Vive Trackers would be perfect for me if they ever implement that. Except for the cost. =( I really hope the Leap Motion tracking is good enough to do the job.
  24. Theoretically the SteamVR plugin for Leap Motion to emulate a standard VR controller should be able to give us what we need. Last I heard DCS wasn't playing well with it but I'll be testing in the next few days and will let you know.
  25. They know what a big deal that fix is, I'm sure they are busting their butts trying to get it out A.S.A.P. so let's not punish them for their effort. This isn't directed specifically at you Imacken, you are just the most recent to comment so please don't be offended!
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