

Fisherman82
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Everything posted by Fisherman82
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Since the kneeboard has been updated now please take the time while you are at it and implement a Night-mode for it also so you dont have to fry your eyes at night in VR. A keyboard input for turning it on/off and perhaps a slider in the options for how much the brightness should be reduced.
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[Oculus Rift S] Pixel Density ignored after 2.5.6.59625 update
Fisherman82 replied to blackworm's topic in VR Bugs
Ok Cromhunt, I understand you now. I dont know what works or not because I cant get to the computer and test now so Im going on what blackworm wrote, and that is that both Pixel density inside DCS and the same ting in OTT called Super Sampling there doesnt work anymore because something has updated. And I have had it running fluidly on Super Sampling 1.3 and now in a couple of days I will pick up my new RTX 3080 at the post office, plug it in and instead of beeing able to increase it a bit above 1.3 to perhaps 1.5 as I hoped I will be downgraded and locked to 1.0 if what blackworm is saying is correct. ED has labeled the thread "Oculus Rift S" meaning that its a hardware issue and not a DCS issue so no help will come from there. Oculus has taken an active stand agains everyone with a flightsim stick or racingsim wheel in their hands by not allowing access to dash with a keyboard shortcut and mouse but instead requiring mandatory use of their handcontrollers or oddly, a Xbox controller. By this they have made clear that their products are intended for the Beat Sabre community and do not want simmers as customers specially not those with any kind of cockpit setup. Its a wierd stand to take as a company. I would not expect any fix from them if they indeed have decided that Super Sampling should not be available to Rift S users anymore. I agree, its stupid but it could very well happen because the fact that we are not allowed acess to Dash with the keyboard is a reality despite that it is absurd and stupid. Only solution then will be a new headset of different brand regardless of the fact that I think the Rift S is really good and that I got it less than a year ago and had no plan of replacing it in the near future. -
[Oculus Rift S] Pixel Density ignored after 2.5.6.59625 update
Fisherman82 replied to blackworm's topic in VR Bugs
By the way, why is this thread tagged with "Oculus Rift S"? Should not the ingame setting for PD in DCS apply to all VR users regardless of headset brand? Is that not an ingame thing? -
[Oculus Rift S] Pixel Density ignored after 2.5.6.59625 update
Fisherman82 replied to blackworm's topic in VR Bugs
Its not that OTT has stopped working? I mean thats third party as far as I know. Is it possible to set PD/SS in Oculus Tray Tool? Perhaps that still works. I wish I coild try this myself now but I cant. -
[Oculus Rift S] Pixel Density ignored after 2.5.6.59625 update
Fisherman82 replied to blackworm's topic in VR Bugs
I dont understand what you mean at all, perhaps someone else does. This thread is about not beeing able to change PD for the Rift S ABOVE 1 since last update of something, either DCS or Oculus Software. You say set PD to 1 because that is good enough, its no problem that this major feature seem to have been removed. I dissgree. Do you mean that Oculus actually may have removed the PD feature intentionally to reduce image quality for users so they have to buy a Quest 2 to regain what they already paid for? The Rift S is the most bizzare product I have bought, I really like the product but the company behind it seems to do all they can to show me that they do not want me as a customer, specially if this is now is true. Its also the only company I can think of that sells devices that forces me to update the drivers to the newest if I want to use it. Even in Windows its possible to use an old driver. I still have warranty on my Rift S, its less than a year old an now they may have done this to force me to a Quest 2. Unbeliveable. -
I would not need to use MIST for this kind of thing, just DCS mission editor triggers and conditions. In all missions I do I have a trigger that sets flag 1 to a value between 1 and 60 every minute. Instead of spawning a new group directly when another dies as I guess you have it set up now you could instead set another flag, lets call it flag 2, to a random value between an interval of your choosing. Then you activate the group using the flag is less than flag condition for flag 1 and 2. If flag 2 gets a value of 30 there will be 50% chance that flag 1 is less than that because it is set between 1 and 60 every minute. If not its the same chance the next minute. So if flag 2 is 30 the next group will activate in a couple of minutes. If you want longer delay then have flag 2 get a value that is lower than 30, if you set it to 2 you should statisticly have to wait a long time since the only time the group will activate is the minute when flag 1 gets the value 1. Therfore set flag 2 randomly between an interval, perhaps 10-30. Its a bit more complicated to calculate the chance using mathematical statistics than this but roughly you can just think what the chance is every minute depending on flag 2s value. If flag 2 is 10 then its 1/6 chance every minute so roughly in 6 minutes it should happen for example. I dont know exactly how you have your mission set up so I dont know exactly how you should apply this but its possible this way.
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[Oculus Rift S] Pixel Density ignored after 2.5.6.59625 update
Fisherman82 replied to blackworm's topic in VR Bugs
Cant test now but Im very interested in this thread, im following it. It would be the ultimate anticlimax to be degraded to PD 1.0 on my Rift S when my RTX3080 finaly arrives next week after 3+ months of waiting.. -
Does it have a kneeboard also like the VR pilot bodys in the Mirage and Hornet? (I cant check myself in the new stable version)
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My Rift S works pretty well, I have a PCI card so it doesnt have problems with to little power which seems to be a pretty common problem when connected to the motherboard. One thing though that I think causes tracking issues are if Windows 10 is running a scheduled backup or is downloading updates in the background. That seem to not kill the tracking completly but introduces random problems like looking over the right shoulder makes you teleport to outside the aircraft so you need to recenter.
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Allthough perhaps realistic and as it is in the real aircraft, the volume of the radar altimeter warning and also the dedle dedle mastercaution sound can not be controlled with the knobs on the left panel. These sound are so lound compared to the rest that I fear I will go deaf at some point. They cant be good for your hearing if you are wearing headsets and dont have the master volume turned down so much that you basicly cant hear anything else.
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Im building a mission for the Syria map and wonder if Su22s have the capability to strike targets at night? I found some info on Google saying that they are "all-weather/day & night" but do they really have somekind of TV/IR optic sensor? Or is it just visual bombing like a Su25A with perhaps illumination bombs or NVGs at night? Because if thats what they mean by "all-weather/day & night pretty" then pretty much any aircraft is. I may have found not the best info, its pretty little info on the internet about Su17/Su22 actually, at least that I can find anyway.
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As a christmas-wish: A new orbit task called "Orbit - CAP" or something to be able to have aircraft orbit at a CAP station separated by half the orbit. To have them perform what is called a counter-rotating CAP if I understand correctly. So that one aircraft is always going in the direction of the threat. With the normal orbit task all CAPs have zero radar coverage in the threat direction 50% of the time because both are going away from it. Could function so that for 2-ships nr 1 and 2 spaces half the orbit apart and for a 3 or 4-ship, nr 3 and if present nr 4 spaces half the orbit from nr 1 and nr 2. Nr 2 fly in formation with nr 1 and nr 4 fly in formation with nr 3. Should function for both AI only and Player-AI flights. For Player-AI flights best would be a radio command for it but if it is possible to set as a task atleast in the mission editor it should be possible to execute it with a triggered task push for it I guess.
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The most frustrating think is that there actually is, if you have VAICOM PRO you can issue Fence In and Fence Out in the Hornet and the wingman will answer that he copys. But it doesnt do anything.
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Hello, If I would tick the Import F10 Commands to import such commands that I have in a mission would these just be added as aliases to the F-keys in the F10 menu? I mean now there is Take 1, Take 2 and so on, would the imported F10 commands just be aliases so they would essentially be the same as Take 1 for example? The reason why Im asking is because the order in the F10 menu can change between missions and sometimes even in a mission. Would the imported F10 commands be independent of the order of the F10 menu? So that if I have a menu item called "Evade fire" to change the Reaction to threat variable for a flight it would be imported so I just could say "Action, evade fire" and it would execute regardless of what F-key that happens to be in the mission at the time? I could try myself but I have VAICOM working really well and I dont want to mess it up if I dont have to, thats why Im asking.
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Like the title says, do amphibious assault ships like the Tarawa use helicopters as plane guards during flight operations involving Harriers for example? Or do they use boats? I have never seen a image of a helicopter hovering along side a LHA or LHD like they do alongside normal carriers. My only source of info is Google and I cant find anything there so perhaps some one who has more insight than that into naval aviation knows.
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Is there a Syrian Su17 skin somewhere? They use Su22 but the Su17 is basically the same aircraft for AI proposes at least. I would like it for a mission Im doing on the Syria map. Or actually, are there any skin at all for this aircraft other than the stock one in game? If so I could use that like a template perhaps to do my own. Or is this aircraft handled in some way that it and other very old DCS models handle skins so its not possible to do one?
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I wrote in some thread earlier that I wished for a big static object, just ground textured with grass or whatever was there before Mount Pleasant AB was built that could be put on the place in the ME. It could be done so that if you put the center of the object at exactly these and these coordinates and with rotation 000 it gets oriented as it should. Or actually, just provide a static template for it that you just load in the ME so it pops in. The mission designer should also remove static objects and trees at the location with a trigger at mission start in the ME. I saw somewhere a user made big piece of terrain, made as a gigantic static object, so this has already been made. Surely this would work in a much smaller space as over just one airbase. I would not mind if the ground elevation in the ME would differ some feet due to the static object being a little higher to cover the actual topography of the base on the real map. The ATC would still function in DCS, I would not mind that either, just dont contact them if your flying in 1982. You would also be able to spawn aircraft there, perhaps they would blow up at mission start or end up on top of the static object piece of terrain. Thats no problem either, just dont do it. If an argument is made that people could use this to cheat in multiplayer or something, i dont think its fair that that should affect all singleplayers who just want do fly historic missions. This could be included in the asset pack which from what I understand is 1982-oriented.
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Is there a way to lock the size and position when you are happy with it so that you dont resize it by accident? Is it possible to return it to undistorted size by clicking somewhere? Skickat från min D5503 via Tapatalk
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No no, i dont have 50 units only, I have 50 manpads. But then I have like 50 Shilkas, 35 SA6 sites and so on so it adds up. Im doing a template mission for the syria map and as it is now I have about 2700 units. When I do proper missions from it later I can delete some that are not in the area of operation but I suspect I will still have ALOT of units because the Damascus area and Israel are pretty intense places with many bases and installations that should have units. But I have Tacview also, I have not heard before that that could be causing stutters. Dont really want to turn it off because I really enjoy looking at the recordings to see what happened. Skickat från min D5503 via Tapatalk
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It would be a huge help for me when designing missions if there would be a waypoint task similar to the "switch waypoint" with the difference that the unit would simply jump (teleport) to the requested waypoint instead of travelling there. The reason is, if you want to create a mission in Syria for example with the threat of MANPADS like a fairly constant threat in the Damaskus region you must place many units with random chance of appearing. In a mission I have started now I have 50 MANPAD units in the mission. The MANPADS cant move fast enough to travel very long because they are just guys running and as you know, any movement by AI specially on the ground is taxing for the computer and can cause low FPS. If you could use a "jump to waypoint" task instead then you could do 10 MANPADS with 5 waypoints each instead, and that way reduce the number of units in the mission. It would drastically reduce mission making time for me at least. This would also be a huge benefit for FPS because when I have tested I have found that also units that are not activated or has been activated in a mission still affects FPS, the number in the ME is what matters. This cant be a big thing to accomplish can it?