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kornykidd0

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Everything posted by kornykidd0

  1. Same issue with Index and Quest Pro. Can't confirm in ST, but definitely present in MT.
  2. This might not be the right place to post, if it needs to go in the bug section I will put it there. After the MT patch I've noticed that I can see players, AI, and ME structures extremely easily in VR. I'm not sure if this is some kind of intentional fix to make it better for VR players or what, but I have found myself constantly calling out targets air and ground as well as friendly aircraft LONG before my pancake friends are seeing them. They show up as large black pixels but are also visible through clouds (I think) which leads me to believe its a glitch or an unintentional side effect. Today I was walking my CPG in the apache onto an enemy compound from ~18km away at ~100ft elevation from the pilot seat with no zoom or anything. I also just watched a Longshot youtube video and he mentioned that he saw some bandits that i think were pretty far away but he was commenting on how well he could see them. So what is this? A glitch or a godsend for VR?
  3. My thoughts are that the Apache really needs a human CPG. If you don’t have someone to actually fly with the Apache (to me) is quite a frustrating experience. They did a good job with George, but In VR I find him very annoying to utilize and You can’t use him to fly in MP so you’re stuck using him as your CPG and doing pretty much all of the fun stuff. The f18 is a more complete experience and opens the door to BVR and dogfighting, maintains ability for ground pounding, carrier ops, and is not reliant on having a human partner to have all of the fun. i think it all comes down to whether you are flying alone or with a consistent dcs friend.
  4. Not sure if this is intentional or not, but the head tracker diamond now rolls with your head in VR. Additionally I've noticed that the diamond blurs/judders when you move your head left and right or up and down and it is in your field of view as though it is trying to move WITH your IHAADS but the programming is telling it to stay put. Prior to the last patch I believe it was fixed in place and rendered separately from the IHAADS symbology.
  5. I wonder how long it’ll be before we get some quality campaigns. I haven’t really kept up on the F14 campaigns, we’re they designed around 2 player coop or just jester? Hopefully ED and the 3rd party teams don’t lock us out of coop.
  6. I just hope that In vr the pnvs display is usable. The tgp mirror in the a10 hmd is not usable in my experience, and I imagine the pnvs is going to work similar. There is not nearly enough contrast I find in the A10. Admittedly I haven’t used that mirror function much at night, but in daylight it’s not good at all.
  7. On steam the release is currently listed as Jan 26th, or at least that’s when they will be currently shutting down the pre-order discount. Not sure how well that can be used to gauge it, but it may be that soon. Frantically refreshing YouTube for the next instructional video is getting depressing.
  8. I got a better understanding of the commands and the way things work. I stumbled on "Switch transmission"just saying anything I could think of and that did the trick and will swap from transmitting to AI or transmitting to SRS when the SRS PTT is held down. It also showed me that the AI interaction is only forced first if there is AI on the channel. If there is no AI present SRS will transmit normally. I did notice though that the "Hold AI Transmission" is not working for me in 2.5.18.1, it worked in 2.5.17 though.
  9. I’m seeing the same sort of issue, but when I issue the ‘switch’ command VA says that ‘switch’ is not a recognized command. It’s also not listed in the commands when I look at edit profile. Any ideas? The dynamic switching seems to work fine, but if I’m not interested in talking to AI with my transmission I have no way of switching and then don’t get any transmission out. When/how do I issue the ‘switch’ command in the process of sending the transmission?
  10. The aluminum profiles that all the mounts are based off of are metric profiles correct? Being from the states I have a lot of extra fractional T-slot extrusions laying around and I'm curious on the compatibility with your drilled plate holes in metric vs fractional (imperial). I wanted to order the plates for my warthog to get them nicely attached to my rig.
  11. I've been using my sim racing pedals with UJR/vJoy for a while now for rudders, but just caved and bought the Thrustmasters. Having never used any rudder pedals before (but having the best of the best sim racing pedals) I'm pleased with the Thrustmasters after about 30 minutes of flying. Control seems great- MUCH better than the UJR setup I had going on. The pedals match up with their cost as far as I'm concerned, and that is enough to satisfy me. Hopefully they last a while. I'm a complete sucker for solid metal designs of any sim gear, but given the amount I fly and the fact I had never tried actual rudders before I wasn't keen to spend hundreds and hundreds of dollars and time to try a really good set. These fit entry level category for sure, but I don't exactly see why they wouldn't satisfy more experienced aviators either. As for getting them to work with the Warthog Hotas - I had an initial problem with it as well. I could have the pedals plugged in or the throttle plugged in - not both. If I had both plugged in the throttle would turn off, or the pedals would turn off/not register. This was without the drivers or anything though, just plug and play. I downloaded the drivers for the pedals and also the adapter calibration tool (it's under the same page I got the drivers from) from the Thrustmaster website and once I did that and ran the cal tool everything played nicely with one another at least for this virgin flight.
  12. My comment was in regards to the Shaker Sound Module, but cool too see you've got it going with that seat...and I'm not Frank :smilewink::thumbup:
  13. I agree that a constant low hum or something to simulate engine/wind noise would be a nice addition at least in concept. I suspect my neighbors downstairs would begin to hate me on long flights lol. Once you get a taste of everything working with this software the 'gaps' where it ISN'T humming along are much more evident.
  14. I just updated to the latest patch for the sound module and the latest dcs patches - EVERYTHING WORKS! AWESOME job Andre and team! The ground FX work great and feel just as good as I was hoping they would. All effects work as well across 2.0/1.5Beta/1.5Stable with the Rift. I haven't tried it yet tossing the motion from my gseat/Simtools into the picture as well, but so far so good without it. Thanks so much guys!:thumbup::thumbup:
  15. Hey Andre - I just had a go in the A10C across all of the game version and it looks like I have the same issues- no ground fx, no landing gear effects, and no speedbrakes. Everything else seems to work though across all the versions (I'm quite happy with the A10C cannon now - not choppy anymore). I take it these 3 no shows are a known issue now based on what Adrian is saying?
  16. Kuky sounds like we have the same sort of problems. Maybe it isn't related to my motion.
  17. Here are some logs from 1.5 with everything working from both the test window and the service tab. OpenBeta 1.5 Service Tab Logs.txt OpenBeta 1.5Test Page Logs.txt
  18. Ok, flew the landing quick mission in 2.0. Full motion, the effects that weren't working are the landing gear and the speed brakes, everything else seemed to work fine. I tested everything but damage. Spoiler 1 is taken from the "Service" tab log, and the log in Spoiler 2 is taken from the sound module page where you can test the shakers. I tried debug log as well, but again - it didn't seem to register anything. The Debug is Spoiler 3.
  19. DCS World stable is spoiler 1, zero effects actually during this quick takeoff and crash but full motion. For 1.5, no debug data was collecting for some reason, no motion, AND no vibration, and for 2.0 it looks as though it didn't collect any data either, but it gave me full motion with NO vibration. The debug tool should just acquire data if the shaker software is hooked properly right? Should I try just deleting the luas? UPDATE: I had the wrong patching path for beta 1.5 with simtools for my motion. After properly patching it (using the saved game folder, NOT the game directory) I have full motion, AND full SimShaker effects! HOORAY. 2.0 and Stable are still missing effects. Also, in my beta1.5 save folder, along with the shaker and export lua is a new file called "export.simback" It's only just appeared as of 12:06 this afternoon during this testing.
  20. I REALLY appreciate the assistance man. Way to stand by your product! The first spoiler is DCS World, Spoiler 2 is for Open Alpha 2.0, and Spoiler 3 is for the Open Beta 1.5. It's obvious the difference lol, but I don't know why it's done that or exactly how to fix it. I also see in each of the folders is a SimShaker Lua too... Also - today's tests were done with the A10C. I have tried the blackshark, and it seems to work well in 1.5beta, but also seemed to be missing a couple of effects in 2.0. I can try and get more detailed scenarios tomorrow.
  21. So I did a little testing this afternoon, but I'm not really sure what you'd need from me to troubleshoot so I'm just going to go through what I did and when you have the time if you can weight in that would be awesome. I have 3 DCS versions on my computer - Stable World, OpenBeta for 1.5, and Open Alpha for 2.0. As a side note I run simtools to have my GS4 seat providing some motion. As of today's fiddling around- Stable DCS World: Motion - works fine. SimShaker - No Ground effects, no speed brake shudder, no landing gear, don't think there was damage (if there was it was very weak), everything else seemed to work. Open Beta 1.5: Motion - isn't working, but says it's connected. SimShaker - Everything works except for the ground effects. If you skate along the ground sometimes the shaker will kick but I kind of suspect that's from damage to landing gear. Open Alpha 2.0: Motion - works fine. SimShaker - No ground effects, no damage, no landing gear, no speed brake, everything else seemed ok. From the look of it it seems that the motion export isn't jiving well with the simshaker, since even without simtools open and operating the conditions with what works and what doesn't don't change. It's as if Simshaker has taken over and patched into the open beta, and simtools has done the same with the other 2. Any suggestions? Ideally I'd like both to work fully of course.
  22. Can anyone confirm that the software is currently working with 2.0 A10C to it's fullest effect? I've got the demo effects still functional, and gun, but nothing else is making any vibrations. In 1.5 it works fine, excluding touch down and runway vibes which if I understand correctly is a bug to be fixed in the next update? Just curious if I'm missing something with the install or pathing or anything really. Also - I have a GS4 seat that was rigged to work with simtools. I haven't tried it yet since downloading SimShaker the other day, but will there be any issues or things I need to do or do they play nicely now? A bunch of pages ago I read it was hit or miss but then there was an update or something.
  23. I just downloaded and bought the sim shaker software. $23 for the full unlock, definitely worth it. Hardly any fiddling around, just make sure your buttkicker/ducer is plugged up right and you select the sound card it's connected to. No need to dupe audio signals or screw around with low-pass filters or eq settings, it seems to work similar to simvibe (if familiar with that for sim racing) in that it outputs it's own unique tones to trigger the buttkicker when needed. Works very well with DCS 1.5 - the only thing I don't notice is rumble when going down the runway in the A10C, which it says is a supported effect. In the 2.0alpha there are a lot of effects missing though. All I seem to have is stall rumble and weapon release/cannon fire. May be a fix though I'm just starting with the software. I definitely would recommend trying the software out. I've been looking for a good DCS rumble machine for ages, I can't believe this has been under my nose the whole time.
  24. How does it run on a more standard 1.3-1.5PD? I'm debating on getting a Titan Pascal to replace my 980ti SLI setup since SLI support seems to be nothing but hopes and dreams for the VR world, but if you're constantly in reprojection that doesn't seem like any REAL improvement in my eyes (sorry to be a bit negative). That 1080 thread shows no real improvement either. Regular VR games run damn well, but it's these non-vr games that seem to be presenting the problems.
  25. Smoothness in the head tracking is what ATW is responsible for. Can you confirm with the 1080 that you don't get blurring/juddering/ghosting when flying over objects like houses and vehicles? I have 2 980ti's and while I know that VR doesn't support SLI at the moment I get no difference in running maxed out or running less than maxed. The view is pretty much always smooth, but when flying the A10 low and over buildings or objects I often get ghosting on the object while my head tracking feels just fine. Framerates during these occurences are generally down at 45fps, yet smooth. I'm curious how much of an improvement the 1080 is and if I maybe will be upgrading in the coming months to the new ti/titan once released.
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