Jump to content

Sideslip

Members
  • Posts

    211
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Sideslip

  1. Before someone's feelings get hurt for not understanding that text written on a forum does not convey tone... this is not directed at any one person or post. I keep seeing this over and over again (not exclusively in this thread or forum or throttle) and I really don't understand what the problem is. This isn't an A-10 throttle, this isn't the Thrustmaster Warthog. If you want that so bad, you already have it. If ultra realism is your thing, then don't buy this. I don't know if it's official but I understand that VKB wants to make modular grips so I'm sure that if there is enough demand for an A-10 grip, they will make one. This is not it. They make the MCG now which has WAY more buttons than the real A-10 stick, so anything that you don't have room for on the throttle you can put there. Again, if you are so against using anything other than the Warthog grip, you've made your choice. Don't buy it. Then there is the fact that I'm sure you will be able to either use a mode switch or a shift button with their software, which means you can DOUBLE the hats to have a total of 4 4-way (with push I assume) and 4 2-way switches plus 4 buttons at the thumb. That's WAY more than the A-10 has or needs. To say you can't use this to fly the A-10 is just being stubborn. Is it perfect? Probably not. But either figure it out, wait for an A-10 specific grip, or just use the already available replica. Do I think the grip could use more functions? Maybe. I'd personally really like a rotary at the thumb like the X-55 to be used for zoom. But to keep comparing this to a throttle that already exists is a little excessive. No, it's not an A-10 throttle. No, it's not supposed to be. And hurry up and take my money. :pilotfly:
  2. I've noticed lately that vsync and gsync are a little buggy, and maybe has something to do with the latest windows 10 updates. It seems that sometimes after tabbing out of a game, gsync does not turn back on like it's supposed to. What happens then is it will only use double buffer vsync, so if I cannot get 100fps (99) it locks to 50. If I am using a framerate limiter set to say 97, it will never change from 50fps. But as I said, sometimes it doesn't do that and gsync works normally. Also, using the "windowed and fullscreen" setting for gsync results in massive problems. Mainly the fps will get stuck at like 24 with 8% CPU and 10% GPU usage. Tabbing out brings fps back to normal (double buffered vsync) but still throttled when switching back to the game. Even weirder, if I have vsync off (in game and forced with nvidia), when I tab out the game is vsynced (which I believe thats normal) but upon returning the game is now running with vsync even though it's supposed to be off. So maybe the reason 60hz vsync is smoother for you, is because maybe you tab out (simple radio, teamspeak etc) and then your fps gets locked to 50.
  3. Gsync does not eliminate screen tearing by it's self. Vsync does not negatively impact Gsync, nor does it significantly increase input lag. https://www.blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/
  4. Fun fact. The rapid variation of time between when the frame was drawn and when it is displayed results in significant stutter when using fast sync. Yes it does reduce latency slightly while eliminating tearing, but I've always found that the stuttering far out weighs any minuscule reduction in lag. At 100hz the worst possible delay is 9.9ms, with a more likely delay of 5 or less (as it takes time for the GPU to render the image unless you have over 200fps).
  5. Oh ya I know. And that was the stupid reason for the 60hz limit, it was "good enough" because it didn't flicker. The point was that if that flicker was detectable and caused confusion to your brain, than so can such low frame rates. The evidence is plainly visible today with the availability of high refresh rate monitors. If you sit a 60hz and 144 or 240hz monitor next to each other and run something like the heaven benchmark, the smooth panning will make it dead obvious how significant the increase is. Not to mention there is a reason that VR headsets require at least 90hz.
  6. Can't say I agree at all. I use TIR at 1440p with gsync and vsync on all the time. Frame-rates vary from 50 to 100fps and never a tear. Gsync does not stop screen tearing by it's self. All it does is slow the refresh rate when the fps drop bellow it. What I DO notice, is how choppy it gets bellow about 80fps. Not stutters or tearing, just the blurring and general non-smoothness due to low fps. I swear, the worst thing that ever happened to gaming was the idea that 60fps was somehow good when everyone switched over from CRTs to LCDs. 60-75hz on a CRT used to make people sick and cause headaches.
  7. Correction, they knew what they were doing 20 years ago when they designed the devices. They know plenty more now, some of their industrial joysticks now use HALL effect sensors, but they have not applied any of their newfound knowledge since the GPU was invented. If there is anything wrong with their software in Windows 10, don't hold your breath on them fixing it.
  8. I already asked in the general section of the VKB forum and it has yet to be answered (probably because of the rush), but since you brought up springs I'll ask here too. With the higher height of the MCG I'm thinking I might need to increase the spring strength to keep the same feel, but I'm already using a #40 spring that came with my Gladiator Pro MkII. I know not to use multiple springs, but is the #50 safe to use with the plastic gladiator base or is it only intended for the Gunfighter?
  9. I noticed your monitor is g-sync capable. There is some odd bug right now (didn't seem to have it a few months ago) where g-sync in windowed mode (even if you aren't running in windowed mode...) screws up framerates. In my case, normal would be 12-20% CPU with 50-80% GPU usage for 60-100fps. When the bug occurs I drop to 8-9% CPU 10-15% GPU and about 23fps with a butt load of stuttering. When g-sync is set to full screen only (not windowed and fullscreen) the bug does not happen at all. This is not a DCS thing, as it happens in IL2 as well. I have the latest drivers, but the reason I updated the drivers was because I was hoping it would fix this issue. My guess is something in the new "creators" update in windows 10 caused this bug. Another stupid nvidia bug is that if you have triple buffering turned on, switching alt-tabing out of the game and back will turn it off. So if your refresh rate is 100hz like mine, normally the fps will be anything (65, 72, 88 etc) and be smoothed by g-sync. However, after alt-tabing it can now only be 100 or 50 (half refresh due to double buffer not allowing it to start working on the next frame until the monitor has been refreshed). So you might think just disable v-sync and it won't happen, but thats not the case. Other than how jittery the screen tearing makes the game look, as soon as you alt-tab v-sync gets turned back on, and now I'm capped at 50fps or 100fps. It's times like this I almost wish I stayed with AMD, if only they had better performance. So if this is your problem, use g-sync only in full screen until they fix the bug and don't alt-tab out of DCS unless you are willing to be capped at half refresh.
  10. dburne, they answered that question two days ago and I'm pretty sure I've seen that asked and answered several times prior. https://forums.eagle.ru/showpost.php?p=3338846&postcount=1050
  11. https://vkbcontrollers.com/?page_id=156 The best way to get an answer is ask the people you ordered it from on the website.
  12. No one has to check in here for anything. They have a website with a forum of their own where you can ask for help with the new MCG or anything else. The NA store has a clear "contact" tab where you can ask whatever you want about shipping, billing or the meaning of life via a private email. I even got a reply on the Saturday before Christmas. What more do you want? My god. There are legitimate issues and then there's just making a fuss. Complain all you want if it doesn't ship for two weeks without any explanation. 2 days... come on. As mentioned, this is a "general discussion" thread where people have been able to discuss the new stick amongst each other with the BONUS ofcompany reps chiming in from time to time. Would it make you feel better if they never said a word on this forum? And regarding ""processing" for weeks after I've paid for it"... it was less than 48 hours that the quoted person complained, not weeks. And look right here, the "shipping plan" right on their website: https://vkbcontrollers.com/?p=7852 I've enjoyed following this thread and hearing about the MCG, but I think I've just about lost all faith in humanity.
  13. Really? You've never bought something from Amazon, Newegg or the thousands of other online stores and not had a product ship for a few business days? Even for orders that are in-stock sitting on a shelf in a warehouse I've seen it take 3 or 4 days to ship. And they charge you as soon as you order. Either this is the first online purchase you've made, or your horse is so high it's wearing an O2 mask. I have no problem criticizing them when warranted, but be realistic. They are human beings like the rest of us. If anything it should be appreciated that they are working hard through the holidays to get the product out asap. They could have just as easily been shut down for a week and delayed further.
  14. This is probably a dumb suggestion, but did you tighten it? On the KG12 (should be the same as MCG) the stick is held on by the friction/clamping force against the shaft. If it's loose you can rotate the stick (25 degrees I think it was) before it is stopped by a pin so that the electrical contacts remain within their respective physical limits. It literally just sounds like you didn't tighten it.
  15. The rubber thing is easy to solve. If you replace it with a leather cover (like a car's stick shifter) with an elastic end to hold onto the stick, you would eliminate the sound and do a better job keeping out dust too.
  16. Who in their right mind would want to set a curve on such a fantastically designed and accurate stick :D
  17. As AeroGator says, it's best to visit the how-to section of the VKB forum but... - I think NJOY 32 is the software/language on the circuit board inside the base. Wizzo is the simple set-up software to calibrate the stick, set dead-zones and flip axes if you want. - The mode button switches between 2 modes (red and green light on the base) which gives new IDs to the buttons on the stick. IE if trigger is button 14, it becomes 16 now so you can assign it to something different (like drop bombs instead of shoot gun). Interestingly, they set the hat switch (4/8 way button under your thumb) to not change with the mode so it always does the same thing (POV90/270 etc). The buttons on the base also don't change (something that would have been great to explain in the quick-start guide). - Yes the pinky button can be changed to whatever you want, but you need to use VKBDevCfg which as I said is a little daunting. Best to read about it first. - You can changed how all the buttons act. You can reprogram it so that pressing the mode button ONLY affects the buttons on the base. You can make the pinky button a regular button. Or you can make the trigger into a shift button for only the base if you wanted. Oh and to keep it on track... Where's my MCG! :pilotfly:
  18. Well I'll be damned, haha :doh:. I have perused the Manuals section of the forum, but I haven't really dove into it since the only thing I might do (disable the mode button) is really simple and I have a little too much going on IRL to get much into it. I've also go Fusion 360 that I want to learn how to use well, my 3D printer has a bunch of parts I want to add to sitting in a box, my MFG crosswind still slides all over the floor and I don't feel like going to the hardware store... lots of thing to learn/do. I still think that it would be good to have the official manuals and how-tos organized on the main site, as I'm sure average joe doesn't read forums much.
  19. Man I tell you whoever designed the devices at CH must have had a hard on for sliding plastic. The CH rudder pedals are atrociously loud garbage. The best sound they ever made was the thud of them hitting the bottom of the garbage bin. I will never, ever recommend a CH product to anybody. They just don't care about their products.
  20. Plug and play generally means you do not need to install additional software, nor hardware, for it to work properly. When you buy a new mouse, it is plug and play (most of the time). That does not mean if it has 15 buttons that every game in existence will have a button mapping for all of them. I'm sure all of VKB products will be plug and play, with the exception of calibration. I didn't even try my Gladiator Pro before calibrating it because why would you, but I did see that it was reading min/max where ever I moved it until I had run through the full motions. While there is software available to customize things, it is not strictly necessary to use their sticks. Now the fact that there is a nice big sticker on the box would make me think it would be appropriate for there to be a default mapping for most buttons in DCS, but technically it probably means that all features of the stick (analog hats and break leaver) are 100% supported by ED. That said, my Gladiator had the axes mapped when I ran DCS first time with it. But really, nobody knows your setup, so how could they know what controls you want on what buttons. I'd always recommend deleting everything and putting only what you want where you want it. Now for documentation, yes that is severely lacking. There was a quick-start guide in my Gladiator Pro box, but nothing about how to change the springs/cams (I know there is a video). Further, the box and guide both said (in English) to visit vkb-sim.pro which is completely Russian. There should be an easily visible link on that webpage to the North-American website unless they are planning to translate that site. The build date of my stick is December 2016 though so obviously it wouldn't be up to date if the website has changed. Seriously VKB, you guys need to hire a manuals guy to do nothing but put together all relevant information for all your products into PDFs and 2 or 3 page guides in the box. VKBDevCfg in particular is pretty overwhelming to work with and while there are SOME tool-tips, they rarely give a good explanation of what things really do. For example: TimeFA0 "time of transition in mS". Transition of what? What does it do? What is the min/max value etc. I understand there is a language barrier which complicates things considerably, but it's still important. Lord knows VKB is not the only company with terrible documentation. EDIT: Damn, beat me to it. Man I can take long to write sometimes.
  21. As mentioned above, it is the way 3d games are rendered and it infuriates me, but there's nothing you can do about it. Every single game in existence does it whether you notice or not. You can reduce the effect by using the 3 monitors option which will split your FOV into 3 smaller chunks (say dividing 120 into 3 40 degree segments) but that costs a whole lot of performance and looks bad unless the FOV is set perfectly. Zooming in would look really weird. The problem is 3d games are rendered for flat monitors. Well that's what most people have right, where's the problem? The thing is, it assumes your monitor takes up the same FOV in the real world as you have displayed in-game. The monitor in front of you probably fills about 40-60 degrees if you are close to a decently large screen, or less if you have a 20 inch. Most games need at least 70 or more for it not to be too restrictive. I use 100 in DCS and 80-90 in most shooters. So if you use 100 in the game, it is rendered in a perspective as though you are sitting 2 feet from a 55 inch wide screen (not doing the math, sorry), but you aren't so you see the distortion. If you shove your face right up to the screen, you will see everything looks normal on the edges, because now you are seeing it the way it was rendered. Imagine how wide a screen would have to be to fill 180 degrees of your vision, an infinitely wide screen, which is why the closer you get to 180 the more messed up it gets. There may be software available from industrial flight simulators to warp the image to apply a static correction, but it would not work if you change the FOV (zoom in/out) and probably costs thousands of dollars). I pray for the day when everything is rendered assuming a curved monitor always facing directly at the viewer. That would mean a circle would be a circle no mater where it is or how wide the view. You wouldn't have a problem on a flat monitor because no one sits close enough for it to be distorted. Trouble is it will be a big change and of course cost performance, and the industry is too lazy to change. /rant TLDR; No you can't fix it, it's a problem with every game out there whether it be an ultra-wide, triple monitor or curved projector screen. Set the max FOV lower, not much past 100 or buy yourself an 80 inch flat TV and sit 1 foot away.
  22. And that's why I'm hanging on to my X-55 throttle while I impatiently await my Gladiator Pro w/MCG. Nothing better worth spending money on out there that is well suited to anything from DCS to Star Citizen. I just hope everything continues working (except the mouse nub which never worked right). When it dies I will gladly get either a VKB or Virpl throttle.
  23. https://www.monstertech.de/en/product/joystick-hotas-table-mount/ If like me you want something that will look nice, but don't have the space, tools and time to build something. Expensive though. They also have a long version for use with extensions. An image from their website with a gunfighter and extension:
×
×
  • Create New...