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Everything posted by _Acoustic_
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@DigitalEngine, thanks for that video, this is my new favorite video of DCS/VR because of his takeoff and reactions. He almost sounds like a 21st century Capt. Ramius.
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A-6 is my all time favorite aircraft, followed by the F-4 Wildcat. I guess for some reason I love ugly but badass machines built by Grumman. Head scratcher. First day buy plus a few extras for others just because. Although I do agree with some of the posts in here about the A-7 being first for single player issues. Either way its great to see more movement from developers into DCS. It is the future of flight simulation.
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12 days and counting plus shipping... hoping CO is less than 3 days shipping.
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Kind of related to OR but can anyone shed some light on this: http://forums.eagle.ru/showthread.php?t=161775 I've read lots of great info in this thread about many issues so hoping for some insight.
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While waiting for OR, I've been tinkering with my settings. I basically run everything maxed out with a couple exceptions, being flat shadows off, distance at extreme, and the pre-load radius around 80%. In the OR thread, it seems like flight sims pull a lot from the CPU because of all the objects etc, maybe I'm wrong or miss read that but I noticed something with my FPS tonight which made me wonder about that. During the day/sunrise/sunset, I can get about 45 FPS with 12 AI aircraft taking off before me from Nellis and about 30 targets near Groom. While planes are taking off, I'm taxiing towards Vegas I drop to about 35, which is fine for me. Once I turn onto 03 it jumps to 45-50 and then 10 seconds after wheels up it maxes out at 60 and stays there, unless I look toward Vegas and it dips to 50 or so. So I figure the amount of objects needed to render is the reason for this, but... at night I'm locked at 60 even while blowing things up while flying on the deck over the strip. The amount of objects hasn't changed, their textures are the same. The only difference is that it is night instead of day. Does this mean shadows/lighting have more to do with FPS than anything else?
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OR Timewarp seems promising, TF is working on getting VR to work in Cliffs of Dover. #5 on the caveats list talks about the issues with it. http://theairtacticalassaultgroup.com/forum/showthread.php?t=21356&highlight=london It will be interesting come April when the reviews start coming in on what FPS people need to enjoy their time in cockpit. Timewarp seems to be a promising step though, at least for CloD. I'm hoping it will be even better and easier in DCS since developers are working with VR in mind. I agree with Derek, it is the future for gaming.
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Haha yup, I had to google it. It's like the guy who saw two rainbows and flipped out. [ame] [/ame] I'm hoping my reaction is like his when I first plug in the CV1 and jump into a P-51.
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I think he is parodying this: http://wunkolo.tumblr.com/post/119819246207 but teasing us about what to expect in about 6 weeks.
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Tried this and something was off. Found a good tutorial and still was having issues, basically machine would try to start a couple times, then bring me to an error screen which would allow me back into the bois and change things back. Does this sound like a power issue? I have this: 850 Watts - Thermaltake Smart Series SP-850M 80 Plus Bronze Modular Power Supply I figure that should be enough and I just missed a setting but figured I'd start there. Everything I keep reading says OR pulls CPU so I'm thinking this is worth getting working... regardless of how long it takes.
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For sure, thanks for the info. :thumbup:
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Since the rift is CPU heavy, can someone explain overclocking to me? I found several guides for my specific CPU but am curious about the advantages/disadvantages/reasons for doing this. Also, would it be worth overclocking my system? Specs below.
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Yeah for sure. As far as the animations, I was mainly thinking of people not even having a RL switch, but the glove being animated to mock your movements, and then in VR world once your animated hand had reached the switch or whatever you'd get the feed back in the glove so it would feel like you are touching the switch even though in RL you'd just look like you are groping thin air. The next 5 years are going to be entertaining and exciting to be a part of as far as technology and gaming are concerned.
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Haha yup, not there yet but the tech is cool. Plus you'd need an animation in game for the movements.
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https://www.gloveonevr.com/
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Agree completely. I just bought the F-15C with my bonus points because I wanted an afterburner aircraft for when I get the rift (for speed reasons) since I only fly the A-10C and P-51. It was actually harder to fly and more frustrating not being able to click on things for some reason.
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I fly with the 940 and it has endless buttons. 20 buttons, 5 trim wheels, 3 hat switches which have 8 directions each, and a mini stick which can be mapped as a mouse. Then you multiple that by 3 since there are three modes. Then you can map the pinkie switch as a modifier, then you map the thumb button as a secondary modifier. With three modes and 2 modifiers active discounting the wheels, mini, and all hats, you still have nearly 200 different key presses. Then add the trim wheels with the modes and you have 15 trim wheels, and the hats add an additional 72 key presses with the modes, not including modifiers. So we are talking about nearly 350 key assignments! I barely use the power of an entire mode in the A-10C because I enjoy clicking things in the cockpit. That said I do use every button and then every button again with an active modifier, but even with that I'm still not even close to the max assignments. I personally don't need to assign my landing light or pitot heat switch to a button, I enjoy clicking those in cockpit, which brings me to an interesting thought...which might be better in a different thread but now I'm curious. What is the point of having fully functioning/clickable cockpits if people just want to assign buttons to everything? Not saying this is bad or anything, just curious, it takes a ton of time, modeling, texturing, animations, and coding to get interactive cockpits.
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P-51 skin linning up? Is this normal? The red should be lined up with the indents correct? All I did was change the color of the nose.
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This is good stuff. I plan on taking up the P-51 first from a cold start and flying it like a passenger plane for the first couple hours rather than jumping in and pulling 5G turns and loops while engaged in ACM.
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I think the first time I use it I'll have a bucket next to my sim pit just in case. Haha
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Interesting last couple of pages of this thread, thanks for all the info/insights. I'm hoping my system can run DCS well, the only bottleneck I can see is the CPU but I guess I'll find out in March, or April I guess.
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Yeah I can see what you guys are saying, I'm just curious about 75FPS having to be the mark for everyone. Honestly I may get sick at 200FPS just because I might react differently than some. I agree with you guys about noticing when the entire world judders but will it get me sick at 90,75,60 FPS? I just think it will be a different line for us all. The FPS comparison to non VR might not pan out but I think the resolution won't really get to me since I'm coming from something similar rather than something much better.
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Maybe you are right but I'll wait to find out myself. Everyone is different. I for one don't see any difference between 120 FPS and 60FPS and only slight differences between 60 and 35. Other people say anything below 120 is rubbish. Some people get sick the second they get on a boat, others don't. I think VR is going to be different for everyone and their prior experiences are going to shape it.