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mrsparks

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Everything posted by mrsparks

  1. +1 to this. As an Oculus user, I bought the Pimax 4k to see if it was better. It's not. Bad distortion of the projection (turning left/right had a fisheye effect), very bad color gamut, very bad focus everywhere except exact center. I immediately posted it for sale, but wasn't able to sell it b/c the left eye stopped working. This was after about an hour of use. I'm VERY excited for the future of VR, but not willing to place a bet on Pimax.
  2. I also have experience with both Pimax and the Oculus CV1 and can confirm both the difficulty in focusing and the fish-bowl effect. Another thing I noticed is that the screen, while sharp, is much duller and has less vibrant colors.
  3. A very sane choice. :) I'm sharing simply to add a real-world data point to the increase "will more RAM help?"-style questions.
  4. Against all the good advice on these forums, I upgraded my system. Yes, mainly it was for 2.1 as it is now, but more broadly in anticipation of the future. Previous system: i5 @ 3.5mhz 8gb DDR3 RAM GTX 1070 1TB SSD Current system: i7 7770K 64gb DDR4 RAM GTX 1080ti 512mb m.2 NVME storage Results were *very* encouraging, indicating there isn't an unbreakable ceiling to performance in 2.1, but rather a relative (expected) decrease in performance vs the partially optimized 1.5. On the previous system, Normandy was borderline unplayable. I mean, I played it - don't get me wrong :lol: but it was a struggle. It was more likely testing the map than playing. Looking at the wing, the trees chugged along at was seemed like 5 fps. On the current system, Normandy is totally playable. There's a normal* level of ghosting in the terrain when looking at the wing, but everything else is very smooth. I was able to increase pixel density from 1.7 to 2.1 without a problem (2.5 was playable, but the tradeoff wasn't worth it). *normal = same as IL2 BOS (and most other games) even at medium settings. Ghosting in this scenario seems impossible to alleviate without resorting to ASW in most games. *Settings*, unchanged between configs: All the dropdowns on "high" except heat blur and lens effects. Yes, even shadows. AA and Anisotropic off. All sliders set to the middle. Terrain shadows on flat. Global cockpit lighting on. Based on this, I wouldn't hesitate to update your system if you were planning to anyway. You'll likely notice positive improvement right away, and it will only get better as optimizations are shipped.
  5. I modified RiftFlyer's plugin, but I think it could have just as easily been modified from the official plugin. I plan to clean up (remove RiftFlyer's sophisticated bank/yaw acceleration functions) the export.lua file later. Also, major props to RiftFlyer. I'm very new to this, and I'm sure his approach is superior in many applications. In my situation, I find the "come back to center at full inversion" approach feels better.
  6. Sorry for the delay in the in-depth review / pix ... it's taking significantly more tweaking than I anticipated, but honestly, it's all part of the fun. The biggest challenge so far has been overcoming the "Roll bug" present in current DCS plugins for X-Sim and SimTools. SimTools Thread: https://www.xsimulator.net/community/threads/digital-combat-simulator-%E2%80%93-dcs-plugin.4762/ X-Sim Thread: http://www.x-sim.de/forum/viewtopic.php?f=79&t=309 I read through all the replies. Some of them seem to show progress / solutions, but I could find any that produced the desired result in a 2DOF motion platform. Sorry to make this post simply links to other threads, but I covered the solution I came up with here: https://forums.eagle.ru/showthread.php?p=2912408#post2912408 If anyone else has a seat-mover and is experiencing this issue - - the fix in the thread above works. Happy to help you integrate it in your export.lua - just ping me.
  7. "Roll Bug" Fix Hi all, If you have a seat-mover (I don't think it's an issue with a G-Seat) or have browsed the DCS plugin threads on X-Sim or SimTools, then you might be familiar with the roll bug. The issue: At some point while rolling left, the motion platform will be pegged at full left deflection. Then just after crossing 180 while inverted, the motion platform will jerk to full right deflection to complete the roll to 0 degrees. Very distracting, not at all realistic. RiftFlyer has worked very hard and proposed an interesting solution that calculates bank acceleration (as far as I can tell). However, the Alternative DCS Plugin RiftFlyer authored resulted in the motion platform violently/randomly gyrating along its roll axis (I think it may have been related to not converting degrees back to radians before outputting to the socket. I had the same result / issue at first). Anyway, I wired up a fix tonight that I'm very pleased with. You can get a sense of the problem / solution approach in this JSBin: https://jsbin.com/qohelupovi/edit?js,console Here's basically what it does: Input 0 45 -45 90 -90 135 -135 180 Desired output 0 45 -45 90 -90 45 -45 0 I got it working in export.lua tonight: function rad(deg) return deg*(math.pi/180) end function deg(rad) return rad/(math.pi/180) end local synRoll = deg(bank) if synRoll < -90 then synRoll = rad(-(synRoll + 180)) elseif synRoll > 90 then synRoll = rad(90 - (synRoll - 90)) else synRoll = bank end I certainly hope this can help some folks with seat movers who are experiencing the roll bug. Happy to answer any questions related to this.
  8. The A3 arrived today. It's 2:30am PST, and I just got a quick landing in. LOTS of thoughts even with a completely un-tuned profile. But the main one is... ... head tracking is a non issue. The Oculus camera is zip tied to the platform, and has quite a bit of play (Atomic is sending a proper fastener soon). Still not an issue. I haven't understood why this thread is concerned with this if the positional tracking camera is stationary relative to the head (ie, moves with the platform). I'll leave with one other teaser: the TTI (tactile transducer) is a must. Not because it's awesome on it's own, but because the actuators generate their own vibration. Without a drone tone of piston knocking, shudders, wind, etc (I'm using SimShaker), the vibration caused by the motion actuators would be distracting. Okay, another teaser - I took unboxing pix. Excited to post more after I actually figure this out :-)
  9. Yes, it does. It uses SimTools + DCS plugin: https://www.xsimulator.net/community/marketplace/motion-simulation-software-simtools.63/ *EDIT* Discovered the plugin has an issue with the roll axis for 2DOF seat movers. Fix is here: https://forums.eagle.ru/showthread.php?p=2912408#post2912408
  10. @DBO I'm embarrassed to say. Let me soften this by saying I opted to get the motion platform instead of a pilot's license :-) About 8K. Eeek!
  11. @Brewnix - digging the Franken-Throttle! Looks really good. The Atomic A3 should be here on Sept 23. Excited to share how (or IF) it adds immersion.
  12. Hi all! I've been wanting to give back to the community for some time. I've enjoyed the genre for more than a decade (back to Chuck Yeager's Aces and European Air War), and it's time I help make something good for everyone. I have design and web programming skills. I wish I was more of a pure programmer so I could join a modding community, but the best I can do is build a community site. My goals for the site: Make it easy for newcomers to evaluate various titles and get up and running (hardware, mods, teamspeak, the whole gambit) Provide a more structured, easy to navigate survey of available flight sim options, with ratings and reviews and any other relevant info. Now, that could be cool. But it could also be much better. So I'm asking - what do you think is missing in the flight sim space? I don't want to rebuild ATAG. But I also sense there's a need for more. Just to get your juices flowing, consider mission planning, real-world meetups, training courses, online companion for historical campaigns, manual augmentation - there are so many possibilities! Thanks in advance for your thoughts.
  13. Nice thread & responses. I asked a similar question in https://forums.eagle.ru/showthread.php?t=172381 for those interested. I ended up going with the Atomic A3. Twenty-seven degrees of movement on each axis. Pedals, stick, and oculus camera can move with platform. Should arrive near the end of September. Excited to report results.
  14. Ah yes, I was unclear - I knew that wasn't your build. Two replies: 1) Video was cool! 2) Interested in what you've built!
  15. Thanks for the replies, everyone! @Brewnix - that looks awesome! It does seem to lag quite a bit tho... I definitely wish we'd have had the chance to chat about a contract-build before pulling the trigger on the A3. Still, I'm interested in what you've built. Links? So UPDATE: I ended up going with the Atomic A3: https://www.youtube.com/embed/b2GbJ2wthXg Quite a bit pricier than the Next Level Motion V2, but seemed the right mix of features vs. cost. It has 30deg displacement on all axes (double the NLMv2), is faster, the whole platforms moves (not just the seat), you can mount the oculus camera to the base to avoid unwanted head movement, includes internal amp plus two tactile transducers ... you can see why I ended up choosing it :-)
  16. @hansangb - thanks for the thread reference! Will read. I've searched the forum using google before, but didn't find anything listing all the options available. Will look again. @Brewnix - Nice! A lot of the hardware on other forums focuses on racing sims. I'm curious if anyone has first hand experience with commercial motion platforms in flight sims specifically. But still, I agree - it's a great resource for learning what's out there. Thanks!
  17. Hi all! Been a lurker here for a long time, but finally took the plunge and registered. A large part of my increased involvement has been stimulated by Edge (amazing!) and Oculus support (double amazing!). I spend all of my time in DCS now. I almost exclusively fly WWII birds, and only hop into the A-10 to reminisce about how far things have come since the A-10 Attack! series in the 90s ;) So I'm looking to upgrade my sim pit. I scoured the forums for reviews, but didn't find anything for a lot of the products I've discovered. The oculus is so immersive that I'm now down the rabbit hole looking for ways to round out the experience with motion. Current gear Warthog HOTAS w/ 7.5cm extension, center mounted Saitek rudder pedals Jetseat + Simshaker Sim seat requirements Fit in a 5.5' x 3' space Foot plate for rudder pedals Easy to center mount stick (this seems like a hard thing to find!) Compatible with Next Level Motion v2 Possible to attach Oculus Rift IR camera to moving base Not a lot of extra crap for monitor mounts (don't need them with Rift) Products I'm considering Rseat RS1 One of the Obuttu seats Next Level Flight Simulator Cockpit My question for all of you: Experience with any of these products? Knowledge of superior alternatives? I'm thankful for your thoughts in advance :thumbup: I'll keep this thread updated with progress / new ideas.
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