

void68
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Everything posted by void68
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The switch in the HUD section in the right console near the flightstick changes HUD Brightness from Day to Auto to Night. Auto does not seem to work if I interprete that as settings the HUD to Day brightness during day and to Night brightness during night. Flipping the switch to Night darkens the HUD immediately. A must for night missions.
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I own a HF8 with SSA, quite good and I can recommend it. However I would like to add the Buttkicker Gamer Pro to feel something really moving my chair. Anyone installed both? My question is if this is possible and don't conflict with each other. I am a bit cautious because I don't know if two or more systems can parallel readout DCS ports as I got a problem with my feedback in the OrionII base died since I installed the HF8 (what can be a coincidence).
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[Official] SimShaker for Aviators
void68 replied to f4l0's topic in PC Hardware and Related Software
HL8 works perfectly on "ForceFeel", however just 6/8 motors as expected. Is there an update planned to adress all 8 motors? When I start UWV editor it quits with an error message, I read previous posts (not all 204 pages however) with the same problem but I found no solution. If someone is so kind to check my error log? "System can not find the mentioned file". It is in c:\Program Files (x86)\SimShaker\SimShaker for Aviators\Data\UWVEditor like default. Game installation - if that matters - is on a different drive (g:) -
You must not install (or if already done so, then deinstall) the NLR software if you choose to play with SSA! While SSA got 20 data rows with different intensity offsets (engine rumbles less when RPM are slow!) I wonder where I can adjust which motors should be enabled. In NLR software I could adjust what motor, but not its intensity. In SSA I can adjust the intensities but not the individual motors. Or am I missing somthing?
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Next level racing HF8 haptic seat pad & DCS
void68 replied to markturner1960's topic in PC Hardware and Related Software
Is there something like just one single device might be given the possibility to read game conditions? I installed the HF8 and it works fine with the NLR software. Now my Winwing Orion II F-16 joystick does not vibrate anymore! While I can test run the vibration motor in the stick DCS seems to not feed information to the joystick anymore?? I unplugged the HF8, I deinstalled the software... joystick vibration is gone. -
Yeah, I was extremely angry about that, the CBU97 fixed, the Mave broken. Luckily that's fixed and Mavericks work like a charme. However you have to understand how they work. Always do Boresighting at that range you will most probably lock them on target, let's say 6-10nm, depending on type, sighting conditions, battle conditions etc. Don't boresight them on ground, never, as long as you don't plan to attack from ground! I won't tell how the BS procedure works, you'll find enough SOP in the forum. I tell you why (just my ideas and basic knowledge - but I drastically increased my Maverick kills, so it can't be so wrong): Somehow the F-16 software can't or isn't meant to calculate offsets between the TGP and Maverick seeker (MS from now on). So you have to converge the TGP POI and MS POI in that distance the attack / lock will occur. Each deviation from that "ideal" distance will lead to a growing divergence. You BS at 8nm? You lock at 8nm? Your MS will be exactly where your TGP looks! You BS at 8nm, but you lock at 4nm? You will have to readjust the MS (not much, still doable). Of course that may lead you to the thought that the BS has gone wrong. No! If you BS on ground at 0,5nm and try to lock at 10nm the MS may be that far off that it might be better you'd never have BS it. Think of the system as a cockeyed person who's not able to turn the left eye and right eye the same degree once the object moves out of the focus point. While the left eye follows the object automatically the right eye needs manual adjustment: your input! Amazingly your adjustment isn't needed if the object stays the same distance but changes in azimuth. Not much azimuth due to the MS being limited to that center keyhole pattern. I have apologize to DCS for presuming Mavericks still don't work. However they should have explained not only the "how to" but also the reason behind it. As a compensation I try to fill this gap. Hope that helps, your feedback would be interesting. Check that thread, too.
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I just have the idea, not the knowledge: It's the same as with wing mounted guns convergance: You define a point ahead of you where both "sights" should meet. In our case where Maverick seeker and TGP POI meet. We discussed why the F-16 can't just calculate offset: move TGP seeker this amount, do triangular math and move the Maverick seeker that amount. Even with correctly boresighted at a certain range X the Mave's seeker will not be at the same POI as the TGP if at another range X +/- Y. Very strange, but hey, A-G combat is art!
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Ever tried IR with adiabate targets? Inactive units with the same heat signature as the environment are nearly invisible with IR, even with contrast gain changed. DCS handles IR emission with an astonishing quality, like hot truck tyres after a sunny day. There are reasons why we got TV and IR. IR for night and bad weather and expected high IR signatures. Nothing speaks against TV on daytime missions. The lock to everything, that my be good and that may be bad depending on the situation. Just test it yourself, choose 3 D and 3 H and change weather, time of day, temperature etc etc. Of course optical Mavericks work with TGP.
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I remember some updates ago the TGP head moved itself to "heads down" when Hardpoint R was set to off. Being a guy that loves turning dials and flipping levers I always loved when coming back from a mission, prepared my landing schedule and sending the TGP to sleep and the animation moved it like it was closing its eye. And after takeoff how it popped out eagerly to look for any hostile. That isn't simulated anymore. Why? The ECM should be in STBY mode (it takes some minutes to boot, so bad when you spin it up while that SA10 is painting you) till after takeoff, I don't know if it's a fence-in routine turning it to "OPerate" (not active or even transmit, that's an extra button input) or if it's done prior. We got so many buttons to push, so *use* them!
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Never BS on ground, you will never match the accuracy on a flat 2D (ground) at 1nm compared to 3D and a range of 10nm looking from above, even worse while the delta angle between the TGP target and the Mave head's target may be nothing at 1nm it will be a lot at 8nm so sometimes not boresighting them is better than doing a way off boresighting, the ground crew seems not to be too bad in pre-adjusting them. Curiosity: If you do a hot rearm on ground and get a new pack of Mavericks attached they are already boresighted like their already shot brothers. If that's simulated correctly it must be just the launching rail (which is still mounted on the Viper) that's subject to misalignment. Ok, I don't know if a F-16 is refitted "hot". I always do BS in the air and get three times the kill compared to VIS or bad ground boresighting, i.e. I can attack 3-4 targets (stationary and somewhat close together) in one pass in PRE mode. Given the time you can do lots of recon with the TGP, get an idea how the targets are arranged, start the attack run, pick the 1st target, TMS up / right, Handoff, micro adjust Maverick seeker on WPN page, another TMS up, launch and repeat. 3 Maves off the rail in less than 10s. Each mode has it pros and cons. No recon, no loitering around, bad weather and more of an opportunity kill? Use VIS! Plenty of time to recon, little cloud cover, lots of targets somewhat cramped together? Use PRE. Just BORE almost never matched my taste, but there may be a reason for using it.
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My addendum: The Boresighting once worked. SP once worked. Then they broke it. Again: what's so difficult to program "on press SP move TGP to X=0, Y=0, Z=0" like they do with the FCR / GM? It worked a year ago! When they broke it, ok, may happen. But they don't fix. Come on. My squad member and me retested the Mavericks. I even did a re-calibration in flight. I was used to the Mave's eye looked exactly to where the TGP's eye was looking. But nope, it was way off. Ofc you still can operate the Maverick to a somewhat satisfactionary degree, but you have to readjust it all the time. Together with broken OA1, OA2 etc it's no fun at all. At least the dumb bombs are modeled correctly. I always wonder why ED still requests track files of obvious bugs. Just refly and you see, dear devs. And yes, I know it's Early Access, but I did'nt expect "early" means more than 4 years to go, and we aren't even in beta state. Come on, charge us an additional 50$ for full, honest release with minor bugs and I'll gladly pay. But please, deliver and squash bugs as fast as possible and give us a roadmap.
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Yes, I bound the three trim axis to an Arduino / potis. Works really nice however it overrides the HOTAS trim rendering it useless. Perhaps using encoders is better as they only count in-/decrements and not using absolute positions? Any idea on this? Not exactly on topic, but do you know if there's a possibility to edit a "just one press not three for ejection" line into the .lua?
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cannot repoduce and missing track file SnowPlow Mode
void68 replied to N0L3R's topic in DCS: F-16C Viper
Yes, they changed the SP mode, I wonder if this is just an intermediate makeshift change until they fix it or it's original F16 behaviour but if... that puts the question into my head how snowplows in the US work...not wiping left and right in front of your vehicle like they do on my continent (ok, not really wiping). Now Snowplow puts the TGP's sensor head tracking the Steerpoint but not at its programmed altitude but at ground zero. Just in TPG mode. Not in FCR / GM. Then it works the way we are used to it: dead ahead and swiping left and right -
The only workaround I remember is not starting cold&dark and the Mavericks are boresighted already but I think you already know about that. Despite the F-16 being an 80$ Early Access bird for years (which changed my attitude toward Early Access support completely, and I thought I would have learned my lesson already by being a StarCitizen since 2015 ) I still love flying it and would want you to reconsider your decision . That's all if can add to the topic. Everything below is not totally on topic. ------------------------------------------------------------------------------------- The SP is broken for months and DCS just rejects to re-fix the once working SP on the TGP. For me, the boresighting process would be ok - if it wasn't broken! Yes, but these mentioned weapons were broken, too, just thinking about the CBU-105 drift / accuracy error, some GBU error and wasn't even the JSOW broken gives me the creeps! Endless hour of testing the CBU105 and DCS always asking for a track? Why didn't they just jump into the cockpit and fly a single CBU105 drop theirselves and... see? They fix one and break the other. Boresighting in the air is IMHO the only way to do it right but do this while flying as a wingman and in bad weather / bad sight conditions and it's something not only the noob would complain about. And then DCS gives us the broken Snowplow on top of it. Ok, as you are already flying towards your steerpoint and the TGP is looking dead ahead at least you don't need the SP anymore and don't have to slew the sensor head like 10 seconds or so. And to add just a bit of complicating things let's hope the mission creator had put some easy to spot ground units (and active i.e. "hot" on your IR) enroute... a simple structure does not work most of the time if the contrast is too low. What I don't understand: Why no hotfix for such a simple problem? If Press Button 5 then Sensorhead to X,Y,Z to simplify it. What works with the FCR does not for the TGP? Skywalker22's in-flight boresighting workarounds are helpful, I think.
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cannot repoduce and missing track file SnowPlow Mode
void68 replied to N0L3R's topic in DCS: F-16C Viper
*deleted* SP now works totally different... my god. -
First, I don't know where to put this request for help. Prior to last update I had my ejection seat fired with just a single keypress, i.e. my ejection seat handle switch wired to a Bodnar board in my home cockpit . As usual, the defaul.lua is overwritten back to... default with latest update. So I put the backupped one back to the original place and all of my edited keybindings are back. However, my ejection seat button is gone. I don't remember how I did it, but I had managed to edit the pit-unfriendly 3 keypresses for the ejection seat out of the .lua to just a single press. Yes, I forgot... someone there who remembers how to edit this?
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Sorry, perhaps I misunderstand. A data link share isn't shown on your HSD or FCR! It's just a waypoint you receive from your wingman. Check for it around WP600 and upwards for each data unit you got (on HUD something like "DATA"). You have to push the approbiate MSD button called "L16" or something to enable data transfer and receive, I forgot the correct name and I'm not at my PC ATM. Then you "IFF OUT" on your TQS and your flight (check network settings in the DED) gets the waypoint. Ideal for sending ground targets' locations to your wingmen *not* for telling your wingmen what aerial target you attack! The latter is handled automatically between you, AWACS and back to your wingmen. No AWACS and non of that data is shared. For L16 (what I believe to be that waypoint share network) data share you don't need no AWACS.
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Ground alignment works with intense flaws as last time I checked Snowplow on ground wasn't possible, so the TGP is always linked to waypoints which usually are miles away and way off your nose.
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Danke für die groben Einstellungen. Ich konnte bisher die aktuelle MT Version auch mit dem OpenXR Toolkit gut fliegen, mit der 4090 kam ich zumeist auf 60fps bei 1.0 Auflösung. Seit ich aber die PiTools auf den PimaxClient umgestellt habe ("better compatibility with 4090"), habe ich wieder dieses Mikroschlieren und leichte Zittern. Zur Lösung musste ich OpenXR Toolkit abschalten, aber irgendwie möchte ich das nicht missen, weil es gefühlt mehr FPS bringt und man solch nette Postprocess Funktionen wie "Sonnenbrille" hat, gerade in der F16 von Vorteil. Ich habe das Gefühl (!), dass der PimaxClient die Grafik noch mal leicht aufpeppt, aber irgendwie habe ich mich auch in dem Rabbithole Pimax, OpenXR, DCS in -zig Versionen verlaufen. Gibt es irgendwelche neuen Erkenntnisse?
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Thanks, but I don't understand how that thread may be of any help. Last entry by user Yoyo says "Only ST version works with OXR or OVR (SteamVR), MT only OXR. ". The post you relate to says "With OpenXR supported in the game, you do not need OpenComposite anymore, regardless of what headset you use.". I use OpenXR standalone, no OpenComposite anymore. What I did (after I flushed MT out of my PC): installed the new PimaxRuntime 0.3.4 and the Toolkit 1.3.2 and it seems to work now. I was very cautious and hesitating to "just update it" as the previous updates on the previous stable release of DCS broke VR. Had to go back to older XR releases. Thanks for giving me the kick to dig into it again!
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No change. I corrected the start parameters to "\...\DCS.exe" --force_enable_VR, program stalls in loading screen at 38%. With --force_enable_VR --force_openxr it at least finishes the loading screen but mouse cursor (that dot) isn't responding and program seems to have frozen (kill process in task manager). Loading DCS MT in (prior to this I had to --force_disable_vr) 2D, then tagging "VR headset" in VR, hitting ok -> restart gets me to 2D but with VR headset tagged. Shutdown and launch DCS.exe without any parameters stalls at 82%. "Hot plug" is disabled. dcs.log throws this out "VISUALIZER (Main): OpenXR xrWaitFrame failed with error: XR_ERROR_RUNTIME_FAILURE" edit: I disabled OpenXR Toolkit, too. No change, program just freezes after loading to main screen.
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Takeoff / Landing roll NWS and Rudder pro tips please?
void68 replied to FireHazard's topic in DCS: F-16C Viper
I keep the NWS on as long as I need it. With asymmetrical loadout and crosswinds it's better to have too much input than too little. Also in rare occasions of tailwind landings (or takeoffs) the rudder's force is down too zero far too early. Put a curve on your rudder and you can gently steer the F16 even with 120kts GS with the NWS. That's better than not enough steering! Saw lots of F16 got trashed due to too little input than to too much input. -
Thanks, I'll check this evening and report back.
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Can confirm to the fullest with actual stable release! On ground, trying to boresight Mavericks. TGP is facing dead forward in external view as it should. Internal it's facing to steerpoint 1 and in my case it was around 130° to the back. Hitting SP once, twice, 100.000x in rage, no change. Switching steerpoints, TGP moves to actual steerpoint as it should, slewing it, then CZ to zero it back to steerpoint works. But you just can "unlock" the TGP from the steerpoints. In external view, as you cycle throught the steerpoints, the TGP head doesn't move at all. In air, SP mode works as before, boresighting works at last! So, as you are not able to "zero" the TGP dead ahead, Maverick boresighting is messed up again, just at a different level! Now how do I find my humblest, kindest words for this? Please, boresighting is wrecked for half a year now, Mavericks since then no choice for any loadout anymore. How can it be that this version was released and no one checked if boresighting works at last? How can it be that we have to provide track files (which is quite some work) for what the devs can check within 10mins by climbing into the F16 and try to do a boresight process? If it works for them, please explain how and then you get my sincerest apologies and utmost gratefulness for lighten me up on what I did wrong. Please, hotfix this ASAP, I think most players don't want to wait another 6 months for an update (which hopefully won't wreck another system).
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I don't get it: Shouldn't MT DCS (not Steam version, actual stable version) start in SteamVR if not forced by "-- force_openxr" argument? I tried "--force_vr --force_openxr" and either it stalls while in loading screen (sometimes 11%, sometimes 87%) or it enters the game but the image in my Pimax8KX headset is frozen (still headtracking the scene, not in the scene, but like a movie screen) and no mouse input possible. Starting with --force_disable_vr works, but puts me into 2D, of course. Starting with "--force_openxr" either set or not set doesn't change anything, not even SteamVR comes up. ST works in both VR and 2D.