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cdjung1

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About cdjung1

  • Birthday September 23

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  • Flight Simulators
    DCS World, MSFS 2020, Aerofly FS2, VTOL VR, Elite Dangerous, Squadrons, Project Wingman
  • Location
    Boulder, CO
  • Interests
    Flight Simming, Music Production, RC/Drone Flying

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  1. Thanks for posting the mission editor guide, but I already created a variety of missions using different weather customized in the mission editor and no joy on the cloud textures... everything appears as white featureless cotton balls. If there are other settings which might impact how the clouds are drawn that would be good to know, but setting clouds on Ultra or lower didn't have an impact.
  2. There is another thread in the VR bugs section making the same observation. I fly in VR and updated and didn't see any improvement in the cloud rendering even with it set to ultra. I'm running a reverb G2 with a 2080ti. Frame rates are good and the sim runs smoothly in 2.7, but the clouds are just white and featureless. After all the amazing videos posted I have to think that something is missing with the patch. Hopefully someone back at the mothership can identify the issue and get a fix out soon. Disappointing with the delays, but I know the team wants this to live up to what was advertised.
  3. I just ran a repair to see if perhaps textures didn't load or something, but I have the same issue in VR. I'm running a reverb G2 and set the clouds to ultra and no difference, the sky looks like featureless white puff balls. I suspect they haven't gotten around to optimizing the clouds for VR yet, but as it stands 2.7 sadly doesn't rate as an improvement when it comes to the VR experience. I tried running a variety of scenarios and different presets in custom missions and the results were consistent... white, featureless puff balls. On the plus side frame rates appear solid, but the appearance is most definitely not as advertised in VR. I rarely jump in to comment on the forums and most just read posts for useful information, but this is a significant disappointment given all the buildup. One would assume they tested VR performance before release, but for VR pilots like me this doesn't cut it. On the plus side I didn't notice texture rotation when looking at the sky and turning my head, so that is something. I really don't like leveling criticism and I know the team busted their behinds to get this out, but after all the hype this is a serious bummer.
  4. There have been quite a few posts in recent years discussing the differences in utility between TrackIR and VR headsets for spotting aircraft coming from behind. In the current state of implementation TrackIR users are capable of performing a Linda Blair maneuver to turn their view a complete 180 degrees to the rear to see what is happening on their six. The ability to do this is unimpeded by any physics such as the number of g’s being pulled while changing views. For VR users sitting in a stationary chair that can’t swivel, the ability to look rearward is limited by how far you can turn your neck. This is argued to be more “realistic” by some on the forums, but this argument fails to take into consideration the limited field of view currently employed in most VR HMD’s. The majority of VR headsets have a field of view somewhere in the range of 90 degrees. Normal human field of view is around 180 degrees or more. (If you want to check for yourself, hold both index fingers in front of you and keep moving them until they are out of your peripheral vision.) Being able to look off your tail is essential for situational awareness. In VR with the limited field of view it requires some substantial gymnastics to get your body twisted to the point you can actually see back far enough to discern what is going on. Again, some argue this is more realistic, but for the over 50 crowd none of us want to have to wear a neck brace from using a simulator. For the time being a good work around is to turn your head in the opposite direction of where you want to look and hit the VR view reset button, then when you look in the direction you want to see you are getting close to that 180 degree view (90 degrees left + 90 degrees right). This works well, but it takes a couple of seconds to perform, and in the compressed time frames of air combat a couple of seconds can be a loooong time. DCS has a system of setting snap views and those views thankfully can be set in VR, but there is a limitation when setting the view. The program will take note of movement in the horizontal, vertical, and lateral planes, but it does not record rotational position. What this means is that you can create a snap view position to the right or left of center, and forward of backward, but you cannot record a view that looks to the side or behind. This makes accessing some controls, like turning on the OBOGS in the F-18, difficult no matter where you create the snap view. Adding in the additional rotational degree of freedom would enable us to set up snap views to access difficult to see controls to the left rear and right rear in most of the complex cockpits we fly in. I don’t know from a programming perspective how difficult it would be to include this additional dimension, but the positional data from the headset is being collected to set the snap view right now so it seems adding an additional variable to include the needed degree of freedom would not be an impossible task. In the alternative, adding the ability to snap turn would resolve the problem as well. In the world of VR games teleportation is a common means of accomplishing movement. Often associated with that is the option to turn on smooth or snap turning. Smooth turning for the uninitiated in VR often results in nausea, but snap turns in increments of 20, 30, and 45 degrees are considered the comfortable option. Adding a snap turn command in VR for left and right turns would solve the problem of looking rearward, as well as the problem of seeing controls which are tucked in behind the pilot to the right and left. I suspect I’m not the only VR pilot who would find either solution a welcome addition to the DCS experience.
  5. Rift S audio issues Since the new update I’ve had two crashes and lost sound through the headphones. I usually run both speakers and the headset, with comms through the headset. Now I get no radio transmissions whether the headset is selected or not.
  6. Hi, With the update issued today (4/16/2020) the ability to use headphones to hear radio comms no longer functions. Prior to the update I was able to have my main audio sounds (engines, guns, missiles, etc.) come out of my external speakers while setting the secondary output to my Rift S headphones. This worked fine prior to the update and now no longer functions. Switching to the Rift S headphones output for voice comms results in no sounds coming out of the Rift S headphones. Not sure what happened, but it would be nice to have it working again!
  7. That did the trick! The only very minor issue is that the squelch noise and confirmation tones come out the speakers. Glad to be up and running. For VR Viacom pro is essential! Thanks for the great support.
  8. I did the lua reset and restarted. Still no audible reply to commands in DCS. This is true even when using the “\” command. DCS responds to commands but the audio replies are gone.
  9. The on and off dialog issue disappeared with the update. For me the redirect is still reversed... setting to speakers in redirect goes to the rift s and setting to rift s goes to external speakers. I can give voice commands, but get no audible response from ground crew, or ATC, or anything for that matter. Ran a repair before the Viacom update and no more hangs at launch, but no idea how to fix the no audible response issue. Not running any addons.
  10. I understand some of these bugs have already been reported. Here is what I have encountered so far with 2.5.6: 1) DCS hangs at 10% during loading. Temporarily resolved by running a repair. However, after running last night the program hung at 10% again today. 2) Outputs incorrect in voice attack/vaicom pro. Redirect function now reversed in vaicom pro. When setting to Rift-S headset audo comes from speakers, when set to speakers the sound comes from Rift-S headset. Also, voice attack reported communication terminal error with DCS. Upon loading a DCS mission it worked momentarily then failed. 3) The commands dialog pops up unprompted and then disappears. Using the "" key still results in the dialog popping on and off the screen. Only able to select commands if I am fast, otherwise the command prompts are useless. 4) DCS crashed on Cold/Dark Carrier startup with F/A-18 using autostart command. Repeated this twice with same result. Was unable to select "OK" to submit crash report, had to CTRL/ALT/DELETE to terminate processes. Using normal startup procedure for the F/A-18 was okay. 5) Encountered the problem with connecting to the shuttle on the Stennis CAT. Using the U key sporadically functioned. 6) Once airborne in the F/A-18 received uncommanded pitch up. Trim and controls could not recover the aircraft. Trim adjustments show on FCS but do not result in change to uncommanded pitch up. (Using Warthog Hotas)
  11. Same issue for me with Warthog HOTAS
  12. I purchased mine from widmovr, great customer service and the lenses were a great improvement to the vr experience.
  13. VIACOM not responding when identifiers used in call Hi, I'm just getting sorted on how to use VIACOM. I thought I had read in the manual that you could use normal pilot speak and the program would pick out the key command. However, when I transmit something like, "Texaco, Enfield 11, approaching for refuel" I get no message received "beep" and it is not recognized. However, if I just say the command alone, "approaching for refuel" VIACOM responds appropriately. I thought perhaps there might be some menu option addressing this, but I can't find anything. Any words of advice would be much appreciated. Thanks. Chris
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