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frenzon

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About frenzon

  • Birthday 12/05/1980

Personal Information

  • Flight Simulators
    DCS All-of-Them.
  • Location
    California, USA
  • Interests
    DCS

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  1. I have posted v0.9.5 of Fingers - this adds a sensitivity slider to compensate for different headset FOVs causing the cursor to not always track 1:1 with the cockpits. By default it is set to 135, which is roughly equivalent to Pimax Small, though you probably want to set it lower to increase movement and to make the corners of the screen easier to each (particularly in the menus) I will change the naming here in a future release because it's weird that decreasing the value increases the movement, but I wanted to get this out for now to solve some of the problems people have been having
  2. New Fingers release here, with fixes for: Fix: Crash if Bluetooth is not enabled Fix: Multimonitor Fix: x-scaling issue in 2.8 Feedback always appreciated! Right now you are probably better off buying one of the rings others have linked in this thread - my rings work OK, but they are still fiddly to charge, and Microsoft's various BluetoothLE issues mean they're not as reliable as I'd like them to be for mass use. I think an approach like what m0jo is doing (see up thread) is probably the right one where Windows can just see the device as a regular mouse and keyboard.
  3. If you could try the build linked in this bug thread and let me know if that works?
  4. IIRC, you should be able to map its keyboard inputs to clicks inside DCS - settings > controls > UI Layer > "as left mouse button" etc Small warning on those bluetooth rings - all the ones I've tried have a similar problem where they only really work with phones.
  5. If you have something like the Kokuyo, it will do the mouse clicks by itself and Fingers doesn't need to connect to it - any ring connection message is about the bluetooth rings I made. Just to check though - you do have a Leap Motion device connected and running?
  6. Looking good! I love all these projects! FWIW the reason I haven't made progress on the rings is that the chip shortage is really making it difficult - I'm now on my third type of nrf52 module (BMD-350), and that has also gone out of stock until sometime late next year so I keep having to redesign them, which, in combination with being slow and lazy, is making it take quite a while.
  7. For me it's not just about the framerate even though improvements would be nice, but it's also about the image quality obtainable within that CPU-bound framerate - being able to go from 100%SS/VR/0MSAA to 150%SS/High Quality Textures/4xMSAA at the same framerate makes it feel like a whole new game
  8. This is the Zotac Trinity OC, which was the only one available when I bought it. Fan noise etc all seem fine (and less coil whine than my 3090FE when running at 240hz)
  9. Here are my thrown-together before (3090FE) and after (4090) FPSVR readouts from loading Instant Action > F16 > Syria > Cold and Dark (this is a pretty CPU bound space). Run on a 5950x with a Pimax 8KX set to 72hz with VRPerfKit and the VR preset. This scene being CPU bound means no improvement in overall framerate, but the extra headroom meant I was able to bump to 150%SS with high detail settings and hit the same frame times. null
  10. Before you do anything too drastic, this might be solveable inside Fingers - right now it's calling SetCursorPos in Winput.cs, and I can see why certain games may not receive that. But mouse_event (commented out in the same file) or SendInput might work instead as they generate events differently. I'd test it out, but my MSFS installation is stuffed.
  11. If you are using the Fingers app, you should disable all the Leap stuff in DCS - if you use them both at the same time things will go awry (because Fingers moves the mouse, and DCS does its own thing)
  12. Copying LeapC over can help. One thing to try is to use the Leap visualizer software (IIRC it's installed as "Tracking Vizualizer") and see if the hands register cleanly in there with or without your rings on (which look awesome btw). The visualizer might point to other sources of interference too.
  13. My cockpit is mostly 8020-based, so I 3D printed some adapters for a RAM mount null
  14. Since you mentioned "setting up": one thing I've found is that the bind screen doesn't always accept the controls if they're input from the Streamdeck and there are lots of modifiers, but the game itself will - if that's the case here, you can set up the controls using a regular keyboard or the dropdowns.
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