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Hammer1-1

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最新回复 发布由 Hammer1-1

  1. Just don't close the canopy before take off, at the point where you get airborne latest, the problem is solved and you have a nice unobstructed view, just like in real live! ;)

     

    P.S. recommend to dial down the world sound a wee bit...

    That also solves the low fps problem with cockpit mirrors enabled too...

  2. 3D Art Developers can integrate vapor Easily if they want to, but the behavior would be dependant on cockpit systems code, so it would be visible to other players.

     

    (Similar to MiG-21/AJS-37 AfterBurner)

     

     

     

     

    Wingtip Vortices are determined by multiple factors now, with humidity being one.

    Humidity isnt actually modeled as of right now...and if it is, then its poorly modeled. Maybe as a visual stand point it is, but it doesnt affect takeoff distances, manifold pressure, or degrade or enhance performance in any way. I just tested this, and yeah wingtip vortices were present during a major rainstorm on takeoff, even more so than on a sunny day. Air temperature IS modelled quite nicely though.

     

    Point taken, but to be fair you arent going to see a shock cone form on a hot, dry sunny day. But I see your point, a'la VRS SuperHornet.

  3. Well sorry.. you come to the party with this:

     

     

     

     

     

    First of all the rounds for MK101, 103 and 108 were all developed in the 40s. The one I mentioned earlier as late as 44. In the late 30s was the first time that cannons were introduced at all for german aircraft and these were the 20mms based on Oerlikon designs. Next you are saying they used RDX as a propellant.. There is a nice anecdote where this was actually done. In Vietnam the US forces dropped "modified" 7.62x39mm for the AKs of the North Vietnamese, when actually firing one of these doctored shells the whole rifle blew up in the face of the poor guy and either blew his head of or wounded him badly. So hopefully now you have realized that the type of explosive of the filler has no relevance to v0 of the projectile.

     

     

     

    So a FLAK shell is not from FLAK artillery? That sounds like a sassy comment of a 14 year old. That whole paragraph is ridiculous.. No you can certainly not calculate v0 based on the chemical reaction, mass and gas pressure. Theres barrel length, there is barrel twist dependent on target v0, there is cartridge neck angle, there is powder burn rate, powder burn efficiency. What the heck do you even mean by calculating based on chemical reaction? I had 3 years of chemistry and 5 years of physics in university, so you can stop trying to sound smart its not gonna work.

     

    The kinetic energy of a projectile is useless for trajectory characterization. You can derive it at any time point of the function, but it tells you just about zero about the trajectory. The ballistic coefficiant is important to look at, as a projectile with higher v0 will loose its kinetic energy initially at a higher rate than a slower one. Drag effects are exponential, so its not a linear dependancy. I can derive the BC of the MK108 projectile tomorrow as I have all the ballistic tables at home for these rounds. Then I can calculate the difference in drop, but I can predict today that its gonna be sub MOA. And sub MOA means that the gun dispersion is larger than the difference in drop, which makes this whole discussion senseless..

     

    You cant simply look at this with 7th grade physics and claim this:

     

    I dont know what and where you checked, but this is an insult to all the great work ED has done..

    I think what he is trying to explain is that the powder mix would propel the projectile at a higher velocity due to a higher decay rate with the material. If they can shoot flak shells, it wouldnt be too hard to shoot smaller ammunition with it. Without sounding like an idiot myself, I think he is referring to a different propellant mix that has a little bit more oompf out of the charge. Maybe the specific round has more grain in the brass. The rifle twists in the barrel, the length of the barrel, and gas mechanism wouldnt really play an obvious role in kinetic energy when shooting different rounds out of the same barrel. What about the projectile itself? Does it have a tendancy to tumble? Does it have less mass?

  4. Moving the controls around relieves the pressure, it doesnt drain all the fluids back into the hydraulics reservoir. Without looking at the hydraulic schematics, Id guess that the brakes have bleed valves or thermistors that will eventually bleed out when the aircraft settles or the oil cools. The pumps dont operate, but gravity still plays a role.

  5. Turn off DSR, MFAA, triple buffering, vertical sync, and everything else to uses 3d application settings in nvidia control panel.

     

    Turn off DoF, MSAA Vsync, and shadows in DCS. Crank pixel density up to 2.5 in the VR tab.

    When you get in cockpit, press rctrl numpad 1 to turn off ASW in the rift. Aside from that, just tweak it to your own preferences.

  6. Turning off shadows completely solved almost all of the issues with ASW. Not all, but almost all of them. Ive tried and tried and tried to pin the problem down to one specific issue, and right now I firmly believe that it is the Rift beta ASW and a combination of poor drivers and pixel density. Why shadows causing the issue? I dont know, but I see it every time something blocks lighting effects both on ground and in the cockpit. I also see it when beacons are on in the aircraft on the ground. Cockpit reflections are part of the problem too...especially around canopy frame edges where textures look like dirt accumulation between the frame and the windscreen. The opacity for some reason causes the distortion.

  7. PD? Pixel density is set to 2.5...not using the Oculus SDK but within game.

    Also, turning off shadows eliminates almost 90% of these issues. I dont see any blurring issues with the shadows, but its still prevalent with the HMTD cueing system in the KA50 and along the canopy frames of all aircraft.

  8. In the Oculus Rift I get this strange visual problem in the headset in all aircraft. It basically looks like heat blur, but it only occurs around edges of the canopy frames. From what I suspect, its something to do with the cockpit reflections on the canopy/windscreen/windshields.

     

    I use the CV1 latest.

    Intel 6700k overclocked 4.6ghz

    GTX1080

    32gb Gskill Ram

     

    Screenshots doesnt really show anything, same thing with video recording as I only see this inside the headset. But everthing looks warped, and almost always its a shadow of "something" that causes the distortion...like a rotor blade casting a shadow on the ground. I might try to get a camera to record it from inside my headset, but not sure how well that will work out.

     

    Ive tried the Ctrl Numpad 1 to turn off Asynchronus Time Warp, my game settings are dialed back quite a bit, and my nvidia settings are tweaked to where I get the best fps out of the headset.

     

    Nvidia settings*

    Threaded optimization = off

    Vertical Sync = off

    VR rendering = 1 frame

    Single Display adaptive mode

    DSR off

    Anisotropic filtering = app controlled

     

     

    DCS settings*

    Textures = med

    Terrain = high

    civ tfc = low

    water = med

    heat blur = off

    shadows = med

    res = 2560x1080 (tried more than 1 setting here)

    MSAA = off

    HDR = off

    DoF = off

    Lens Eff = none

    clutter, grass, and preload radius have shown no effect.

     

    MSAA was a big FPS killer, HDR and shadow textures came in a close second...but turning off shadows to flat didnt help either. Ive tried troubleshooting, Ive tried the Oculus SDK trick many times without results...and not sure where else to go since I dont have this problem in any other flight simulator that supports the rift.

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