

steve2112
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Everything posted by steve2112
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i wrote a simple mission using the ADVANCED (WAYPOINT ACTIONS) and set aerobatic task. i had it flying at 135' AGL and doing an aileron roll and it was working fine. that was about 6 months ago and i've been away from DCS so i just got back into it, now the AI plane with the same .miz goes zooming up into the sky for no particular reason. any idea what's going on and how to fix it? ths, i'll attach the .miz file thx aerobatictest01.miz
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on the SU27, when i go HUD only mode i can get rid of the map with the 'K' key but is there any way to get rid of the display with the waypoints on? i guess that's the radar screen right? thx
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2nd keyboard with custom key mappings?
steve2112 replied to steve2112's topic in PC Hardware and Related Software
so long as it has keyboard scan codes, i don't see why not -
thanks, i'll try that
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ok thanks, so you still have to quit and restart then. no way staying in game? i made my shortcut target this "C:\Program Files\Eagle Dynamics\DCS World 2 OpenAlpha\Run.exe" --force_disable_VR but its still starting in VR mode (i have the VR option checked on)
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is there a way to switch between VR and monitor other than going to settings, VR and disable VR then restart? i'm using the mission editor and prefer to do that on the monitor then fly in VR
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i wonder what a flight sim would be like with VR and full motion?
steve2112 replied to steve2112's topic in Virtual Reality
thanks again, simtools looks great. i've done some little arduino projects before so i'm quite familiar with it, all all that arduino shuff ships dirt cheap from china for free. i have 6 months off before my next paying job (semi retirement is awesome) so now i'm motivated to start building. i think i'll make a heavy wooden base for my moving chair rig so i can experiment with larger ranges of motion than the DKPro will allow. and i'll go find some worm drive motors then get started. -
i wonder what a flight sim would be like with VR and full motion?
steve2112 replied to steve2112's topic in Virtual Reality
thanks MacThai_75 for keeping us informed. i like your comment 'In the end I think it will just boil down to $ per giggle that we're willing to pay!' on the other thread i'm on at xsimualtor i got an interesting reply "Well, the amount of rotation is not meant for simulating the actual inclination of the plane, but the acceleration. And I can confirm that the 10 degrees of my rig are quite amazing when I am wearing my VR headset. Besides, the plugins of the two flight simulations I am using (FSX and Aerofly FS 2) not just provide values for the roll and pitch angles, but additionally for the roll and pitch acceleration(!). By using these values you get the impression to roll / pitch a bit further with every new stick movement." if you have a positive reaction to the rig, i think i'll take what you learn and build my own anyhow. to me, most of the fun will be derived from designing, building, testing and tweaking it. my style is typically that once i get something perfected, i lose interest in it, i'm more about the journey than the destination. anyhow, looking forward to your next post. steve -
Understanding Pixel Density - Making sense of it
steve2112 replied to DerekSpeare's topic in Virtual Reality
i'm still a bit confused. so by setting a pixel density to something greater than 1, you are creating more pixels than the native resolution is capable of displaying right? then somewhere in the process, i guess the back end of the GFX card, its downsampled back to the native resolution of the rift right? so i guess the question is what's the point of scaling up then back down? (a.k.a supersampling and subsampling) i guess there is a point since i'm pretty sure i can see an improvement in image quality at higher pixel densities, but i guess i don't really understand why. i suppose the answer is here 'What is also important to note is that during the downscaling back to Rift resolution, the resultant image is considerably antialiased already with more intermediate colors than the original had' but don't really get how more detail has been created in this process. -
i wonder what a flight sim would be like with VR and full motion?
steve2112 replied to steve2112's topic in Virtual Reality
i just tried a simple test using my standard rig (an office chair with joysticks mounted to the arm rests) and the CV1, and a 1WP (wife power) motor to simulate pitch. she didn't do a great job of sync'ing the pitch movements on screen with the chair before she got bored, but the few times she did get it right, it was pretty cool. not really a conclusive test however one thing i read was to get a realistic sensation, you need fast movement, something like 150-700mm/sec. i'm not sure where that measurement is meant to be taken, but what strikes me is if you only have a limited range of movement, say +/- 15 degrees, you'll burn through that range pretty fast, probably less than a second. so you may get the feeling of pitch and roll on the first part of the motion, but then left with nothing, which i suspect will be quite confusing. -
i just tried again with the glasses, following some advice in youtube how to get the headset on and off, and i can't explain why, but it looks awful with my glasses on. basically the same as if i was trying to read print or text on a normal screen, close up, without my glasses. maybe its because my distant vision is fine, it's only close up that i have a problem. anyhow, without glasses and with the headset perched on the end of my nose, i can read the HUD and guage text very well, especially now i have pixel density up to about 1.7
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do you find the rift lenses are too close to your face to leave space for the glasses?i guess your special frames are designed to bring the glasses close to your eyes?
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interesting, so with the glasses inside the headset it looks good for you? maybe i'll try that with a cheap pair (take the side bits off) and see what happens
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i guess you mean with pixel density 1.0 right? the problem is i normally wear glasses but don't like them in the rift. but i find with the headset way down, perched on the end of my nose, i can get an ok focus. i'm sure if my near field eyesight was better, it would look better. yes i do know how a real HUD works i just tried antroscopic (sp?) filtering at 4x and pixel density at 1.5 and look better (i think) and great frame rate. will continue to experiment, thanks
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i just tried pixel density at 2.5 (on rift CV1) and the gfx looks awesome, now i can clearly read all the text on the hud and gauges and the terrain looks amazing. problem is the frame rate has gone down the toilet so i'll revert to 1.0. guess i need to shell out yet more $$$$ for a new gfx card
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i wonder what a flight sim would be like with VR and full motion?
steve2112 replied to steve2112's topic in Virtual Reality
i'm really interested to hear your reaction to that thing. as it turns out, i have a friend coming from the Ukraine to visit me in november so i could maybe convince him to bring the kit over with him, save me postage and customs fees. -
i wonder what a flight sim would be like with VR and full motion?
steve2112 replied to steve2112's topic in Virtual Reality
cool, do you know if this works out of the box with DCS or at least there is a way to make it work?. i know from personal experience, it's not super easy (but is possible) to get telemetry data from DCS in real time. has someone does that and hooked it up to this rig? do you have a link to that rig you bought? is it this http://dynkit.com/en? i see DCS is incuded http://dynkit.com/en/games anyhow, can't wait to find out your reaction to it when you get it running. -
i wonder what a flight sim would be like with VR and full motion?
steve2112 replied to steve2112's topic in Virtual Reality
i've heard that before but i suspect that was more true before VR. for example 'I would recommend spending the time and effort (and cash) on the best visuals first', right now is probably rift CV1 and I have that. actually, there is a no cost way to try out a moving seat type sim just for kicks: teach my wife to watch the monitor (or joystick) while i'm flying with the headset on and rock and roll my seat around in response to pitch and roll -
i wonder what a flight sim would be like with VR and full motion?
steve2112 replied to steve2112's topic in Virtual Reality
i just found this https://www.xsimulator.net/community/threads/2dof-dcs-motion-pit.9099/ ' Now version 1.0 of my simulator is ready, and I am using a lever length of 4cm which results, as mentioned above, in an inclination of 4 degrees: https://www.xsimulator.net/communit...ation-for-oculus-rift.7684/page-3#post-114278 I am flying with Oculus Rift, and as @noorbeast says, your brain helps you a lot in pretending a much larger movement than the simulator actually performs. Besides, the flight sim plugins (FSX and Aerofly) not only provide values for the roll and pitch angles, but also for for roll and pitch accelerations(!). By using these values you can simulate the effect to roll a bit further with each new stick movement, although actually the seat moves back in between. This is really awesome. Besides, in specific designs a small angle has some considerable advantages: When using a VR headset (like I do), you don't have any need for motion cancellation with an inclination angle of around 10 degrees. (Background info: The headset cannot differentiate between your head movements and the movements of the rig. There are some threads here discussing this topic.) I have a pure seat mover. That means, only the seat moves, while my feet rest on a non-movable base. When the angle is too large, I discovered that it feels unnaturally, because the knees are bending too much. And this destroys part of the immersion. When I started building, I actually did not believe the statements I now make by myself. But now I really enjoy my current version. (Which does not mean that I will not continue improving it. ' interesting -
i've long been interested in building a full motion platform for a flight sim. i know how to do it in DCS as well as FSX and Falcon BMS but now DCS has VR support i'm really excited. i worked out an easy to build design for a 2DOF (pitch and roll) platform and now thanks to the headset, you don't need to move around a large display, just the pilot, seat, joysticks and headset. something like this or this or something simpler like this but smaller since no screen required i just wonder if the experience would be too intense, i still sometimes feel a bit queasy after a session anyhow, its interesting to think about it. i know there are some good forums about this
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what does pixel density do?
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is there any way to adjust your POV position in the seat with rift CV1? i always feel i'm too low and too far back in the seat, i have to sit up straight and tall in my chair (maybe not a bad thing) but not particularly natural seating position. ah, i just found this https://forums.eagle.ru/showthread.php?t=164892 works great.
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i just realized i've got an old version of 2.0 so i'm updating now. hopefully that will fix it. OK, that fixed it.
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i can't figure out if rift CV1 is supposed to run DCS2.0 or not. i read this and some people say its not supported but some say its working but give no details how they got it to work. very frustrating.
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i really like that you can look around the sky so easy to identify targets. i have TIR but never liked the display panning around so never really used it, so all i ever saw was a tunnel view out of the front window. now i can look all around naturally and it is a night and day difference in using the sim. i just wish it worked on 2.0 alpha version.