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Echo179

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  • Flight Simulators
    DCS: A10c, FC3, Huey
    Falcon BMS
  • Location
    California, USA
  • Interests
    Video games (mlitary sims mostly), martial arts, survival.
  • Occupation
    US Coast Guard

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  1. I was surprised to see it so fast. It's definitely a game changer. Makes slewing around a lot less of a headache now.
  2. Would the sound module work for vibration motors like the jetseat has, or just bass shakers? At this point, I'm not sure which would be easier to implement as a custom setup. Might just do a couple small transducers.
  3. Hey there. I am curious if there's any way to have a custom shaker solution be run by Simshaker? For instance, I am looking at the viability of creating a few haptic motor units to place with my pedals and stick, to give feedback there. I had a buttkicker providing feedback, but it shakes the whole upper floor and gets loud. I could obviously use a sound module if necessary, but I was looking at the possibility of running motors straight through Simshaker, mainly for stuff like feeling firing the GAU-8 in the stick, and the runway rumble in my pedals when I'm rolling.
  4. I received my order #6419 today in Oregon after it shipped on the 9th! Installed, calibrated, and working wonderfully! Tested it out in the F/A-18C, and the TDC is a joy to use now! Entering grid coordinates isn't a pain anymore, and I can easily slew around the Maverick and TPOD. Originally looking at this mod, I was trying to think of how hard it would be to do myself, and whether the purchase was worth it. Needless to say, I would have had to do a lot more than remove some screws and swap out a single component. Absolutely worth it!
  5. Just got my shipping notification! The hype is real!
  6. Any updates on people receiving their orders? My order said it was expected to be dispatched this week. Curious on the lead time. Needless to say I am excited to install this upgrade.
  7. I'm having similar issues. I tried swapping the TDC function back to 'realistic' in the special menu. That made it work, at least sometimes. However, I then have the issue of having to deal with that TDC function, using the Warthog slew nipple, which is the whole reason for the option.
  8. Not sure if it's been asked here yet, but what about the GRID position entry for targets and such? Didn't see that anywhere on the list of upcoming features, but it would be really nice to have.
  9. That was the direction I was thinking about going if things weren't much better on a 2070 S
  10. I'm currently running a GTX 1080ti with a Ryzen 5 2600X and 32gb of 3200mhz RAM. I'm trying to determine if going to an RTX 2070 Super is worth the hassle. I can likely sell my 1080ti for the same price as a 2070 Super, but if it's gonna be for at most marginal gains, I don't see the point. Different sites have different figures for performance and capability. 3dmark puts the 2070 Super ahead, while hwcompare sees the 1080ti coming out in front. Video comparisons for flat screen games show them trading blows depending on the game and resolution. The RTX cards have some specific driver features that are supposed to make them better for VR though. Has anyone done this? Gone from a 1080ti to an RTX card that's not the 2080ti? Any input would be appreciated.
  11. So, I'm getting more and more comfortable flying around and employing weapons, and decided to jump into the quick mission maker. Load up a mission, and holy crap, I'm at 12 fps on my Rift S, running a Ryzen 5 2600x, GTX 1080ti, and 32gb of 3200mhz DDR4 RAM. I loaded up one of the combat missions included for the F/A-18C, and had similar issues. I'm guessing there's a lot of extra stuff bogging down the system with all these units, thier triggers, waypoints, radio comms, etc. Through the Inferno runs pretty well for me though, as do less busy missions, so I'm trying to figure out what kind of stuff I need to be looking at to improve mission performance. Like what balance I need to strike. Anyone else making missions running into similar issues? Thanks.
  12. Thanks. Love the mission. Probably the best Case I training mission available until the Super Carrier module releases (maybe you'll still have the crown then too)
  13. A couple questions Kate. But first, thank you for the open communication. This has almost become an AMA. It's refreshing to get a transparent look at the future of our favorite sim. 1. You mention the Hornet having a potential end of EA timeframe of the end of 2020. There seems to still be a lot to do, and some things, especially quality of life improvements, have been missing for years even when posted to the wishlist thread. Stuff like Grid entry for coordinates, that currently needs to have a JTAC mod to convert grid coordinates to lat/long so you can enter waypoints. There's also the idea that you are just now finishing the Litening TGP, and then have to create the ATFLIR within the next 8 months to meet the schedule. Is this seen as being realistic? Has ATFLIR development been ongoing alongside the Litening? Will both be available in the release, or will ATFLIR just replace the Litening? 2. As a VR user, we have a number of issues we run into. Stutter and frame drops are very perceptible for us obviously, but I'd say one of my biggest issues is spotting. Currently, we have the option for labels, but even the 'dot' option is very large, are visible through the cockpit or other objects, and out of position for where the target is, which can make identifying the location of the target, vs the label, quite difficult. Are there any ideas on improving the ability to spot in VR (if not for our pancake players as well)? Perhaps have label options where they don't project through your cockpit or other solid surfaces, and possibly a neutral color at a distance where you couldn't visually ID the target anyways? Then within reasonable visual range, the labels could shift to red and blue, as you'd be able to identify the aircraft as friend or foe in real life, but the detail in VR just doesn't let us do it currently. I don't know what the answer is, but even knowing you recognize the issue would be nice. 3. Can you possibly go into detail on what benefits multi-threading may bring to performance? Is the limiting factor currently a lack of computing power for the number of tasks needing to be processed? What load will other threads be able to take up? There's graphical implementations that have seemed to heavily impact performance, especially VR users, such as the deferred shading that was introduced awhile back and made standard. Will any of these graphical features see a performance benefit from CPU related tasks being able to be moved to other threads? Obviously, as you said about the OB performance and Vulkan performance benefits, nothing is certain. I just wanted to get your take. I know you guys got burned with the "VR improvement" claim awhile back that didn't seem to have as much effect as you were hoping it would. Thanks. Keep at it, stay safe and healthy, and please oh please, keep up this kind of community engagement!
  14. With Voice Attack, I'm gonna map it to something like "Later B***es", or "Peace Out", and salute as I say it, lol. Maybe have like 4 or 5 phrases I can say, for whatever mood I'm in. "Great balls of Fire" maybe, or "I feel the need... the need for speed". Or, if I'm just in a boring mood, something like "Launch" would work I guess.Point is, VA is definitely nice to have sometimes. I also do think having the ability to click something in the cockpit would be beneficial though. It would have to only be an available activation once you are on the cat and ready to go though. Or not I guess. You'll have so many people doing videos of them saluting other players mid air though.
  15. Any chance of adding a 'touch and go' option? Something similar to the 'pattern' option we have now, but where you can leave the hook up and go back around. Have the grading tallied up for everything but the wire catch. That way you can just work on smoothing out the pattern without having to get off the wire, hook up to the cat, and take off each time.
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