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Everything posted by Sandman1330
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Still having issues, except now at 40 vice 45 for a Rift S. Tried to help out the team by submitting FPS numbers as they requested, but I’m locked solidly at 40fps. OTT and debug tool both confirm ASW is off, and the artefacts are gone. I read that steamvr needs to have reprojection disabled as well, but it was an older post and that option no longer exists in steamvr. Anyone crack this nut yet?
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OpenBeta: Locked at 40 (ASW definitely off, but this is typical behavior - I haven't been able to figure out why) Stable: Also locked at 40. Appears this was a waste for me as I've still got some issue with Oculus locking me to 40. I'll continue to troubleshoot... Edit: Nothing I do works. Tray tool and Oculus debug tool both tell me it is off, and the typical ASW artifacts are gone - yet I'm capped at a very stable 40. So for what this is worth. Oculus Rift S Graphics Settings: ["graphics"] = { ["DOF"] = 0, ["LensEffects"] = 0, ["MSAA"] = 2, ["SSAA"] = 0, ["SSAO"] = 0, ["anisotropy"] = 4, ["aspect"] = 1.7777777777778, ["chimneySmokeDensity"] = 2, ["civTraffic"] = "", ["clouds"] = 1, ["clutterMaxDistance"] = 1500, ["cockpitGI"] = 1, ["effects"] = 3, ["flatTerrainShadows"] = 1, ["forestDistanceFactor"] = 1, ["fullScreen"] = true, ["heatBlr"] = 0, ["height"] = 1080, ["lights"] = 2, ["messagesFontScale"] = 1, ["motionBlur"] = 0, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 1.5, ["preloadRadius"] = 87700, ["rainDroplets"] = true, ["scaleGui"] = false, ["shadowTree"] = false, ["shadows"] = 1, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["treesVisibility"] = 10000, ["useDeferredShading"] = 1, ["visibRange"] = "High", ["water"] = 2, ["width"] = 1920, PD = 1.3 System Specs: Ryzen 1600X @4ghz EVGA 1080Ti FTW3 Samsung 960 Evo 512GB 32GB Ram @ 3033mhz Nvidia 430.86 Oculus Public Test 1.38.0.256587
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[RESOLVED] TID Repeater not working (front seat)
Sandman1330 replied to Rammit's topic in Bugs and Problems
Yup. It only happened once for me as well, but that was after deleting the folders. Heatblur has already acknowledged that this is fixed internally. -
[RESOLVED] TID Repeater not working (front seat)
Sandman1330 replied to Rammit's topic in Bugs and Problems
Don't think so, just had it happen to me. -
[NO BUG] Cant release CBU-99 after latest OB
Sandman1330 replied to DeathAngel1's topic in Bugs and Problems
Just ran into this myself. So not only do we not need efuz to inst, but if we select it, the bombs won't come off the rails at all? Edit: confirmed, efuz must be off. -
The HT setting is not where it was in Wags’ video. When you select TGT UFC, in addition to Posn you also get TERM, when you select that HT is an option in there
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AIM 54 in SARH / STT mode is a beast though, works very well but basically acts as a super sparrow, you have to maintain STT lock. TWS so far is ineffective.
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When I had the problem, that didn’t help. It was an issue with tracking, when you move your head it judders really bad, but otherwise was ok
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Rift S - Change the default ASW value to mach the Rift's?
Sandman1330 replied to obious's topic in Virtual Reality
It’s locked to 80 based on how ASW works. It needs to be exactly half the refresh rate of the panel, so 45 for CV1 and 40 for S. The reason is it replaces every second frame with an interpolated frame to give you full refresh rate with only half the frame rate. -
I had the problem on beta, reverted to stable. I’ll have to try and avoid this stable update!
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I find it extremely hard to use phoenixes in TWS mode for this very reason. They almost always miss because the track file gets momentarily lost while they are in flight. I am hoping TWS Auto, when implemented, may help...
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All I get on final are tons of ‘nails’ calls from the ship’s radars!
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I haven't had any issues with the throttle. It will loosen up with time and use.
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Oh, I have those running in the background too since I have an ASUS Mobo... maybe?
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I put them on the table, one beside the stick and one the throttle (left and right hands). I haven’t had any issues with the Rift S losing them that way. On a bit of a side note, did you notice that during guardian setup in the pass through, your (actual) hands showed up all white, as if the cameras were recognizing they were your hands? I’m wondering if they are working on native hand tracking... that would be a game changer!
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1- I don’t think the buttons are bindable in DCS, but I’ve never tried; 2- right click is achieved by going palm up with the controller (turning it upside down). On the newer planes this corresponds with how your hand position would be to flip the switch up or down and makes a lot of sense when you think of it that way. Older planes like the A10C are a lot more confusing as they don’t follow this logic; 3- I just place them on the table beside my stick and throttle, usually easy enough to find
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IR issue since last open beta (2.5.4.30038)
Sandman1330 replied to ChuckJäger's topic in Bugs and Problems
I find it much worse now. It’s good until there’s a hotter source, then it washes out to the point of unuseability (ie as soon as one target is hit and burns, the whole screen just washes out white) I know this is partially realistic, but the effect is extremely overdone. -
Glad it’s working! Didn’t know you could do that with quest, how is it?
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Glad you got it fixed! Of note for anyone else who finds this thread, I found this week’s Oculus beta update caused massive stutters that appeared to be related to tracking (on Rift Sj. I reverted back to stable Oculus and all is well again.
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What headset are you using? Yesterday Oculus came out with an update on the public test channel that broke my VR experience as well (I was able to load in VR, but tracking was terribly stuttery and unuseable). I reverted Oculus back to the stable branch and this fixed it. Also, sometimes when Oculus updates, you'll need to reboot the PC, or sometimes there will be a firmware update that needs to be done to the headset and controllers. This will often cause the problem you speak of. Just spitballing a few ideas.
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Size is one issue for Blackhawks. It would involve upgrading existing infrastructure, and jeopardize our ability to air transport the things (can one fit in a C17? Not sure, but certainly not a Herc) *edit - apparently it can?* Hellfires are a pipe dream, as are stingers - we will never get them. Don’t know why, but there’s an aversion to them in our procurement system. As for avionics, that’s an easy transition, I flew the Venom sim a couple years ago and the extra glass was no problem. Besides, Griffon is being upgraded to glass cockpits in the next couple years anyway. Also getting new engines and I think new transmissions and masts, so here’s hoping for increased hot/high performance, which is really the only area we lack anyway. But we digress - +1 for AH1W in DCS!
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Haha, well as a Griffon driver myself, maybe I’m just hoping I’d get a chance to fly them. Z Cobras would never be in our budget. Realistically, some new UH-1Y models would suit us nicely. The conversion training from the Griffon would be minimal, and our attack ops tactics would be largely the same, with the ability add rockets into the equation. Plus the cost would probably be well within our budget. Besides, we already maintain 2 totally different helos with different roles - Griffon and Chinook.
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Yup, this is it. The higher pressure under the wing curls around the tip of the wing to fill the void of the lower pressure on top, creating circular vortices. Visually, this is how it looks: I personally hit wake turbulence from a Challenger in a Grob 120 at about 100ft after takeoff... If I hadn't been in an aerobatic airplane with a quick roll rate, it would have been a lot scarier.
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Take my country's money!!
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Yeah, I have until the 22nd. I just hooked up my old CV1 again tonight and did a comparison, and while clearer I’m not sure the S is enough of an improvement to justify the cost. If the reverb didn’t exist I’d keep it, but now... decisions, decisions.