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PawlaczGMD

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Everything posted by PawlaczGMD

  1. Interesting, never used the A2G radar yet. Is it also pressing sensor control twice while radar is SOI? I will try that, but any idea on why it's locking some random point in the area? The behavior of the pod is so weird I can't imagine it's intended. The diamond and circle were also aligned on the HUD, I think so at least.
  2. I will try to produce a viable track later, but maybe someone can point out what I'm doing wrong. I'm playing the 2nd mission of MAD campaign, you have to drop GBU-12 and laser guided rockets on waypoint targets. Here is the issue: I select the waypoint on the UFC, and slave the pod to it by selecting slave. The pod points exactly at the target (building, vehicle, etc). But, if I touch the TDC or press it, the pod jumps to some nearby, seemingly random location. I can only come back to the waypoint target by pressing sensor control x2, but I cannot fine-tune it at all, because any TDC input ,slew or lock, makes the pod jump far away. What's worse, if I drop a GBU-12 or fire a laser guided rocket, the munition guides not at the target that I'm seeing in the pod, but at that random point that TGP wants to jump to. It works fine if I designate in SP mode, I can slew, enter area track, and hit the target with both bombs and rockets. But slaving to a waypoint, it looked to me like the pod was actually aiming at a different point than it displays. is this a bug, or am I doing something wrong? I followed a tutorial, and it just doesn't work for me.
  3. Feedback update from me on Pimax Crystal: yesterday, I was flying without QuadViews due to the stupid new menu tick, so I was seeing things at lower res than normal. (I am normally using 125% in the foveated region, I guess yesterday I was seeing only 100%). With QV, I think the new dots are actually pretty good. Maybe just a little too big, but comparable with any 2D video of DCS I watch. So it looks like the dots should be smaller at lower res, and they are just about fine at very high res. Additional note: I noticed that with higher res with QV, tracer fire is significantly less visible. Does anyone else observe this? Not yet sure if this is caused by just resolution, or maybe QV renders some effects differently.
  4. But it's not a pixel, currently it's obviously multiple pixels, hence the new complaints. It's probably dozens of pixels for large targets for me. It's not just on or off. ED can decide how many pixels are rendered at what target distance, size, and aspect, as well as your device resolution and VR/nonVR - all these things can be tuned. Other, more advanced systems, that are more than a block of pixels, could also be implemented. Again, as a non-VR player, you seem to not have a good idea what the issue even is.
  5. You're saying that as if people complaining here wanted these huge dots forced. My brother in Christ, I had no dots at all before this update. Nobody asked for this, not our fault ED overcorrected so much. And the dots being forced on is clearly a bug. Hopefully we end up somewhere in between these states after more tuning.
  6. yeah, this is already turned off by disabling eye tracking in VR software, or disabling it in PimaxXr (for pimax). Now there is also a box in game options, all 3 have to be ticked for QV to work.
  7. As someone who was crying about not seeing aby dots in VR in this thread, I have to agree that they are too big now... I use a Pimax Crystal at 100% resolution. To summarize: Before update: Virtually no spotting dots, spotting very difficult, I felt like I was at a huge disadvantage against flat screen players. Watching any 2D video, black dots were quite easy to spot, I did not see that at all in VR. After update: Dots are too huge. Spotting is too easy, they are almost as big as dot labels at some distances and conditions. For example, I think the dot is like 10x bigger than the actual object for a WWII ship, it gets much harder to spot it as you zoom in and dots go away. My feedback: let's tune the system to something in-between the two. I would like the dots to be there in VR, but not be so obtrusive. I am pretty sure that the dots were not as huge as they are now some updates ago (but were completely absent for me for a while, before this update). Alternatively, just eliminate dots FOR EVERYONE. Let's keep cooking...
  8. completely unnecessary and undocumented change, wasted an hour of my time trying to find out why QV isn't working.
  9. Yeah, reflections here are overcooked, kill visibility, and just don't look good.
  10. I've seen your ss, and I have to reiterate, there is no point comparing VR to flat. Trust me, it looks completely different, and a/c are way less visible than in your ss. No point in arguing unless you play DCS in Pimax Crystal.
  11. Yeah, that's why I got the Pimax Crystal, which has great resolution. I've tried Quest 2 before, and it really wasn't sufficient. The spotting issue seems to not be a limitation of resolution. Well, there are spotting dots in 2D, but not in VR, so clearly not everyone agrees that they are unnecessary in 2D.
  12. VR works completely differently, it's not just the resolution. The image is distorted unevenly, has to go through imperfect lenses, screen is right up your face, display type is generally different, focal point has a finite distance, there is chromatic aberration, etc. You just cannot compare it to flat screen of more or less the same resolution. You just have to try it yourself to see the difference in spotting, no point in discussing it if you don't.
  13. Exactly, I got a very expensive VR headset basically just for DCS, and I don't want to downscale my resolution or do any tricks like that just to be able to spot. Spotting is just so bad for me right now. It used to be a little clear dot a few updates ago, now it's nothing.
  14. Yeah, I'm on Crystal and I just don't see the dots at all, very difficult to spot things. Watching recent 2D videos on YT, the 2D spotting dots are significant and make it very easy to spot, so much easier than I am experiencing. I'm not happy with the experience, as in MP I'm at a huge disadvantage compared to people with different hardware, just because of some arbitrary decision on how to render spotting dots on different hardwares and settings. yeah, the problem is that people with different hardware give feedback, and they see completely different and subjective experience. So you might be happy with the current system in 2D, others are very unhappy.
  15. in VR, I've found very little difference, or even that the new spotting option is worse. I just don't have spotting dots at all.
  16. part of this is the horrible performance degradation in the latest patch. But yes, a lot of WWII people complain about spotting, and it is bad on some hardware and settings.
  17. Yeah, just to reiterate, spotting in VR went from perhaps too easy to non-existent in one of the recent updates. Meanwhile, it's still too powerful in 2D, which creates a huge differential between players in MP. It has to change one way or the other to make it more consistent.
  18. No, but I think I figured it out. I have a dual throttle with idle on/off on each axis. I think that because JF17 is single engine, I had the throttles connected when binding, and idle on ended being on the right throttle, while idle off on the left. This caused some weird behavior. Not sure why this would shut down my engine on hotstart only (throttle positions were forward anyway), but I think it doesn't happen anymore.
  19. bro is trying to cuck us on ammo
  20. The only engine-related functions I have mapped is the engine idle cutoff on/off, which my HOTAS has virtual buttons for. I will check this, but I have the same mapped for all other planes and it's fine. My throttle was forward when taking control. I have A4C, UH-60 and clickable FC3 mods, and honestly I don't want to mess with them. I am running the MT version.
  21. Needs to be air-started, or restarted on the ground. All training missions and so far 1st campaign mission had this problem. JF DEAD.trk
  22. I did not submit anything so I have no dog in this fight. But honestly it makes me wonder how the winner was decided. It is the most generic DCS screenshot imaginable. Default Hornet with an airquake loadout. I see that basically every time I fly the Hornet.
  23. @BIGNEWY Question about CPU utilization. I've noticed that DCS is using all 20 of my CPU cores. I am actually thermal throttling right now (I am getting better cooling tomorrow). I'm not sure if this is a new behavior, or related to current issues. But is it expected that DCS is using all cores? I was under the impression there are 2 threads. I have also noticed a performance improvement after replacing an i5 with an i7 a few days ago. This to me suggest that DCS is CPU-bound and is grabbing all available cores, which seems... off
  24. I need to test this, maybe I'm applying counter input without realizing it.
  25. Pull the stick all the way as soon as you're slow enough that it will not cause a lift-off. Feel free to actually apply brakes when the aircraft is starting to get away from you. I also had a problem with this, and I think you're tipping over because you're overcorrecting with the rudder. I just practiced to make it better. I will try to look at the behavior again. I did not do formation flying in WWII, it might be more noticeable there. However I really don't feel this effect in general flight or combat. I perceive rudder corrections as accounting for a speed change, and aileron corrections as accounting for what I would call adverse roll. Torque is definitely present, just not sure about torque changes with power.
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