

Echo179
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Everything posted by Echo179
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That's so crazy. Here I thought it was just going to be a button press on the UFC to select the grid format, and then entering it on the scratch pad. Curious why it's so involved on a strike fighter. Seems like being able to easily input coordinates given to you by guys on the ground is an important feature to have for an aircraft in a CAS role.
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Hijacking again, but any update on getting the ability to enter grid coordinates into the Hornet, rather than having to convert? I mean, if JTAC by default gives grids, why would the first implemented position be lat-long? Grids are more accurate too.
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I'm actually thoroughly impressed at this setup. What is that inside of? I mean, if you could close it all the way, that's pretty much a wife approved setup right there, lol.
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I'd like to see examples of the MFD's for the Hornet (especially the center MFCD with the map) and A-10C, as well as some of the more obscure gauges and dials that are normally pretty hard to make out in a standard Rift or Vive, as well as spotting ground and air targets at variable distances (1nm out to limit of visual range for example). A view of the meatball from the hornet at 3/4 mile would be nice too, to see how spotting the ball is on a case 1 recovery. I know I'm not wormeaten, but I figure these things might be similar to what he's wanting to see.
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Well, thanks to all of you, I've ordered mine from Newegg. It will be here either this weekend or Tuesday. Coming from a Rift, and trying out the Rift S at the Microsoft Store, I was pretty happy with it. Looked like the SDE was pretty much gone, even when I was looking for it. I'm sure I'll find it at some point, especially spotting in DCS, but It was a lot less noticeable than the original Rift that is my current headset. Really looking forward to flying in it!
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I'm curious what happens if you have the PD in game set at 1 (or even lower), but the Oculus Tray Tool or SteamVR settings at 1.5? Don't really have the time as of now to test these things against each other, but I'm curious if it would change anything.
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Andre, your service is amazing. Is there any notification/update from the Russian Post when the package departs Russia/arrives to the destination country? Curious how long it should take to get to the USA currently.
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Problem is that at different times, both see 100% utilization. I thought my i5 wouldn't due to how DCS uses cores, but all 4 were pegged
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If you're getting that performance on a 1070, maybe I need to be looking at the CPU option. I'll drop down to the teens at even slightly congested air fields.
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I'm running a GTX 1080, and an Intel i5 4690k @4.5ghz with 16gb of ram, driving an Oculus Rift. I normally get around 45fps, until I get a bunch of assets in the game. I'm debating where I should focus my upgrade efforts. The CPU is a great performer in just about everything I throw at it, but I know I'm a few generations behind now. So I was thinking of either a new Ryzen or Intel build, but that's gonna be spendy, as I'll need a new mobo and ram as well. On the GPU side, I was looking at either a used 1080ti, or a 2080. Where should I focus my efforts, primarily for DCS?
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Any plans for better cockpit textures? I find the F/A-18c's switch labels and such quite easy to read in VR, while the A-10c still seems to be a blurry mess, even when I lean in. Specifically, the switches for the radios and steer points and such seem to just be hard to make out.
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I'm willing to bet modern armor and systems have advanced quite a bit, so it may not be an instant kill. However, 40+ depleted uranium slugs mixed in with 160+ high explosive shells, impacting within a second or two, is bound to leave more than just a dent.
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Gents (and ladies), I'm trying to determine a solution to mount my recently acquired MFDs to my Wheelstand Pro Super Warthog, and wanted to know is anyone has done something similar. My current idea, is to clamp something to the center tube, on a pivot joint, to extend up behind my stick, into proper. My first inclination is possibly a monitor mount. I play pretty much exclusively in VR at this point, so form isn't the biggest concern.
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It would be nice to see the damage model of ground vehicles work in this fashion. I'd like to see systems modeling and damage to the same degree we have in aircraft, across all vehicles. There's plenty that doesn't "kill" me in the hawg, but either makes it harder, or impossible to fight in.
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The problem there, is mission objectives aren't based on breaking their will or disabling them, but destroying them fully. At least on the instant action missions (haven't really gotten into campaigns too much, as I'm still learning combat systems and tactics), the success triggers are only executed when things are dead. Especially annoying for infantry. If they implemented a morale system and you could win by breaking their will, or some way of being deemed combat ineffective, and have a victory condition, that would help. It still doesn't account for me unloading the majority of my gun rounds into a single tank to get a kill though, at inside 1000 yards. I'm well inside the effective range, but struggle to do any damage.
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Running through an instant action mission, and I executed a gun attack on a T-55. My first few passes, with a deep dive angle, from the rear, effectively did no damage, even firing at .5nm slant range? I continued my attack, and only seemed to score damaging hits (hits that would deplete the health bar in f10 menu) at .2nm slant range. Still, it took multiple runs to kill a single tank. Considering the GAU-8's PGU-14/B API round is capable of penetrating 59mm if armor at 1000 meters, and .5nm is around 915 meters, I should have over 60mm of penetration. There T-55 has armor between 16-79mm armor except for the front. As per the debriefing, I'm hitting it once or twice per pass. As per tacview, each pass, I'm hitting it 20-50 times. Either ground vehicles need a rework on their damage model, the gun is nerfed, or his aren't being calculated properly. Also, HEI rounds don't seem to do jack to infantry, but I believe that's a commonly known issue.
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I am curious how they will handle rotational dials and such with the touch. I feel like the big struggle at this point, has been taking what was originally a mouse cursor in 2d space overlayed on your monitor, that would contextualize based on the 3d object it was pointing at, and turning it into allowing for a 3d object to actually interact with the cockpit. If this has been done, allowing for the VR hands in the cockpit to actually interact with buttons, switches, and dials, as opposed to being a mouse pointer, then I think the possibility for stuff like Leap Motion and CaptoGlove are there. Even if it would take a 3rd party emulation to trick DCS into thinking it was using a Touch controller, it would be there. If this happens, I'll be buying a leap motion for sure. You'll still have to look at switches as they aren't physically there, but it will make start up and stuff like MFD's so much easier. What I'd like to see, is a more VR friendly font in the TAD or moving map displays. Currently, the green just gets all jumbled up with the background. I turned the brightness down and I was able to make it out, but with the map showing, it's just a mess.
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Darn. Thought I had made the groundbreaking discovery. Lol
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Forgive me if this is old news, but I know how to right fricken click in VR now. If you turn your hand over, the interaction pointer line turns blue. When you pull the trigger now, you will execute a right click. Not sure if this was recently implemented, or we just had to figure it out on our own, but there it is. Delete if old news
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When you say a repair fixed it, what are you referring to?
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They have those retractable key rings too. Might be worth a look. My annoyance with them is the floating hands when I'm not using them.
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Certainly. Once I figured that out, I was able to enjoy my Hornet and playing around on the carrier quite a bit more. Rather than battling with 20-25fps while landing on a fricken aircraft carrier.
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I loaded up the carrier takeoff instant action mission, and was immediately greeted with about 23fps... Not exactly what I had been hoping for. However, once I got airborn and flying around, I was at a smooth 45fps all the way, until I came in for my landing, where it dropped back down to 23 or so. Created a mission to place a carrier and my F/A-18C to work on takeoffs and landings, and wouldn't you know it, 45fps, butter smooth. All the extra deck clutter is eating performance right now.
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Though with the steep drop off in viewers, I'm guessing many have already left the hype train to either download or go to sleep
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This thread is not done until someone screenshots a pic from the main menu with the hornet module installed. Until then, the race to page 200 continues