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M1Combat

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Everything posted by M1Combat

  1. I mean I suppose it's not a Kiowa but I find it to be quite agile... especially with the rotor unloaded. It is slower than I expected though.
  2. You can use gyroscopic precession with rudder application to flip it around pretty good too... Like damn near snap roll territory. Unload the rotor by gaining alt, then leveling to 0G and then depending on stick and rudder you can get her to barrel roll SUPER fast.
  3. I mean I agree that this could be a neat addition to the "create fast mission" thing... A little checkbox that sets it up as a furball/dogfight with a selector for map, weather and enemy type etc... BUT... The suggestion to use the mission editor IS actually a good one. you can make one mission, set it up the way you want and then save it with a player and enemy aircraft. You don't need to back out of the mission editor to fly it, just test fly it. You want a different enemy or player aircraft... just select them from a dropdown. Change alt? Yeah.. select the aircraft and type the altitude. Have you ever tried to get two sliders that go from 0-50K feet to land on the same number? Good luck. As a matter of fact with the need to change aircraft loadouts to setup whatever match you want... I'd say the ME is likely the easiest way to get this done no matter what ED might choose to do with a furball generator... seriously... Go ACTAULLY try. The ME is super easy to use. Just because it HAS a ton of options doesn't mean you should or have to use them... If you need a super simple mission setup... It's "actually" super simple. Is it more than three clicks? Yeah... but not a lot more. I'd bet that once you create the initial mission (which is super easy... I have a few) changing the enemy Aircraft is like literally 4 clicks INCLUDING the click that gets you into the ME from the main menu. I guess that doesn't include loading the mission file but I think that's like 2 clicks... If you don't like it... search user files for a furball/headon/bfm/dogfight mission... There's things...
  4. When I open the OXR settings in game "CTRL+F2" I think it was... I don't get settings for color etc... What did I do wrong? Or are those setting somewhere else?
  5. I think the OP needs a list of headsets it currently works with and maybe pointers to where someone says what to do to make it work. I understand that's a bit outside the scope of the OP... but would likely help a lot
  6. You should try it again. It's awesome.
  7. The draw call limitation is one of the primary limitations. DX12 can only handle so many of those (hard coded limit) and they involve the CPU. DCS uses so many objects that it takes two draw calls per frame sometimes. I haven't run the numbers and analyzed the actual number of objects vs DX12 draw call limits... but maybe even 3 full draw calls per frame in VR because you need all that data for each frustum. It's a thing. You can crank up the res (VR again) and start putting large load on the GPU for sure... But you'll "never" outrun that DX12 draw call limit. The only thing that helps that is simply raw CPU core speed and/or efficiency.
  8. "Many simulator style games are limited by draw calls and this bottleneck is significantly helped by the extra cache." ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  9. What should the custom render scale be set to on a Reverb G2 to get native res?? Just 100%?
  10. I'm very glad you're playing simulators :)... Sounds like you should start building a cockpit...
  11. You can do the repair/cleanup option from the DCSupdater.exe as I recall...
  12. I suspect if your CPG can't acq and store targets on the move he needs more practice ;). Seriously... Watch how hell_gato does it on twitch. He does it right
  13. I recommend against hovering myself. Highly over rated :). Also I think learning to do it manually before auto hover is implemented is doubly wasted time. Learning to setup a controlled/trimmed slide etc... yeah for sure, but... You're on a battlefield... Don't sit still :). Learn to accurately and quickly jump from cover to cover :). Honestly... I think it's best when flown like a VERY maneuverable Mi24... Don't stop. go fast. Stay low. Setup attack runs from behind terrain cover etc... Most people decide that they should hover at like 1K' "or so" and slowly advance while searching for targets and killing them near max range with the hellfires. That's "ok" but... Watch Gato on Twitch for a much better method of deployment :).
  14. MR on MR off... Are you folks referring to WMR? or some other setting?
  15. I know what PPD stands for. No it doesn't. That's like saying a miliradian or Minute of angle is the same measured distance no matter how far from your scope you're measuring it. Take a one degree arc... how many pixels fit within that distance when the pixels are 1' away from the origin. Now how many at 100'? It's a different number.
  16. Yeah that's the group I fall into as well... Just giving you the best answer I've got :).
  17. This means nothing without including the range at which these numbers are correct. A G2 might be 42zillionppd if it's 8 miles from your face... and an iphone could be 4ppd if you jam it in front of your eyeball...
  18. Then I'm all for it :)... Even though I run an nvidia card I dislike their proprietary solutions.
  19. I think I've got it :). We may have found the Apache's "Shark Trim" though
  20. You tell sights to look in the direction of Acq Sources via "slave". Sights are all the devices you use to look around aside from your eyeball (But the IEYEHHAADDSSS is a sight). Sorry I can never remember how many of which letter is correct LOL :). The only kinda confusing one is that the other person's IHADDSS can be an acq source, even though for THEM it's a sight. As a CPG I think you can tell your selected sight "Look to where the pilot is pointing their helmet because they saw a target and they just told me they're looking at it right now". You place Acq sources via designation or the nav system or whatever... It's just a place of interest. I think... Do I have that correct???
  21. I prefer having them saved in another location. The reason for this is sometimes ED (or whatever 3rd party made a module) will make changes that wipe out keybinds. You should have one exported file for each device for each module. For me that's three each. Hotas, Rudder and race pedals. Thoase last two are "technically" the same physical device but I use joystick gremlin to combine my throttle and clutch pedal into a single axis that I bind to rudder via the virtual device. But... I ALSO bind the actual devices clutch and throttle in game to tow brakes on some aircraft and then try to deal with having linked rudder/toebrake. It only kills me sometimes.
  22. But that's proprietary BS though yeah?? Or are we talking some other thing?
  23. I haven't subscribed to any threads.
  24. Well... I'm not a VR guru at all but I can only tell you that with a fairly similar setup to yours (nvidia/G2) the improvement in smoothness and clarity were significant. Not much improvement in performance directly... as in framerate or frametimes... But even with no real "performance" improvement the visual image and smoothness of the experience was very much improved anyway. "Looking at the numbers" they're pretty similar... but the experience is quite a bit better. I think the answer as to why this is the case is explained earlier in the thread. Something about OXR looking at the frame timing and if it decides a frame won't be completed in time for the next frame it stops processing that one, starts a new one for the next available timeslot and then uses the old frame with something like ASW to interpolate the frame and keep the experience smooth. Honestly it appears that OXR has mostly divorced the output from the normally accepted requirements for frametime and framerate. I've got motion smoothing disabled like the instructions suggested but it still appears to be doing SOMETHING to smooth motion. It was soo smooth I started turning up options to see how good I could make it look at a still acceptable level of smooth... I was actually able to turn on shadows and terrain shadows. Not even just to flat... but to "low" and "default" respectively. I have never been able to play DCS with shadows enabled and have an even remotely acceptable experience. I ended up turning shadows back off... But it was SUPER close... I think if I had been running a mission that didn't also have rain and broken clouds it would have been just fine.
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