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Wazoo

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  1. Getting her ready to go see Top Gun:Maverick. She's a great sport.
  2. Awesome. Glad you found it helpful. How you liking the Reverb? Seems like a killer HMD for simming.
  3. I'll try to connect. I'm usually an evening flyer P.S.T., so might be a bit more challenging to connect.
  4. Is there *ANY* indication that ED is going to solve the "Bullet Sponge" issues with the A.I.? My buddy and I were flying a mission I created for our F-86's where two Mig15's spawn after we shot down some Tu22's. The Tu22's went down nicely with some well-placed cannon fire. However... as you'll see from the TacView track linked below, the Migs take enormous damage on the ground and then even some more once one goes airborne (the other finally stopped taxiing after around 100 bullet holes). The one that makes it aloft FINALLY goes down.... but not before taking down my wingman buddy with only SEVEN hits! Seriously... it is like a 10-to-1 ratio of damage. Anyways... here is the TacView of the fight. Notice the amount of shell hits on the left.
  5. Excellent. I logged in last night bit no one was in TS. I look forward to meeting up in the near future.
  6. I'm a relatively new F-86 pilot who flies with a buddy. I've been doing little self-hosted missions but will absolutely try this out for both of us. I'm in California. Is the server CST?
  7. Disappointing. Unless something changes, StarVR or Pimax are in my future....
  8. I'm not sure what you mean in your reply. By definition, I would have to map a key to the VR Zoom function to make it work. It works fine. My issue is that I lose two of six degrees of freedom when using the function and I'm wondering if there is a workaround.
  9. Two things I'm curious about: first... you mention the SteamVR beta. Did you activate the Windows Mixed Reality for SteamVR Beta? I'm sure you did, but for clarity sakes, they are two different things. Took me awhile to figure that one out. :) Second, how long ago did you do this as I see you returned your Odyssey? I know there have been multiple, recent updates to WMR for SteamVR and I can only speak to the most recent version. One thing is for sure, VR has a long way to go to make it "plug and play" for the masses....
  10. Yeah... I was in VR and lost sight when I started to stall and didn't correct correctly. Man. This jet is beautiful in VR.
  11. All great advice! Thanks a ton. BTW... If anyone wants to help out a new F86 pilot, I've attached a Track file of a vertical turning fight I got into with a Mig15 and ultimately lost. Any input greatly appreciate. :) *NOTE - I was over the trk file size by .01 MB's... so I placed the track file in a zip. Sabre v Mig.zip
  12. If there is one thing that induces motion sickness for me is when my headset loses full 6DOF of tracking and, thus, moving my head forward and back in the cockpit does nothing, but up/down/left/right continue to function. This is *exactly* what happens when I use VR zoom which makes me avoid it like the plague. Any way to get around this?
  13. I'm starting this thread for those, like me, who are relatively new to VR, own a Windows Mixed Reality headset (I use the Samsung Odyssey) and are unaware or not entirely fluent in this whole arena of Asynchronous Space Warp (for the Oculus) or its "equivalent" in the WMR world: Motion Reprojection. As a side note, I am well aware that this has been discussed in some threads, but I only recently discovered this solution after watching a YouTube video. Hopefully a dedicated thread will help others easily find it with a search here. So... on to the problem I was having.... I have, I think by most current standards. a pretty beefy rig: as of this writing, an OC'd i-7700k, 32gig of fast RAM, a NMVe drive, and a 1080ti GPU. Without a drop in framerate as measured by the internal DCS FPS meter, I was showing a pretty steady 45fps even when running with the default "High" settings. However, I was noticing an annoying graphics anomaly that happened during "fast" movement across by field of vision: what I would describe as ghosting of images (although I use "stuttering" in the subject field for searchability reasons, I'm not sure if this is best described that way as while this anomaly is occuring, my fps stays at a steady 45). This was most easily replicated by doing a low-level, high-g turn whilst looking at the ground below the wing. Vehicles, buildings, or trees, which moved fluidly while off my nose, suddenly looked terrible. I also got this during dogfighting when an enemy aircraft zoomed right past me. I tried messing with all the graphics options (everything from Pixel Density, to shadows, to AA and Anisotropic filtering), but nothing solved this particular problem. Here is where I hope someone else learns from my admitted stupidity and misunderstanding of what is called Motion Reprojection. My *basic* understanding is that if your computer can't render for your headset at its native Hz rating (90 hz on the Samsung) with a matching fps (90 fps for the Samsung), the system drops your fps to half your Hz rating (thus 45 for the Odyssey) and software and/or hardware interpolates frames to get you to the equivalent of 90fps thus matching the headset refresh rate and making for a butter-smooth VR experience. My major mistake was thinking that because I was almost always showing 45fps, Motion Reprojection was activated so I never gave it another thought as I figured it was an automatic kick-in kinda thing. I was wrong. I discovered how to turn it on while watching a video on YouTube made by SweViver. I never heard of him, but after surfing for Pimax reviews, I ran across his channel. Anyway, he has a video on this particular subject which has changed my DCS life. In a nutshell, and you can see it for yourself in the link below, you need to turn on Motion Reprojection by doing a simple text edit of a config file. After learning this, I did a more targeted search here in the forums and found mention of this buried deep in a few threads; thus the reason for making this thread. This *completely* solved my issue and now has me re-evaluating whether to pull the trigger on a 2080ti as, without a Pimax headset running 5k or 8k, I'm not sure if I'll see a substantial improvement over what I am now seeing with my 1080ti.... although I'll wait to see if others can hit 90fps without Motion Reprojection before I make a final decision. Anyway... I know this is not an entirely original fix, but I'm hoping this helps those with WMR sets who are not entirely comfortable with this new frontier. -Paul Link to Video:
  14. I have their FF Yoke and Rudder pedals and am quite happy with them (although FFB on the rudders are ultimately a not-needed luxury IMHO).
  15. So.... question. I'm new to the F-86, but have extensive experience with other aircraft. I'm wondering if the performance I'm seeing in dogfighting AI flown Mig15bis' is correct.... or is there something about the Sabre that I'm missing. I set up 1v1 against the Mig and converge from 8nm out. We pass head-on and the fight is on. However, for the life of me, if I manage to work my way behind him and we are in a tight turning fight, he just goes vertical and rockets skyward. No matter what I do at this point (lead, lag or pure pursuit), I end up floundering into a stall while he effortlessly loops over me. Put another way, do others notice the AI to have almost limitless energy? I'm pretty good at managing my energy, but am finding it next to impossible to keep behind him when he goes vertical. Any tips or suggestions? Thanks!
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