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Everything posted by Dojo
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Hey Ciribob, sending this PURELY for inspiration purposes. :music_whistling: First short vid (45 secs) I'm using two programs here: Aries (mic clicks, distance effects, LoS). The second was Crosstalk to produce the radio voice effect. In this vid I'm listening to comms ~100nm away on Victor. Second vid, same flight, but I'm now within 500ft of the speaker. Again.... again... purely inspiration ;) Of course, we had to stop using Aries for the known stability issues, but alas, quality was pleasing. There's also plenty of really good Youtube BMS examples of solid "effects" should you be so inclined.
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Yo-Yo, thank you tremendously. The acknowledgement here is genuinely appreciated. May I add, that while I understand this isn't trivial work, and there are naturally other priorities from a dev perspective that may and must supersede this, just the fact that there is some acknowledgement alone is productive for us, the consumer. Stalling at unexpected times, the inability to perform expected climb rates, and execute certain attack profiles in DCS are why this issue is so passionately pursued. This is especially pronounced in Nevada, where the elevation is higher and the temperature is hotter ;) I can't tell you enough how good it feels just to start to have a conversation about this.
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Respectfully, I believe it's unfair to ask Sith to explain the data. Also, I can save you sometime and tell you right now that Snoopy was in error, the sim has for quite some time achieved higher than 750 ITT. (btw, Snoopy knows this, I believe he may have been misremembering and citing numbers from some time ago. I honestly haven't spoken to him about this thread, so I'm not sure why he forgot). However, watching this is a bit frustrating, because I believe the spirit of this thread is trying to understand a) is there really an issue and b) even if there is, why should we care? Even with that minor error, the issue isn't (and has never been) that the engine doesn't achieve higher than 750 ITT (that is a distraction, I'll explain why a bit later... just wanted to write this note quickly before the thread spins in the wrong direction... which I agree with Sith, I really want to prevent as well). The issue is that the engine doesn't achieve rated ITT. I'm drafting a response to Sith's initial post which I thought was an excellent way to resume the conversation. Just bouncing back and forth between this subject and real work at the moment. Please give me some time and I'll respond later today. Thank you Sith, for re-opening the thread. I'm going to respond to it in the spirit in which I believe you re-opened it. More soon!
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Note, a work around for this issue appears to be deleting the options file from within the miz file, and re-saving the mission (with Tooltips enforced off in the ME). I originally posted this in the VR Issues section, but subsequently learned the issue wasn't limited to VR.
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Again, re-saving/renaming wasn't working for us. However, Stuka had the good thought to edit one of our miz files (with winrar of 7-zip), and deleted the included options file. Then, he re-saved the mission in the ME (insuring the Tooltips was Enforce options was checked, but the value was off) and that worked. It could be an anomaly, but if anyone is still having the issue, try that, it worked for us.
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Indeed! Just killed it, and the program instantly worked. Of note, Afterburner was running in the background, and not actually "actively" counting FPS, but still impacting. Worth noting!
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Ciribob, I'm having persistent crashes with the client, and can no longer start it, even after a completely clean re-install. I had this with the previous version, but deleting the primary registry key that SimpleRadio created resolved it. However, I'm unable to resolve the issue with 1.1.3.0. As best I can tell, this started after switching my microphone to test the prior issues. I'm not having any issues with the microphone or sound in general in other programs. But the SimpleRadio client will no longer run. Here's my windows log entry for the crash: - Windows 10 Pro 64 App Log: Fault bucket 108311436674, type 1 Event Name: APPCRASH Response: Not available Cab Id: 0 Problem signature: P1: SR-ClientRadio.exe P2: 1.1.3.0 P3: 57929d00 [b]P4: d3d9.dll[/b] P5: 10.0.10586.494 P6: 5775e023 P7: c0000005 P8: 00054a53 P9: P10: Attached files: C:\Users\clc\AppData\Local\Temp\WER670.tmp.WERInternalMetadata.xml C:\Windows\Temp\WERD46.tmp.csv C:\Users\clc\AppData\Local\Temp\WERD57.tmp.appcompat.txt These files may be available here: C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_SR-ClientRadio.e_31c88d74dee336763a844821382aadab79dac5_b7ee1977_22730d75 Analysis symbol: Rechecking for solution: 0 Report Id: a2374939-8b2e-40c8-837e-858ddb7432cc Report Status: 1 Hashed bucket: 45145b26a98fd14579657d6bbad41123 Additionally, my SimpleRadio client log is attached. Please advise if there are additional forensics I can provide. Thanks in advance! clientlog.txt
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This is not working for us on the latest release version.
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As Eddie wrote, we have the same hardware. However, I do get the same background noise when using the Preview Audio feature in the client. Will poke around with another microphone/soundcard to see if that changes things.
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Thanks Skate. That said, given the size of the Tooltips, it has significantly larger impact on VR. Is it a known bug? I posted this in the VR bug section earlier today. Please feel free to move it to where appropriate if not already logged. Much appreciated, -dojo
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Hey folks, I can not disable Tooltips when joining multiplayer servers. 1. Confirmed Tooltips disabled in client. 2. Confirmed Tooltips disabled on server (mission options). 3. No Mods 4. Version 1.5.4.55169 Was looking for a known issue in case it's been reported, but couldn't find it in the bug area (it is present in the Input and Output VR forum, however.) Thanks!
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Indeed, the server settings don't matter. I've having the issue as well, tested F5, Mi-8, on a client and server I'm running, confirmed with Tooltips disabled. Hopefully gets addressed soon.
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If I were in your situation, assuming you don't have carpet, I'd get a carpeted chair pad to be safe. Like so: https://www.floormats.com/content/product/large/Black%20Chair%20Mats%20600.JPG Also, here's a Youtube of the Buttkicker's sound. You feel it much more than you hear it. And when game sounds are on (either via speakers or headset), you don't hear it at all. See here:
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Hey Olaf! Not a product review!!! Just talk ;)
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Hey Kuky, I *suspect* that's not the case. DCS appears to ignore the monitor resolution setting when outputting to the Rift. I believe the PD setting is being applied to the native rift resolution (2160x1200), regardless of monitor config. The reason for my suspicion is that I've tried some extreme polar opposite values there and noticed no difference in perf. Let me know if you confirm different!
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Hey folks, forgive me if this has been addressed previously. First, loving the new VR features thus far in 1.5.4, really looking forward to them in 2.0! Head Position I've tested about 10 modules which are fine, except for the A-10C. The head position in the A-10C seems off, too high above the HUD, and I can't get it right. Anyone else finding the same?
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Hey Frantz, congratulations on the continued success with the one piece of software I use almost as much as DCS itself!
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SimShaker Thread for Transducers (Buttkickers) only setups
Dojo replied to Dojo's topic in PC Hardware and Related Software
The man pays attention ;) -
SimShaker Thread for Transducers (Buttkickers) only setups
Dojo replied to Dojo's topic in PC Hardware and Related Software
Um, can I also tell you that I am an asshole? I remembered I also have several tiny USB sound devices in my PC closet. I connected my Buttkicker directly to it, tested it, and the clipping is completely eliminated. https://www.amazon.com/external-Adapter-Windows-Microphone-SD-CM-UAUD/dp/B001MSS6CS/ref=sr_1_2?ie=UTF8&qid=1466622391&sr=8-2&keywords=cmedia+usb+sound You may want to provide that as a suggestion. Essentially a $6 USB sound card. I selected that device in Sound Module, and life was good. Thanks for your patience ;) -
SimShaker Thread for Transducers (Buttkickers) only setups
Dojo replied to Dojo's topic in PC Hardware and Related Software
Ah, I don't think I spoke clearly enough, allow me to restate. Personally, an additional sound card is not a problem, and that's not what I meant. Let me try to say it a different way. I am saying this should be said very clearly, as you have said it here, on your dev site. The 5.1 setup is the most common multi-channel setup. Yes, I'm aware it's not the only type, just the most common. Think of it this way, your product is made for cars with 6 wheels. Let's also assume that cars with 6 wheels are MUCH BETTER than cars with 4 wheels. Still, most people have cars with 4 wheels, and your product doesn't work well for them. THIS IS NOT YOUR PROBLEM (unless you want it to be). That is not what I'm saying. We agree that this is not your problem. However, because most people will come to your website, and have cars with 4 wheels, you should very clearly explain that a car with 2 or 4 wheels won't do, and will have issues 1, 2, and 3. In fact, you should provide examples of what it means to have an additional 2 dedicated wheels. Most people will see your description "Your car must have 2 dedicated wheels" and not think "Oh, this is meant for 6 wheeled cars", they will think "Oh, I have 2-wheel drive, he must be referring to me!" If you write more clearly "Your car must have 6 distinct wheels, or you will have the following problems...". OKOKOK, I hope my silly analogy makes sense ;) I'm only saying highlight it, make it very clear, because most people will not even realize the problem. Your master thread is currently ~900 posts, and it has a mix of Gametrix/SimShaker subjects, it's far too painful to search through for something as basic as this. This clarity should be on your website. OK, I think you get the point, forgive me for pressing it so hard. While it may not seem like it, I'm a very big fan of what you've done here! I sent my money, and I do not regret it! -
SimShaker Thread for Transducers (Buttkickers) only setups
Dojo replied to Dojo's topic in PC Hardware and Related Software
Thanks for the response, F4l0. However, as you wrote, my setup is a conventional 5.1 setup. While certainly I appreciate the challenge, I believe my setup is common enough where it should be addressed. In other words, please make sure your official thread speaks to this setup, even if you're pointing out the limitations. Not everyone can simply purchase a new sound card. Even those who can, may not have the chassis space to install a 3rd. Surely you don't want to ignore the concerns of someone with a conventional setup when good documentation can address it. As for the clipping specifically, if you're suggesting that can only be solved with a dedicated sound card for the transducer, that's another discussion altogether. Respectfully, I'll wait for your dedicated thread. I certainly know how limited time can be! -
I've started this separate thread as it's clear that the primary discussion thread is a mix of issues that are too interwoven to be useful without a ton of time to parse through it. Hopefully, this thread will become useful to anyone looking to setup DCS in a similar fashion. For clarity, as I've noted some folks are confused by the vocabulary: The Buttkicker IS a transducer. My experience with the SimShaker software is very new, less than a week at this point, but as I've struggled to find solutions to my problems here and on the dev site, I'm hoping to start a focused discussion. Please keep this thread topic to transducers only, and use Andre's original thread for all others related subjects. He appears very responsive and an enthusiastic product supporter. First, some background. My setup: 2 Sound Cards - Card 1 is used for headset/microphone only. - Card 2 is configured as the primary PC sound device (i.e. all game sounds) and has a 5.1 physical speaker setup. I also have a Buttkicker Gamer 2. More on that in a moment. The connection between the 5.1 speaker system and PC sound card is via the traditional three 3.5 mm stereo phone connectors. As I'm aware many folks aren't familiar with the term "3.5 mm stereo phone connectors", I'm referring to what is more commonly known as "headset jacks", they look like this: https://en.wikipedia.org/wiki/Phone_connector_(audio)#/media/File:TRS_connector.JPG. Right, we've all seen these! In the traditional PC 5.1 speaker setup, the speaker channels break down as follows: GREEN 3.5 mm stereo plug 1: Front left and right speakers. ORANGE 3.5 mm stereo plug 2: Center channel and subwoofer BLACK 3.5 mm stereo plug 3: Rear/Side left and right speaker. When a single transducer is introduced to this setup, the manufacturer's recommended configuration is to place a splitter (Y Cable) on the ORANGE plug. The simple idea being that the transducer will react to low frequencies, i.e. same channel as the sub woofer. Using a Y cable allows you to continue to send sound to the 5.1 speaker system's center/subwoofer, AND the transducer. For at least a year, that has been my setup. And from DCS 1.2 all the way to the current DCS 1.5, that still works. It's not perfect, but I can *feel* the following effects with distinction: 1. APU start 2. Engine Spool up to max 3. Ground Bumps and Touch down (and lack of rumble after liftoff) 3. Cannon Fire 4. FLAPS 5. Gear up/down 6. Ejection 7. Chaff/Flare 8. Weapon Release 9. The engine's of nearby aircraft As many of you know, the effects described above work simply by the included low (bass) frequencies of those game sounds. Now the effects aren't perfect, but I've been very satisfied. However, in DCS World 2.0, as of the last update (or perhaps the one before), something changed with the sound system itself. That is, while all of the effects can still be felt with distinction in 1.5, that is no longer the case in DCS World 2.0. In fact, in 2.0, once the engine spools up to max and you're rolling (e.g. A-10C), it masks all other effects. This was a pain to t-shoot, and prove, but clearly something's changed, and I was close to disabling the Buttkicker altogether as it just "rumbles" now after engine spool up. Enter the search for a solution: SimShaker. I'd read about the Gametrix chair, but I wasn't really interested. At least not at the moment. I simply wanted to solve the problem with my transducer. After understanding what SimShaker brings to DCS (and other games), I went ahead and "donated" for an activation key ($23US, although it can be demoed for free with very limited effects). I'm still in the midst of evaluating it, so I don't have a complete opinion yet, but, let me cut to the chase and say "it works!". That is, all of the effects I care about are back in DCS World 2.0 with distinction, AND improvement. Quite simply, that's because SimShaker isn't reacting to the audio of the sim, but it's generating its own effects based on your actions, and then sending them to the transducer (yes, via sound signals). In other words, it's using audio in the transducer setup, however, it's not a passive sound. When I touch down, I feel it. When I extend my flaps, gear, I feel them. Very cool indeed! (again, this is still working for me in 1.5 without SimShaker, but the SimShaker effects are so much better, I prefer them, even in 1.5. On the other hand, DCS World 2.0 is completely botched for this at the moment, so SimShaker is the only solution if you have a transducer. Some initial yet manageable concerns 1. The documentation is very poor. As an example, the SimShaker software sends its audio signal to the left/right channel. In a 5.1 setup, where your transducer is configured on the Center/Subwoofer (ORANGE) channel, that won't work. It was a couple hours until I realized what was happening, and switched the Y Cable from the ORANGE (center/subwoofer) channel, to the GREEN (front L/R channel). All of the documentation on the site appears to assume a stereo setup, with either 1 or 2 transducers. If there are notes for 5.1 setups, I can't find them. I know quite a few people with 5.1 speaker setups, and they'd be equally frustrated. There are other issues with the documentation, but I won't list them here. Just be prepared for community support, which is why I'm starting this thread. 2. There is a clipping sound heard through the Left/Right speakers when each effect kicks in. (e.g. when lifting the gear or lowing flaps). The clipping sound stops when the effect is complete. The website advises to reduce the volume in Sound Module (i.e. Sound Module is a GUI focused on Transducer setups, like the Buttkicker, as opposed to USB setups). However, changing the volume there has no effect in sim, only on the test files. The only way to effect volume in sim is by manipulating the GAIN for Sound Module in SimShaker GUI, not Sound Module itself. Unfortunately, this doesn't solve the problem. Turning the gain down will indeed make the clipping go away for the particular sound effect, but now the effect is too soft to be appreciated. I'm still t-shooting, but that's where we are so far folks. More when I have more.
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NTTR info and mission by the 476
Dojo replied to Stuka's topic in DCS: Nevada Test and Training Range
To expand a bit, the big idea here is that this mission is simply "left running." When you desire to train, you fly to the particular airspace in the NTTR that supports the particular training goal. That can be everything from tactical flying (formation, low altitude tactical navigation, instrument procedures, etc), weapons employment, or ACM. The targets placed in the ranges allow you to plan a particular attack, and execute that attack, without threat. Once you've destroyed the targets, you can simply restart the mission if you plan on attacking the same area again. In the real world, it's not so easy to reset ;) -
Hey D'Art, Curious to know if it's possible to get LotATC to display pressure altitudes of airframes? If I understand correctly, LotATC will show the true MSL, as that's probably was DCS is exporting to you. Is it possible, either natively in LotATC, or in combination with UniversRadio, to have LotATC detect the barometric altitude of aircraft? If I understand correctly, this is a MODE-3 C function of the transponder interrogation. Please let me know if I'm not thinking about this correctly; I plan on playing around with UR and LotATC myself to test this, but figured I'd ask. Thanks!
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Thank you!