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jamie_c

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Everything posted by jamie_c

  1. SilentSierra, I wouldn't worry about bottlenecks, I was until recently using VR on an X58 chipset with i7 920 overclocked to 3.5GHz, 12 GB of RAM and a GTX 1070. Yes, I was using a PCIe 3.0 card in a PCIe 2.0 slot. The 920 simply got old and died, I now have an i5 7500 with 16GB of RAM everything else is the exact same hardware, just more SSDs, the performance in VR isn't noticeably different.
  2. Confirmed sight scaling isn't as expected on Vive as well on 1.5.7. Don't have a TrackIR type device to test on, but it's not as seen in youtube videos such as John's tutorial on RB-75. Can provide video for Devs on request at least to check if it's expected behaviour.
  3. The only solution is for ED/HB to work a fix in on their end. Although you’re using the VR headset as input, the TrackIR API was never made for 1:1 absolute input and it doesn’t coexist with VR in DCS. I have a Vive, I’ll check what happens on my end today if I have time and possibly record video of it
  4. The thing I do the most for an INS realignment in IMC is to have a waypoint offset from a TACAN location, this way you don't have to overfly the TACAN and you can setup a 2nd point nearby. Of course this can be less accurate than the overfly method, putting you a whole 6 figure grid (or more) off target for precision. Reading the manual the M2000C also has basic ground radar capabilities that aren't implemented because of DCS limitations as mentioned by jojo, it's entirely possible this is another option to real pilots where the terrain has distinct features or there are man made structures giving solid returns. This is similar to how things are in the Viggen, or something that would have been possible in the F-111C if you look at the public images from its radar. Weather is still a huge factor in military operations to this day, moon phases, tides, wind, turbulence, and even planetary alignment, this is why from the 70s to present day we've seen radar and TGP development as well as GPS/GLONASS and ground based augmentation systems. The winner is the guy who can put bombs through windows in a hurricane.
  5. There are problems with procedural terrain, for one is the sheer size of the data if you populate the base data with alterations to the terrain base and expect to have buildings representative of specific regions, for the longest time OT didn't even have Biomes everything was green, there was 1 tree everywhere. Additionally the algorithms mean what you see at altitude is a procedural approximation of what you get as you get closer to the surface which is further procedurally defined. You might say "well if they overlay OSM data it'll be fine", not so, take a look at real roads, the earth around them is shaped almost always, we elevate them, slope them, cut into mountains. Defining a perfectly flat road segment takes x number of bytes in the octree, each segment has a defined start, end, texture, width, thickness, elevation and an enumeration for how it alters the terrain and probably many other things. Roads alone bloat the data set and we haven't even mentioned other natural and artificial features. The more you depart from the default dataset in the case of OT, the larger the storage requirement. OT's representation of the earth is as a cube stored in an octree data structure (separated into a folder structure last I looked, +x, -x, +y, -y, +z, -z, each subdivided 4 times at the top level, as you get further down it's a lot like google maps, 1 big tile becomes 4 tiles per "zoom level", they then use an algorithm to "round out" the sides with an Earth Centred, Earth Fixed (ECEF) coordinate system. The base data they generate from is essentially NASA SRTM with 90m post spacing, it has to be translated into the OT native data structures for it to work much like roads and other features. This is before we even consider the physics aspect required for high fidelity flight sim where the gravity vector points toward the origin instead of simply being a negative value on an (seem to remember y is vertical in DCS) axis. Other sims like FSX and X-Plane are more like DCS in that you're on a terrain treadmill. I used to work with VBS (as military) and even it had a curved earth rendering option from VBS 2 version 1.3 I think but that was back when we were only doing single large chunks of terrain up to 200km, maximum weapons employment range was generally 4km for any platform. Physics wise nothing changed, it employed flat earth physics as a pure shader implemntation. I'm not saying ED can't achieve this in anyway, it's just a totally different beast that has been in development for years. With DCS you're talking changes to the underlying architecture, a significant workload and a large investment with less returns. You essentially have two choices, a handcrafted high detail area that has been checked extensively for quality (NTTR, vegas strip), or mass produced approximation and at times floating objects, mangled roads and so on.
  6. FBW goals are aircraft and mission specific an airliner can have FBW (Airbus as an example). The limits again are imposed to avoid undesired characteristics of extreme AoA and based and the properties of the specific aircraft. FBW is again aircraft specific, the instability of the teen series US fighters are seen as advantages to their users.
  7. 60km/h, AOA? Attitude (aircraft, not yours)? Throttle position? Altitude? Winds? Expected behaviour given all of the above? I'll assume 60km/h wings level, wheels down, 1G on the taxiway - do not expect uncontrolled departure.
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