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Bwaze

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Everything posted by Bwaze

  1. Still available.
  2. He probably means that now you can finally buy Thrustmaster Warthog stick base and stick grip separately - something you could only do until now through Thrustmaster Service.
  3. As far as I understand, F-16C Viper™ HOTAS Add-On Grip is completely the same as Warthog grip - but the official announcement of course fails to mention that. Do they really hope people will rebuy new F-16 grip to play DCS: F-16 Viper with appropriate, non A-10C grip? Or do they hope people will spend €129.99 for base and €179.99 for F-6 girp, together €309.98 in mid January 2020, when they can buy completely the same set right now for as low as €254?
  4. This really pushes any improvement of the less than optimal "HOTAS Magnetic Base" (£119.99; €129.99; $159.99) far into the future...
  5. Price lowered to 60 EUR + shipping. They really are very lightly used, cleaned, and ready to be shipped to someone who needs rudder pedals. They are much better than Thrustmaster TFRP, which cost 80 EUR new, and look nicer than ordinary Saitek Pro Flight pedals (130 EUR).
  6. How come there have been no reviews? The unboxing videos arrived one month ago, and the reviewers said they will take about two weeks to properly test the whole set... https://www.youtube.com/results?search_query=winwing&sp=CAI%253D Since then, nothing. Have the reviewers been told to wait with their conclusions after they receive the repaired elements of the setup?
  7. Price lowered to 70 EUR + shipping!
  8. I'm selling my Saitek Pro Flight Combat Rudder Pedals. I am the first owner, pedals were bought in 2013 and are very lightly used - I soon replaced them with another product and were in storage. Rudder pedals are almost as new and unscratched, item includes rudder pedals and detachable metal footrests (with included hex key for adjusting brake pedal angle). I do not have the printed manual, CD with driver, velcro strips for attaching the pedals or original packaging, so I will send the pedals in non-original well padded cardboard box. Pedals were tested, tension knob works smoothly in all ranges, pedals and brakes move smoothly, they calibrate accurately and have all the range without spikes. PRICE: NOW SOLD (60 EUR + shipping). Shipping is GLS with tracking, package is 49 x 42 x 24 cm. Price of shipping is from 22 to 42 EUR inside EU, depending on your location. Manual from Sitek homepage: https://www.saitek.com/manuals/combatrpmanual.pdf Review on Flightsim.com: https://www.flightsim.com/vbfs/content.php?560-Saitek-Pro-Flight-Combat-Rudder-Pedals
  9. Yes, the whole package is still available, I sent you a PM.
  10. I will at first try to sell the whole package. If there will be no interest, then I will consider sale of individual components.
  11. I would hate to split the combo - the Simpeds don't work without the Thrustmaster Cougar throttle, so they would be a tough sell. Also, shipping outside EU would be expensive.
  12. I am selling used Thrustmaster HOTAS Cougar stick and throttle, Hoffman Simped F-16C rudder pedals and Thrustmaster HOTAS Cougar spare parts. I would like to keep the items together. Everything works, but the stick gimbal has some play and throttle friction has to be repaired. I'm shipping the items from Slovenia (EU), the package is 54x54x33 cm, 14kg. NOW SOLD: 300 EUR + shipping Shipping should be arround 36 EUR for EU countries. Thrustmaster HOTAS Cougar stick and throttle: Serial number: 19622 Second owner. The stick and throttle have been (quickly) checked, all buttons work, all potentiometers work and don't show any spikes. They haven't been in use since 2010. Original box, original packaging, but unfortunately I cn't find the manuals and installation CD - but it's all still available on Thrustmaster website. Condition is "used": - stick has a bit of play in both axes. I have disassembled the base and attached a stainless steel frame around gimbal, but it only helped temporarily. - stick has a couple of small nicks, and on the base there is an area of slightly damaged paint (on top and on the right side) - stick has replacement screws installed - throttle has some very small nicks - throttle has Ubermod metal speedbrake / dogfight switch housings installed - throttle has "stiction fix tape" installed, but has propably failed - throttle is very loose - even with tension to the maximum the throttle barely stays in place, I think stiction tape or rubber brake on the lever that controls the amount of friction has fallen off or has been worn out - both Man RNG / UNCAGE and ANT ELEV potentiometers work and don't show spikes, but when I calibrated them the detent in both potentiometers wasn't in the middle of the travel - they both max out before the end of the travel on one end Hoffman Simped F-16C rudder pedals: 15 pin Sub-D Gameport version - only for connecting to the Thrustmaster HOTAS Cougar throttle base (they don't work as standalone rudders unless you use gameport - USB adapter). No manual or documentation. - they still work as new - toe brakes are a bit strange, they are pressure sensor rather than axis, so at first they have a bit of a travel that does nothing, then they sense the pressure on them Thrustmaster HOTAS Cougar spare parts: Never used, ordered in 2010 from Guillemot Canada. They cover almost all potentiometers and buttons in Thrustmaster Cougar, some of them are now discontinued and hard to get: 1 x #5074750 - Coolie Hat 1 "POV" F16-16 1 x #5074751 - Coolie Hat 2 (POV) "ridged" F16-18 1 x #5074752- Coolie Hat 3 "castellated" F16-19 1 x #5074753 - Coolie Hat 4 "H" F-16-20 4 x #6000211 - Tact switch for stick 1 x #5074754 - Coolie Hat "Radioswitch" TQS-16 1 x #6000200 - 3 way switch 1 x #6000201 - 4 way switch on side locking 1 x #5074749 - Part 32 5 pin connector F16-32 1 x #6000198 - Double Pot 252A104B60NB (microstick) 2 x #6000279 - Potentiometers Axes XY CTS251B15F104B2NB 1 x #6000164 - Potentiometer Axe Z CTS251B15F104B6NB 1 x #6000196 - Potentiometer Range CTS 270S1800 1 x #6000197 - Potentiometer Antenna CTS 270XM8508 1 x #5074775 - Button (grey) Dogfight TQS-18 1 x #5074776 - Button (grey) Speedbrake TQS-30
  13. Thank you Wicked. I have an IPD of about 59, so most of the modern VR devices aren't made for me - Valve Index seems "cheapest" of the new bunch with hardware IPD adjustment, if I'm looking correctly...
  14. Yes, it has - but:
  15. In case of VR headsets without mechanical IPD adjustment, it could be a real deal breaker if you are out of their "sweet spot". And a lot of people are: Data Suggests Oculus Rift S IPD Range ‘Best’ For Just Half Of Adults I have an IPD of about 59 mm. I don't think any sort of software adjustment can help me use Oculus Rift S. Maybe if they start selling women / child sized units...
  16. Anyone tried it that has really narrow IPD? Mine is about 59 mm, any thoughts if that could be a problem?
  17. Did anyone else think the post will be about Thrustmaster F/A-18 HOTAS? This looks very nice, but also very expensive.
  18. Is there any noticeable slack without damping when you reverse the direction? I remember reading about installing dampers to various (mostly Russian built) pedals, and they often commented that this is the downside of cheap Chinese dampers...
  19. Plants and rocks in background should actually be out of focus, so the 4K noAA and 4K TAA slightly blurry rendering is more accurate than the 4K DLSS one which is oversharpened by AI (which can't tell if blurring is intentional or not). Such artificial filters are even more apparent in movement, not in still photo.
  20. Well the publisher pulled the plug on PC development after this update to the game, and I can imagine spending way too much time on a technology that doesn't work as advertised by Nvidia could be part of the reason why. And I repeat, several studios have promised DLSS (and raytracing) in new games and updates at the release of Nvidia RTX technology. That was in August 2018, first cards were (sort of) available in September. Half a year later we have one game with DLSS and one game with raytracing. And for both of them there is consesnsus that implementation isn't really perfect. Well, it's the best one up to date (and only one), so how can anyone say it's "bad use"? It's the only use... maybe it doesn't get better than this, and all the delays in publishing new games and updates could just be developers figuring out it doesn't work well enough...
  21. DLSS in normal use is AI assisted upscaling. 4K DLSS is actually rendered in 1440p with antaliasing, then upscaled to 4K and sharpened / improved by AI. It is usually worse looking than native antialiased 4K, but can be much quicker. This is from Final Fantasy XV, the only game in 6 months since introduction of DLSS to come out. Notice the still aliased car roof and windshield edge. It is not magic technology. I can imagine that some things in DCS would respond quite badly to DLSS: - narrow objects usually flicker with DLSS (since they are rendered in lower resolution and then upscaled), this could wreak havoc with powerlines, distant trees, fences, even distant aircraft - details in cockpit instruments could be blurred. You want all the details to be actually there, it is very apparent if anything is "guessed" by AI And finally, I think DLSS is actually quite hard to implement, despite what the Nvidia marketing says (It just works!) - in half a year only one game managed to implement it. So it appears it's a lot of work, for dubious outcome, and it only works with select videocards from one vendor. And I think Eagle Dynamics already commented they are not interested in implementing vendor locked features. So I think it is fair to assume that it will not be implemented unless it becomes widely implemented industry standard.
  22. What happens if ED changes the underlying code and fully released module (out of Early Access) suddenly develops several debilitating bugs... What are the developer's obligations then? Some modules are with us for years now, and sometimes it's not very easy to tell if they are still early accesss or abandoned and will never be fully functional at all... Example, Mig-21 was released as Early Access in September 2014. It has been "feature complete" for quite a long time, and in September 2016 developer (quietly) announced they consider the module out of Early Access. But one could argue that the module was in more bug-free state during the active development in Early Access state than now, when it's supposedly finished. And I have heard people argue that we can't expect modules to be actively developed forever - you buy it, get few years of support, and then it will slide more and more out of focus - and if you wait for the module to come out of Early Access, how long will the module be maintained afterwards?
  23. Isn't there a problem with foveated rendering that it really needs high FPS - everything under 200 FPS and your eyes see that they landed on low resolution portion of the scene before it turns to high resolution?
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