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hellking

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Everything posted by hellking

  1. PROBLEM 1) When I use my Oculus CV1 with 2.0.2, the mouse cursor is controlled by the headset based on where I look. But the only way I can click is to use the mouse. It doesn't accept Oculus remote or my Joystick inputs. I end up holding my hand on the mouse just for clicking and using my head for pointing, which feels very weird... Standard way of using the mouse would be much simpler.. PROBLEM 2) When I exit a mission and go back to GUI, the mouse pointer gets stuck in the middle of the screen and doesn't move with my headset movement. When I try to move it using the mouse, it moves for a millisecond and goes back to the middle. I found no fix to this issue, so I end up having to kill DCS.exe after every mission. PROBLEM 3) Alt + F4 doesn't work with 2.0.2. I cannot kill DCS without launching task manager.
  2. Wags, I guess you already kind of implied this, but not exactly sure.. Are you guys planning to include the documentation (maps etc.) to the in-game briefing? I have not seen anybody complaining about this in the forums, but I think this could be a great improvement.
  3. I agree that the current default view is not compatible with other DCS modules out there. It creates a problem when I use Oculus DK2 because effect of zoom in/out command is not visible when I have the headset on. It is only visible when I do a replay on my monitor for recording. So I cannot simply adjust the zoom for my replays for recording videos. I never have similar problems with any of the other modules.
  4. When I eject from Mirage, the view gets stuck at the plane. When I press F1 to move it back to the pilot, it switches to the seat. Only after I do a F2 and F1 again, it switches to the pilot. Very strange behavior... I really like the effect of getting propelled out of the cockpit in first person view with other planes since it is more immersive. Especially if you are using VR. It should be a simple fix to keep first person after ejects..
  5. Here are four recent apparently random crash logs with 1.5.2 during Su-33 campaign. System Configuration: Windows 7 64bit Intel Core i7-3930K 3.2 GHz 32 GB RAM 2 x GeForce 980 (using only one with DCS, no SLI) Oculus DK2 Logs.zip
  6. I think it would be great if default FOV for Mirage can be set close to that of other modules. It is zoomed in a bit too much. This created a bigger problem for me while recording: when I do a replay of my Oculus DK2 plays for recording videos, I end up not being able to zoom out (because when I press the zoom out key, it stops tracking my Oculus head movements).
  7. I did not find any similar topic (I hope I haven't missed anything), so here it goes: After landing, when I use brakes to slow the plane down, they seem to be a little bit too sensitive: It is nearly impossible to have a slow down on a straight path on my Saitek Cessna rudder pedals. As soon as I hit the brake pedals, the plane suddenly veers to left or right no matter how soft and balanced I try to hit the pedals. I tried pumping the brakes instead, but it did not help. This would not be a problem for somebody who is using the "all brakes" key, because computer would apply both left and right brakes exactly the same amount, hence no (left/right) balancing problem. I own all other DCS modules and there are some which are difficult to control while braking (for example: F-86). But the level of difficulty on Mirage 2000 is several orders of magnitude higher. I think playing with the sensitivity profile of brakes could fix the problem. (I prefer not doing any adjustments on my control settings, because I never had to do it before). Anybody else having the same problem?
  8. Thank you Cpt. Smiley for all of your work! The plane is already very enjoyable the way it is, it will be great after the change!!
  9. I did not find any similar post anywhere, so here it goes: When I try starting the engine up with the wheel brakes (not the parking brake) fully pressed, brakes have no effect and plane launches forward for a few feet as if brakes are not pressed. When I push the brake right after plane starts moving (but not before), brakes work and it comes to a stop quickly (but fails to provide a safe engine start up because plane still moves 1-2 feet). I don't know if this is the intended functionality or a bug.
  10. I have Saitek Cessna rudder pedals and did not have any issue
  11. Am I the only person who actually sees some inertia in the videos? :huh: I think it is a very subtle effect and some people just don't get bothered by the lack of it. I fly in DCS with Oculus Rift DK2 and perhaps when you are immersed in VR, small details become more visible. By the way, my issue is really not with FBW, but about what it can and it cannot do. To me, even with FBW a roll cannot end as abruptly as it is in the game right now. I see a big difference between the videos and the game (and I have watched all videos posted so far), but I may be more sensitive to this than others... I really wish Dev's address this because it ruins the realism for me.
  12. Brisse, I think you are right. This is part (perhaps most) of the issue. Normally it should be like this: Control stick sends signal to move actuators (this is probably instant) Actuators move, generates force to roll (some delay) Force generates roll velocity (some delay) Roll velocity generates roll displacement (some delay) I don't know what portion of the total delay is due to what portion of the physics. But currently, all of these delays sum up to a too small number.
  13. Thanks for the videos guys. I agree that Mirage has a very good roll control, but the videos also validate my point. If you look closely you see that all rolls are accompanied by some kind of correction due to inertia. Just focus on when the roll ends abruptly. The roll does not stabilize immediately. Some kind of correction kicks in as soon as the roll ends. Because of this, in all videos, rolls feel very fluid (under corrections / over-corrections probably due to FBW). In the RAZBAM flight model there is no correction. It feels too much like it is on a wire.
  14. I love the plane, but one thing that I feel like missing is the roll inertia. You do a full left stick and start rolling like crazy, then as soon as you bring the stick back, the plane stops rolling instantly. There is no roll inertia whatsoever. Even with FBW on, this should not be possible. The flight surfaces have their limits. They should not be able to bring a plane at full roll to a full roll stop in miliseconds. This is the only big issue I have with the flight model. Other than this it all feels good. I hope they fix this because it is destroys all the immersion for me..
  15. Anybody else observing major differences in Oculus performance with different openbeta version? 1.5.1.46722.87 was the best in terms of performance and stability. 1.5.1.46722.99 was completely broken, not able to launch missions 1.5.1.46722.10? was stable, but frame rate dropped by ~25%, making most planes stutter at medium graphic settings with a high end graphics card My GPU utilization is at 30% or so, and my system is limited by CPU. I think it is because of the DK2 graphical projections that are taking place. They need to find a good solution to this (move DK2 projections to GPU, or efficient multi-threaded CPU) especially since CV1 is coming.
  16. After I updated to 1.5.1.47025.99 version, DCS started crashing with Oculus DK2 all the time when loading reaches 100% for all missions. When I reverted back to 1.5.1.46722.87, it started working again. # C0000005 ACCESS_VIOLATION at EEB251F2 00:00000000 00000000 00000000 0000:00000000 EEB251F2 001EEF90 0000:00000000 ?DrawObjects@DXRenderer@Graphics@@UEAAXPEAPEAVRenderObject@2@I@Z()+52 EBA6FE69 001EEFD0 0000:00000000 ?DrawZWrited@RenderParserImpl@@QEAAXXZ()+B9 EBA7333E 001EF030 0000:00000000 ?isEmpty@RenderParserImpl@@QEAA_NXZ()+2E1E EBA8CF20 001EF500 0000:00000000 ?Render@SceneManager_Implement@@UEAAXXZ()+E40 3F9FDD7E 001EF570 0000:00000000 3FA01BE2 001EF5A0 0000:00000000 3FA17E14 001EF5D0 0000:00000000 3FA17D64 001EF600 0000:00000000 3FAC25CC 001EFCB0 0000:00000000 3FAC5785 001EFCF0 0000:00000000 76AD5A4D 001EFD20 0000:00000000 BaseThreadInitThunk()+D 76D0B831 001EFD70 0000:00000000 RtlUserThreadStart()+21
  17. All, there is a workaround to the crashing problem. See http://forums.eagle.ru/showpost.php?p=2507760&postcount=79
  18. I have found that the FPS performance very much dependent on the module I am using. Some modules get max FPS and 0 judder no matter where I am on the map. I see the grass, buildings far away, etc... But some other modules have judder even when I am far from bases or cities. The two modules: MIG-21 and UH-1 show very low performance, while almost all of the others (including KA-50 with it's large and complicated cockpit) are silky smooth.. I think developers need to optimize the low performing modules, or at least have an option in graphics settings to dial things down.
  19. I believe I have found a workaround. See http://forums.eagle.ru/showpost.php?p=2507760&postcount=58
  20. WORKAROUND FOUND! All, after experimenting with it for 3 hours I have found a workaround for the DK2 crash problem. You simply need to run it in "Vista Compatibility" mode. 1) Right-click on DCS shortcut 2) Click on Properties 3) Go to compatibility tab 4) Select "Windows Vista" compatibility mode First impressions?? I have all settings High (make sure that VSYNC is off!) and no judder at all in the base. As crisp as FlyInside FSX: Amazing!! Let me know if it works for you.
  21. Admin, can you merge this thread into the other DK2 thread which was opened 7 minutes before this one? http://forums.eagle.ru/showthread.php?t=147767 Just trying to make sure that all DK2 crash information is consolidated for providing good data to developers. Thanks!
  22. Those who had problems with Oculus Rift, could you please write your system specs down (OS, graphics card, graphics driver version, etc..)? Looking at the success stories, I suspect that people with Windows 7 are the ones having problems. Windows 8 and 10 are ok.
  23. This thread is a duplicate of http://forums.eagle.ru/showthread.php?t=147775
  24. I played with the graphics settings and workaround doesn't work anymore... I guess I will have to wait for the fix... Here is my log # C0000005 ACCESS_VIOLATION at E96AFE8A 00:00000000 00000000 00000000 0000:00000000 E96AFE8A 001BE5C0 0000:00000000 ?createRasterizerState@DX11Renderer@RenderAPI@@UEAA?AV?$Ptr@UIRasterizerState@RenderAPI@@UDefaultDeleter@ed@@@ed@@AEAURasterizerStateDesc@2@@Z()+20FA EAE18894 001BE610 0000:00000000 ?addMSAAShaderDefine@PostEffectBase@PostEffects@@IEAA_NAEBVTexture@render@@AEAV?$vector@VDefinePair@render@@V?$allocator@VDefinePair@render@@@ed@@@ed@@@Z()+5EA4 EB5F8D6B 001BE850 0000:00000000 ?RenderUI@SceneManager_Implement@@UEAAXXZ()+72B EB600CAF 001BE8B0 0000:00000000 ?ShowProgress@SceneManager_Implement@@UEAAXMAEBV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@ed@@@std@@@Z()+9F EB600FA1 001BE910 0000:00000000 ?DrawWaitScreen@SceneManager_Implement@@UEAAXM@Z()+B1 3F76C9C6 001BEBF0 0000:00000000 3F7662D6 001BEEB0 0000:00000000 EC045A3A 001BEEE0 0000:00000000 ?sendOutputSymbol_@FSM@Common@@AEAAXI@Z()+2A EC0459F8 001BEF20 0000:00000000 ?enterToState_@FSM@Common@@AEAAXI@Z()+C8 EC0457FB 001BEF60 0000:00000000 ?onSymbol_@FSM@Common@@AEAAXI@Z()+1CB 3F76525B 001BF060 0000:00000000 F4F67254 001BF0A0 0000:00000000 luaD_growstack()+7A4 F4F76FB5 001BF220 0000:00000000 luaS_newlstr()+49C5 F4F67541 001BF250 0000:00000000 luaD_growstack()+A91 F4F6684F 001BF3D0 0000:00000000 lua_getinfo()+11AF F4F6785E 001BF410 0000:00000000 lua_yield()+9E F4F62440 001BF460 0000:00000000 lua_pcall()+60 E920287B 001BF490 0000:00000000 EA936D79 001BF4E0 0000:00000000 ?callWidgetCallbacks_@Widget@gui@@MEAAXH@Z()+69 EA916AF3 001BF510 0000:00000000 ??0ListBoxSkinBase@skin@gui@@QEAA@PEAVListBoxBase@2@@Z()+3D3 EA8F7518 001BF540 0000:00000000 ??_FModalWindow@gui@@QEAAXXZ()+1308 EA8F0560 001BF590 0000:00000000 ?processMessages@GUI@gui@@QEAAXXZ()+70 3F76EE67 001BF5C0 0000:00000000 3F76B44E 001BF620 0000:00000000 3F781BE4 001BF650 0000:00000000 3F781B34 001BF680 0000:00000000 3F82B4BC 001BFD30 0000:00000000 3F82D365 001BFD70 0000:00000000 76D65A4D 001BFDA0 0000:00000000 BaseThreadInitThunk()+D 76F9B831 001BFDF0 0000:00000000 RtlUserThreadStart()+21 My system: 2 x GeForce GTX980 (NVIDIA driver version 355.98) 32 GB RAM Intel core i7-3930K * 3.2 GHz Windows 7 64-bit I tried in both SLI and no-SLI.
  25. I have found a work around. Right after you launch the mission, before crash happens, quickly maximize another fullscreen window (iexplorer, etc.) to cover the DCS window (so that DCS window remains hidden under the other window). I think something is going wrong during render of the window on the monitor (not on the Oculus). I am currently a bit disappointed with the DK2 graphics performance, but I haven't tweaked it yet. EDIT: After seeing saigai's message, I tried turning Vsync off. It improves the performance to at least equivalent of 1.2 version, which is great news! Now the only problem is it crashes 95% of the time during mission load. It is like playing dice and trying to get double 6'es. I am still doing the window switching, but I have no idea if this has anything to do with successful loads.
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