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TripRodriguez

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Everything posted by TripRodriguez

  1. Mi-8 / Mi-24 combined ops should be awesome, just like I want UH-1/AH-1 combined ops. I do hope the Mi-24 is an early version but I think I'm in the minority there.
  2. Ok I will try to explain it in brief. To keep it simple I will use car racing as the example, but the same thing applies: When you start off in your motion sim you are sitting level like this: When you slam on the brakes the simulator pitches down to simulate the g-force of deceleration like this: So now if you didn't tilt your head up you would be looking down at the floor of the car. So without even realizing it you compensate by tilting your head up to look out the windshield. At this point is where it gets kinda funny, because you are looking straight ahead out the windshield but your body knows where your feet are, which is now way below the floor of the car! Even worse if you are slamming on the brakes when going up a steep hill! When banking left or right in an aircraft, the sim banks and so does the cockpit. This would be fine, but the VR headset using gyros interprets this as you tilted your head to the side as well, so now your visible cockpit in VR is at the incorrect angle. This is all tolerable, but a major annoyance and after getting a taste of VR without these tracking errors thanks to the beta "motion compensation" plugin for SteamVR I linked it made an even bigger difference than I thought it would. It is an even bigger deal for racing sims, as in racing mostly it is g-forces from accelerations you are trying to simulate via tilting the platform around. In aircraft much of the tilting is for attitude so it is less obtrusive. Now I'm going to try switching to Pimax, and want to find an error free tracking solution for that. Does anyone know if there is a way to get lighthouses to work a third party HMD with one of the new tracking pucks or something?
  3. Fixed the images in the OP. Photobucket, I bite my thumb at you.
  4. Ok then, at least it's not me. If anyone has their virtual hands via touch or wands rendered in the correct position please let me know.
  5. I am aware of that, I don't want any functionality from them, in fact once they are able to operate switches etc. I need to disable that! I just want them to be in the right place and facing the right way which I think they are or were for some people. If this isn't possible currently fine, but I would like to know if it is.
  6. Hey guys. I was expecting switching from Rift to Vive to fix this but no luck. With Oculus touch or Vive wands I see my hands and can move them but they are a couple feet to my left and facing the wrong way. I'm sure I've seen videos where they were in the correct position so wondering if it's something I can fix. I just realized I may not have tried more than one module so maybe it's a Huey bug, will check other modules when I get home. Any tips to fix this appreciated, also if any of you have found your ways to track your hands without gripping a controller let me know! All I want is to see where my hands are in vr. Using SteamVR. Trip
  7. But I cannot use gyros for rotational tracking due to the motion sim. That is, unless I can use motion compensation which I have mostly working on Vive via this plugin: https://github.com/matzman666/OpenVR-InputEmulator/issues/4#issuecomment-299575175 The thing is so far I cannot use my bass shakers with that solution and not sure I will be able to make it work with Pimax 4K.
  8. I too would love to see a Ka-50 cyclic and collective, though I must confess I wouldn't be able to afford to add them to my collection of controllers any time soon.
  9. Hey guys. I'm looking at trying out the Pimax 4K for DCS, and I found that some months ago someone was able to use TrackIR for head tracking in the Pimax rather than the onboard gyros (which are only 3DOF). Unfortunately I don't have a TrackIR anymore to test this with so I'd have to buy or build one just to find out if this still works. I actually don't want to use the on-board gyros because of the motion simulator. I need my head tracking to be relative to the cockpit (which moves and tilts around) and not relative to the real world. Some people find this confusing so if this doesn't make sense to you I can explain. So anyway Pimax users, tell me what head tracking solutions you have tried in DCS and how well it works. I know there are a number of solutions to add positional tracking out there, though it is not terribly likely that anyone here has already been trying to perfect using the Pimax with a full motion simulator. Just FYI there is a third party solution already for SteamVR called "motion compensation", but I'm not sure about making it work with the Pimax. Also the current version has issues with vibration which means I can't use my bass shakers and even so still get bugged motion tracking occasionally. Thanks for any input, Trip
  10. So after a couple days of messing around I have decided to stick with the Vive and sell my Rift. To me, the difference is pretty small between them in the end, with Rift having the slight advantage. The one thing I am bothered by with this decisions is when I want other people to use the headset I can expect them to have a very hard time getting in the sweet spot. This was an issue even with the Rift, and with Vive it is much more difficult to get it right.
  11. Nice! I too deconstructed a JetSeat. I integrated it into the cushions I made for my RotorWays helicopter fiberglass seat shell. Do you have the sound module and shakers as well?
  12. Not really any pics to take on wiring. Ground goes to ground, and all the other button/switch wires just got randomly connected to terminals. I'm going to fix the pictures, Photobucket just screwed everyone who has been using it for years...
  13. Heh, yeah there will always be naysayers. When it comes down to it I think if your thing is competitive play and trying to be the absolute best than VR isn't for you (yet). On the other hand if you fly DCS for the joy of flying, most people who go VR will never go back. I know there is no way I'd ever go back.
  14. @heloguy Probably not, I think this is just due to the construction of the hat switch.
  15. Got a video clip to share today, no actual flying just a range of motion demo:
  16. Currently we can move the VR view up, down, left, right, forward, and backward using keybinds in DCS. The only thing missing is yaw left and right (and pitch but I don't see any need for that at all). To adjust this requires hitting the button to recenter your VR view (Num5 by default) and this is frequently a major pain for me trying to get it just right, aligning the view with my Sim Cockpit. Add in the fact that even once I get it just right the Oculus view drifts off after a while and I have to play the Num5 game again. I would absolutely love if ED could add keybinds to yaw the view left and right. Is this something that could be easily added to DCS? Thanks, Trip
  17. Hey Mole, just FYI I updated my thread with some pics of my Mag-Brake solution and an attempt to explain how it works. Now I just have to hope it works when I add the Magnet!
  18. Update July 8th: Collective 3" lift completed (still need to do final mounting details) Cyclic Mounted Magnetic Brake assembly designed and 90% built (see pics) Final parts for Mag Brake ordered (magnetic door lock and relay) I'm painfully close to beginning test flights and motion tuning! Probably under 30 minutes of work to do. Still lots to do, but not until after I'm back in the air for the first time in three months! Here are the pics: First my Mag Brake design! I wanted to add a Mag Brake to my excellent microhelis.de cyclic base, without damaging or modifying the gimbal if possible. In the end I settled on a design that is completely separate from the base. This sits on top of the deck and applies forces to the stick itself. Though not elegant, I think this is going to be very effective and was very inexpensive. It is, however, bulky! The design consists of two pairs of drawer slides. Because I'm short on cash, I actually made all four slides out of one large slide that was used previously in a pit I built years ago! The bottom pair of drawers slides allow a frame to slide left and right on ball bearings. That frame in turn has the second pair of slides mounted on it, to allow another frame to slide forward and back, as well as left and right due to the bottom layer. The top frame has two pair of slides and springs in a pincer arrangement, one for x a-xis and one for y-axis layered one above the other. There is a centering spacer mounted between the two slides in each pair. If this doesn't make sense now, all will become clear once I get the magnetic lock and install it. At that time I'll record a video demonstration (assuming it works!). The only possible problem I am worried about is that the contact patch between the electro-magnet and the plate on the moving assembly could possibly be insufficient when set to a particularly far-off-center postion. I'm pretty sure it will work fine. Next up, a picture of my cockpit starting to come together. Note the real Huey Cyclic (detailed pics and video clips of the mechanicals are on my phone still, I'll post them in the next few days) and the microhelis.de cyclic with my own home built extension for my Warthog grip and mag-brake assembly. Currently my MFG Crosswind rudder pedals are still in place, but hopefully in a month or two I'll have some microhelis.de anti-torque pedals in there. =D Lastly a picture of the motion sim, showing the giant holes in the floor that I need to build panels for. That's all for now. I'll post updates next week as I get test flights and tuning done. I'll also be reporting the results of my Rift vs. Vive tests. Trip
  19. Looking great Mole! I got my magnetic brake assembly built, it's not very elegant but I think it's going to work well and didn't require modification of my sweet microhelis.de cyclic base. I'll be posting pics, and once I have the magnet installed a video clip, in my sim build thread. Thanks again Mole!
  20. Good info guys. I got DCS working ok through ReVive now on the Rift. The Vive is still on the way and I'm looking forward to testing and comparing the two in various regards. For me the biggest factor is going to be how well the tracking works with my motion sim, but future addons and plugins available for Vive will weigh in somewhat. I'm still hoping that the Foveated Rendering addon will include a universal driver when it goes from DK to retail but that might be asking far too much!
  21. The link I posted? I just clicked it and it worked fine here.
  22. I found that review last night myself. It will be interesting to see what happens.
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