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Sharkku

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Everything posted by Sharkku

  1. The change was in regards to different LOD textures being shown in left and right eye. It also affected other things, like supercarrier crew etc. That caused a "shimmering" effect, and the sensation of things being less solid, and uncomfortable to look at. Now it's the same in both eyes, and as you say, the world is much more solid. A very much by me appreciated fix!
  2. Wow. Finally!!! I have been wanting this for soooo long!!! I can't believe it's been implemented for so long without fanfare, and that I've missed it! I played Flight Simulator X with FlyInside and Leap Motion back when VR was new, and I was blown away. It's just so fantastic to be able to just reach out for buttons and controls. You learn a cockpit, you train your muscle memory to reach in the right direction, instead of reaching with your left had for your mouse all the time. It's amazing. And you don't need tactile feedback. You have to look at your hands with the Leap mounted to your headset anyway, you can see when you touched a button. It's a shame it's so clunky in DCS though. You have to push your fingertip through the buttons, some controls overreact with rotation when you just want to flip it (I'm looking at you, Gear Handle!!!), there are blue and green lines coming out when you don't want them, and sometimes the hands get stuck to the throttle and stick. But just imagine the potential!!! If only they made interactions more like real life, physics simulated would be best. I want to pinch a rotary with my thumb and index and twist, not some artificial gesture to "induce rotation". The Leap tracking with Gemini is good and well enough sensitive enough to allow for this kind of fine dexterity. If I bump a flipswitch or a handle with my hand I want it to move, regardless of what part of my hand touched it and regardless of what gesture my hand was making. And specifically, don't attach my hands to the throttle and stick!!! I have a HOTAS already, I don't need throttle and stick to be interactable by my virtual hands!!!
  3. This bug: is still present in latest update 2.7.2.7910.1, despite LOD:s being adressed according to patch notes.
  4. VR. Reduced clouds jitter. Awesome news!
  5. Ah, so that didn't work either. Too bad. Are you sure you pointed the tool to the correct install directory?
  6. Try using DCS updater utility. Handy tool.
  7. What happens is, the wheelchocks are applied when you spawn, and they can't be removed. See this thread:
  8. This campaign is plagued by the bug where catapult crew won't recognize you and just stand still.
  9. In VR. Deck Crew has slightly different textures in left and right eye. This gives an unpleasant shimmering effect when looking at them in VR. It's almost as if they use different LOD textures for right and left eye, respectively. Differences can be subtle, like patches in slightly different positions, or more apparent, like details like collars and creases visible in one eye and not the other. It depends on the viewing angle and distance, but it's very apparent on the closest greenshirt when viewed from an F/A-18 hooked up to the catapult. Using the Index HMD. And options.graphics.stereo_mode_use_shared_parser = false in autoexec.cfg. Deck crew shimmer VR.trk
  10. It seems to me that there are two camps here. One that says water looks much better than before, and one that says it looks much worse. It also seems to me that those in the former are on flat screens, and those in the latter camp are the ones using VR. I think there is something fishy going on with VR settings, both for clouds and water. On flatscreens it looks fine, but in VR either quality settings are not taking effect, or the rendering is simply just wrong. I'm using VR myself, and water and clouds look very disappointing in 2.7. But in 2D videos both water and clouds look amazing.
  11. Submitted in the bugs section.
  12. Happened to me as well. Was in MP, and rearm/refuel fixed it.
  13. The FLOLS overlay doesn't disappear entirely even if the checkbox in settings is unticked. If you tick-untick it disappears for a while, but then pops up again. I noticed in the FLOLS.lua that the SetVisible is set to false in one instance when unticking, but it still appears as SetVisible=val a few lines further down. And no, don't ask for a track for this simple fix, I even told you how to fix it.
  14. Yep, same here. I turned it on and off, worked for a while, then it popped back up again. Back to .lua editing!
  15. Yeah, i am sorry, ED, but this is absolutely pathetic. This much time, for something so stupidly simple, and when you finally get around to it, you screw it up. Shame!
  16. Well, it's even dimmer now, since the 2.7 update. It must be fixed.
  17. Same for me. I am pretty sure I disabled the frustum culling, but I'll check, just to make sure. Edit: stereo parser/Frustum culling was OFF.
  18. Well, the problem seems to be that this is not true in VR. No matter what settings, the clouds are the same low quality.
  19. Yes, the clouds don't look good at all in VR. It's just a blurry mess, no details at all. Doesn't look at all like the 2D promotional clips. Even the old sprite clouds looked better, as long as you weren't turning your head. I am very disappointed, and really hope this gets fixed soon.
  20. Agree, it sounds much better than before!
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