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RoyMi6

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About RoyMi6

  • Birthday 11/04/1984

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  • Flight Simulators
    DCS

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  1. That looks incredible - I'm eager to make one of these! If you need someone to test with the WinWing grip just hit me up!
  2. I need this soooo badly I know you're trying to make the kits as flexible as possible, but any chance of creating an accompanying design that creates a completed kit that we can cut/print ourselves?
  3. Unfortunately, I think your experience is typical. The implementation of VR hands in DCS is pretty lackluster and essentially unusable apart from a quick show and tell.
  4. F18 gun is also not working for me. I'm using the audio module but I don't see simshaker itself reporting any effects. There's no event happens and the "exerpimental" logger isn't showing anything either. Had me confused for a while because I just moved my PC and was loading into a mission and firing the cannon to test it!
  5. @Camblenope, I gave up I'm afraid! I tried even creating a new viewport but never got it working
  6. Oh snap @Bergison, you're on to something! If I change the "use DCS system resolution" then suddenly the exports work... kinda... The problem is they seem to stay in the game window rather than rendering to the desktop itself, so you can see in my second screenshot that it's literally rendered like a 3D object. I don't have a second monitor to test with at the moment - anyone else that's better at monitor lua configs want to have a poke? I've literally only started looking into this 2 hours ago! For reference my .lua was as follows - with the one change that needed to be made to make it work appearing to be "VR -> VR Mirror Options -> Use DCS System Resolution" _ = function(p) return p; end; name = _('LMFCD+Camera+RMFCD-ROY'); Description = 'Left MFCD on the left,Right MFCD on the right and main display in the centre of one screen' Viewports = { Center = { x = 0; y = 0; width = screen.width; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect; } } -- LEFT_MFCD = { x = 0; y = screen.height - 300; width = 300; height = 300; } -- RIGHT_MFCD = { x = screen.width - 300; y = screen.height - 300; width = 300; height = 300; } UIMainView = Viewports.Center GU_MAIN_VIEWPORT = Viewports.Center
  7. Looks like there's a feature request in: Also possible progress being made in this thread:
  8. Awh man, can't belive I had forgotten about this! It wasn't too much of an issue for me at the time, but as the MFD functionality grows for the planes that have them I'm finding it pretty annoying having to look back and forth as I make more use of the buttons. This has to be solveable. @SkateZillaany input on Bergisons idea?
  9. Wait, what the hell... This is what my problem is then! @Bergison is there a non native work around for this? Putting in this link to this thread where there's a bit of discussion about it:
  10. One of the problems with VR is that unless you line things up perfectly it can be hard pressing the correct button. I'm sure there's more people than just me that look through the nose of their headset to press their MFD buttons, and I find that swapping between looking at the VR view versus the real MFD buttons a bit tedious. As such, I'm keen on putting a screen behind my MFDs so that when I look through my nose at them I can quickly see what the next button press might be. However, I'm finding it hard to export to screens using the /MonitorSetup/blah.lua files. I've created a simple export below that works great in desktop mode, but doens't work at all in VR. In short, is exporting the MFDs possible while using VR? At the moment I'm just testing, I've not got my second display yet (pending these tests) so what can I change to make my test work? At the moment all I'm trying to do is display the LEFT and RIGHT MFD in the bottom left and right of my main monitor while using VR. Cheers in advance! _ = function(p) return p; end; name = _('LMFCD+Camera+RMFCD-TEST'); Description = 'Left MFCD on the left,Right MFCD on the right and main display in the centre of one screen' Viewports = { Center = { x = 0; y = 0; width = screen.width; height = screen.height; viewDx = 0; viewDy = 0; aspect = screen.aspect; } } -- LEFT_MFCD = { x = 0; y = screen.height - 300; width = 300; height = 300; } -- RIGHT_MFCD = { x = screen.width - 300; y = screen.height - 300; width = 300; height = 300; } UIMainView = Viewports.Center GU_MAIN_VIEWPORT = Viewports.Center
  11. Another way to test for CPU bottleneck is just pause the game in single player and watch if your frames go up. While on a i7-4770k and a GTX1080 I could pause the game and double my framerate. I was upgrading my whole computer and tested my new RTX3080 alongside my i7-4770k and saw almost 0 framerate increase overall (compared to using the GTX1080). Moving it over to my new Ryzen 5900X based system massively increased in performance.
  12. Can confirm this works great. For me it removes a "haze" (that I'll admit I feel I didn't notice until I toggled this on/off) long distance stuff, and in cockpit it sharpens up the text (F16, master arm text is pretty obvious) without felling like a "sharpen" filter has been applied that makes other things look funny. Loving the slightly deeper contrast as well. Works great. Will 100% keep using this.
  13. It's obvious from your first post that you're not even willing to consider compromise or start engaging in productive discussion, you essentially tried to shut this thread down in one word in the first response. Some people feel that there's additions that, on the face of it, have little technical blockers that would allow them to enjoy the game more without really hurting the balance of a game and ultimately would have no effect on you. Your putdowns have been trying to dance some invisible line based on your opinion on what parts are simulation and what parts are a game with no real substance that backs anything up. This thread is not for you. These addition could be made, or not made, and if you ignored the changelog you'd have no idea. So feel free to move on. For anyone that's interested I'm going to make a wee mod that will add some keybinds that allow you to move the radar elevation up and down - which is a particular pain point I've seen based on Jesters current implementation. I'll post in here when it's done.
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